What can be done to salvage AoE4?

Okay, there’s two separate issues here.

Issue 1 is team colours vs a different colour for each player. You can already play with individual colours per player, just go into the settings and change it.

Issue 2 is being able to pick what the individual colours are, and this is what remains to be added.

Yes I know about the workaround for Issue 1. Unfortunately I think most players don’t now that you can disable team colors.

But the color picker should have been implemented right to the start. I feel that there was no requirements engineering made or they only asked extremely competitive players who prefer team colors over a color picker.

Or they prioritised other things during development.

Of course, I couldn’t have said it better…

Of course, I couldn’t have said it better…explain to me how a 2005 game can be better in every way than a 2021 game?..

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Of course, let’s say that the physics were somewhat gimmicky in the face of the gameplay of the game of the type “you saw the level of physics and destruction that we have”?.. this is what bfbc 1 did back in 2008…

Most other RTS (disclaimer: not literally every other RTS, just those those have similar playstyles and those that AOE4 aims to compete with, like other AOEs or blizzard RTS) do not need to prioritize those in the first place. They could have most of the basic features done at the release.
So what is the big novel unique feature, which most other RTS (disclaimer: not literally every other RTS, just those those have similar playstyles and those that AOE4 aims to compete with, like other AOEs or blizzard RTS) do not have at release, that AOE4 prioritized over the features as basic as a color picker?

BTW according to the discussion last week the color picker for AOE4 is actually very difficult to implement so what is the definitive conclusion?

Or maybe they were working on other things. It really is as simple as that.

You can wave your magic wand and insist everything should be done the way you want it to be, but reality doesn’t work like that.

So what is the big thing then? You keep saying that but I cannot see which is the big and different and unique thing AOE4 has that they need to sacrifice a lot of basic features for.

BTW

I think AoE4 is a good game, in fact I haven’t had this much fun in awhile but like all games there is opportunity.

I really fell in love with the AoE2 game back in the day and while I realize that we can’t rewind time I feel like AoE2 had a lot of features that I was surprised to see missing from this title.

I’ve listed out some suggestions and thoughts below that I would love to hear the communities feedback on.

  • Expanding the unique civ units / techs - I feel like each civ only has a handful of units and techs that make them feel unique. Its really more of what base stuff each civ doesn’t have that’s the differentiator (such as walls).

  • Expanding the civ selections - I know more civs are incoming in season two but I really hope this is expedited as currently the selections feel very limited / constraining. When playing with multiple friends generally there are a bunch of repeats since only a few civs are really viable.

  • Include more army formations / commands - With the emphasis on strategic gameplay, flanking, etc. I feel like box formation and split army would greatly improve that experience. Additionally, guard, follow, defend (only attack if your attacked), no attack stance (so you could hide archers without them firing as soon as someone gets in their range) commands would be beneficial.

  • Unit abilities - When selecting a mixed unit army I believe all applicable skills should appear on a skill bar (you shouldn’t have to select individual units in a mixed army such as the arbaletrier to use their special abilities).

  • Mini Map Identification - Currently its too easy to lose track of your units on the mini map, perhaps a slider to increase unit display size on the mini map would fix this and allow each player the ability to find the size that works best for them.

  • Individual Team Colors - I’ve seen this has been addressed in other forms and am super excited to see this implemented. I think currently its too hard to distinguish your team mates and the different enemies (its important to quickly know if its a single person attacking you or multiples.

  • Identifying landmarks - I think its a bit to hard to distinguish what buildings are landmarks and which ones aren’t.

  • Trebuchets are a little OP - I feel like their damage needs nerfed and maybe their cost needs increased as currently only a handful of them can quickly turn walls / buildings into dust to quickly.

  • Siege towers and rams - I don’t think these should be able to be built in the field and should come from the siege workshop, I think it lowers the planning / strategy required of an attack and also makes defenses already a bit more like butter (maybe the in the field building would be a good civ specific ability).

  • Food / farms - It feels a little to easy to collect and maintain, I believe farms should expire after a certain amount and require you to rebuild them. This would increase the management required and make wood more valuable.

  • Stone deposits / castles & walls - Stone is to plentiful on the map considering the limited uses it has. After stone walls (which get destroyed way to quickly by trebuchets) and perhaps castles (also to easily destroyed even with all tech upgraded) it really doesn’t have much use mid to late game. I would suggest cutting the stone deposits on the map in half, increasing castle / stone wall defense, nurfing trebuchets, and lowering stone wall cost to 10 and build time in half which I think would make it much more important and viable.
    Maybe to keep people from turtling with wonders you could make it where if a wonder is started to build walls / castles take 2x damage?

  • Wall building & repair - I’ve noticed some issues with trying to build walls where the walls don’t want to let you build (seemingly nothing would be in the way but it would still be red) and have had difficulty placing a single piece of wall (to repair a hole). I believe you should be able to drag wall builds through deposits / blockers such as forests and resource deposits (of course it would just skip over those areas / not build over top of them). Gates should also be able to be planned / placed before the worker gets to the area and starts building and if you do add in a gate sometimes the worker either only does the gate or only does the wall. I’ve also noticed times when enemies seemingly use my locked gate to get on top of my walls with my units. Repair times take a bit to long as well, while most of the time its faster to delete the wall and replace (which goes back into having to delete multiple parts since you can’t place a single piece of wall).

  • Gold - With as many uses as it has its way to hard to gain / sustain. Even with mass amounts of villagers collecting its by far the slowest to collect considering the mass amounts you have to have for techs plus units. While I believe the overall number of gold deposits are in a good place, I think these issues could be addressed by either having the collection rate increased or increasing the overall amount of gold in each deposit.

  • Unit movement - I’ve noticed a few issues where units don’t seem to move where you tell them to (perhaps if the unit they attack or building you select is destroyed before they get there). I feel as if units should continue to move until they reach either the area where the unit was or the building that was destroyed.

  • AI Tendencies - The AI seemingly always rush, I wish there was a way to indicate their aggressiveness.

  • Increased game modes - I feel like adding in a standard TDM (kill everything / all villagers or surrender) would be nice as well as officially adding in regicide would be nice.

  • Team diplomacy & donations - I feel like this should be able to be changed in game (unless team locked) and you could set yourself to neutral diplomacy against other groups too. As for resource donations I feel as if there should be techs focused on reducing the cost of this and making it more appealing / part of the game.

Whew that was a lot, hopefully I didn’t ramble to much haha!

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I never mentioned a “big thing”. Your words, not mine. I said “other things” (plural). I was answering someone who made the claim “no requiresments engineering was made” - offering an alternative reason.

I know you can’t. Even if I could spell it out, it’s unlikely you would think it was worth the effort.

Everything in games development is a compromise. Feel free to hold the devs to account on features you still want to see in the game, but “it should’ve been in at launch” is nothing but words from someone who has no idea what was involved.

Great. Do it then and see if I really think they are unimportant.

Okay I’ll reword my claim:
“They sacrificed some basic functions almost every other RTS has for something not big at all.”

Speaking of compromise, compromise is when you sacrifice one thing for another. So if it is a compromise, you should point out what is that “another” or “some other” thing(s).

Yes, so I would like to have a historic battle with the Swedes…

Yes, I still run both games in medium graphics, but I feel like they still feel weird, aoe 3 feels more vibrant, instead aoe 4 feels like more off… but it must still be my thing I guess…

Yes, let’s just leave them like that… the graphics are what they are and they are not going to change them… it will be time to wait for the mods of the community just …

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seventeen years now that I have been playing AoEIII continuously, never have I heard anyone complaining about its physics, siege crews or any other visual perk that it offers compared to the other games. On the contrary, even those who generally disliked AoEIII’s gameplay, commended these features as being on the positive side of what AoEIII shows. AoM (2002) had fun physics as well. I guess some people just want to appear contradictory for the sake of ambiguous arguments.

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From what I see you want an AoE2.1

Making the game frustrating at these times is not going to help anything.

Does any other game have walls that blend into the terrain like the stone walls do in AoE 4, and do they have steps on the top and the ability for units to go on top? I’m not familiar enough with other RTS games to know if that is unique, but it seems to me like quite a lot of work went into all that.

That’s a fair point, I see where you’re coming from.
I would expect features / functionality of previous AoE games to be built and expanded upon but not taken away.

A lot of it was strategic movements, formations, unit movement, interfaces, etc. which I don’t see as being associated to only one game. Sure you can tweak it but a significant portion has just disappeared.

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The AoE essence has been maintained, logically it has some elements from other games (also AoM and AoE3, although some may not like it) and that causes some mechanics to be eliminated by others.