Thought on new water balance showmatch

We used to have Galleys, Demos, and Fires

Now we just have Galleys and say that we “improved” a system that was working fine for years.

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Oh, so now there is stuff that sucks objectively

Then you have to make arguments as to why that is.

Why? If they’re something positive, changes are good. Even if they change something fundamental as adding a new unit line that sort of replaces an old one.

And replacing a suicide unit with a normal one enforces exactly that. Makes it simpler.

Right… projectiles, then boarding. The latter of which hulks are now supposed to represent.
Win, waves, and tides are absent because they add unnecessary complication. Stuff like that would have to be added on land too. AoE2 was never about features like this.

Yes they do? Graphics and sound affect how a game feels, and that has an immense impact. How a game looks, sounds, feels, plays, the general theme, etc. all come together to form an experience. If you replace ships with Pokemon, then it’s not medieval anymore… if units were to do goofy attack animations, it wouldn’t be serious at all anymore… if units are 90% player color like in the disgrace that is AoE4, you can’t tell them apart easily… if units’s attack animations don’t lign up to when they actually fire their projectile, as is the case in both 2 and 4, you can’t easily tell when to move them when micrioing… just a few examples. Very weird argument. Obviously graphics and general looks affect game design.

People have different views on which activities are fun. But inside a specific activity that already sets the foundation for what kind of activity it is and how it’s supposed to be played, there is objectively fun and unfun.

For a game that’s supposed to be micro intensive, features that enhance micro intensive gameplay are objectively good and objectively fun. Some people might not find micro intensity in general to be fun, but when it’s featured inside a game that’s supposed to be micro intensive, it objectively is for that game. Why play a type of game when you don’t like what it represents and wants from you on a fundamental level?

And no, what I said doesn’t prove that at all. Maybe I shouldn’t have said the first part at all, as that may be an example of a pure personal preference, though if I questioned it more I’m sure I could come up with arguments as to why I’m objectively right or wrong in the context of this game.
For example, suicide units don’t allow for as much counter attack potential as normal ones, and relegating an entire third of water fighters to this when land combat doesn’t work like this at all may be a bad inconsistency.

Perhaps.

They’re barely separate. Historical accuracy is important just as theme, sound, music, graphics, core gameplay loop, replayability, and so on. Or rather gameplay is informed by historical accuracy.
It’s a matter of suspensibility of disbelief. Throwing scimitars is silly, but it’s whatever. Making Mamelukes melee would make them just like the Saracens’ already good camels, making them cavalry archers would make them too similar to Camel Archers in retrospect…

Maybe so. Maybe it’s unfixable, maybe adding points of interest as Admiral Wololo suggested would help.

yeah, stuff like microtransactions, in-game ads, preying on gambling addictions etc are objectively bad.

when i said “what sucks is subjective”, i was referring to the water balance (as this is what this topic is about), where they haven’t made any change that’s objectively good or bad.

that’s very easy: “I don’t like it”, is enough to prove that it is not >>objectively<< good. The fact that there is debate over whether this is good or bad, should show you that it isn’t objectively good.

how many things can you change about a game and it still being the same game. 80% of the reason i play aoe2 is nostalgia, at this point I play about as much HD as DE, because DE has started to feel so foreign.

it used to be that you had different simple systems for land warfare, buildings, economy, naval warfare etc.
Adding a new ship line makes the naval system more complicated, by making it more similar to the land warfare system. Undermining both the simplicity of the systems, and the complexity arising from their differences.

this is your (and my) opinion. I agree that I don’t think it would fit in aoe2. however a realistic or historical game should include these (and I could imagine a game like this being very fun)

I see where you are coming from with this. I think I would usually distinguish game design and graphic/audio design. I agree that the latter affects how the game feels, but I don’t think it belongs in this discussion about a change in game mechanics.

like having magic and superheroes from the 2nd century?

whips? teutonic knights sheathing their swords after every stab?

I still disagree. There was huge debate when mangonel deleting was removed. Some people loved it and others thought it was cheesing. Same thing about quickwalls, some people think they are great, some think they should be removed/nerfed.

I couldn’t disagree more. First of all aoe2 is not supposed to be micro intensive (at least compared to other RTS). Aoe2 is about the interplay of micro and macro. And the devs are clearly of this opinion as well as they are reducing certain amounts of micro: farm automation, automatic villager creation, autoscout etc. With each of these you have large groups of players arguing for and against, because there is no objective fun.

you literally said:

this is an entirely subjective statement. And one that puts you in the minority of players I might add. The highlight reels of most major tournaments contain at least one big demo engagement.

you reduce the game as being “micro intensive”, as if that were the only thing that matters. But decision making, and risk/reward assessment are at least as important (if not more so). Demo ships are a really good and important tool for this.

here you are just wrong. demos are an amazing counter to fireships, and are themselves countered by galleys/galleons (or at least were before this atrocity of a change)

naval and land warfare being different is not an inconsistency, but rather an intentional choice. Having those systems be different is what makes them interesting. if land warfare and naval warfare were basically the same, you could cut one entirely.
Water warfare is interesting as is, because it is nothing like land warfare.

it really isn’t? the game is wildly unhistorical. you can have goths (with gunpowder) fighting against aztecs (with steel and trebuchets) on Socotra, with monks shouting wololo to convert units next to buildings that burn forever.

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