Read the rule above.
I find it so annoying that mods frequently crash and are often no longer usable after updates. My roommate and I like to play the game a little differently than it’s meant to be played. It’s super fun to build large armies and then overrun the enemy. I would like to see an official setting that allows you to set the population limit and the amount of resources (per source) yourself so that you no longer have to rely on unstable mods.
I would Love to see some Viking civs it would be perfect for this timeline. hopefully next dlc will have at least vikings
Yes, give me the dlc of explorer, vikings, spain, aztecs. I’m hot for aztecs, even tho I don’t know who balance would work on them.
Improvements that would be very nice:
- Be able to set ages when creating a game: maximum desired start and end ages.
Even suggest a time limit before you can evolve: (x minutes) - Be able to modify the teams assigned at the start of a game: invite an enemy to join your team or vice versa, change the status of an ally to enemy.
- Give resources to whoever you want: even enemies.
- Connect walls to allies
You’ve got some good points there.
I wanna highlight
That would be awesome. A good main menu and tech tree are such memorable things and expecially proper numbers and percentages in the tech tree are so useful for theorycrafting and understanding the mechanics of the game
On that note, I’d like to throw AoE 2’s original main menu and the Conquerors variant into the discussion. Sure, from a modern POV they’re anything but optimized but imo they had soul and covered that medieval feeling.
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Enable batch training of each 5 units in every military building
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change flat dmg/armor system to % based
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increase tc fire dmg slightly against heavy units and massively decrease dmg against light units
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let units/villagers exit buildings (ungarrison-button) towards ANY direction, not just one corner
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give aoe dmg to all cannons/bombards and include ragdoll effects like in aoe3(de)
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remove BAD-CODE, which makes units attack buildings all the time, instead of attacking enemies
→ I have reported this in the bug section over and over, also gave that as Beta-Feedback repeatedly
but it has been consistently ignored by all the DEVs
→ especially when you have lots of archers in your army, this is super frustrating and game-breaking
→ especially in pro-matches (tournaments) this adds TONS to the defender’s advantage as the aggressor is unable to win equal fights like that.
Especially if the defender has siege units behind/in between the buildings
Fix urgently!!! -
units should snare enemy units when striking them with melee-attacks, similarly to aoe3(de)
→ especially siege-units should be slowed down drastically in their movement when being hit with a melee attack -
give culverines to all civs and make it have more range than a fully upgraded imperial springald
→ civs that have OP lategame siege units like the great bombards become invincible at some point when your civ doesn’t have access to culverines -
increase villager production time by at least 5 (20->25)seconds and increase their price a bit to slow down the boom meta → revert recent non-capital tc nerfs and increase non-capital villager training time even more for example 10 seconds (20->30) → possibly stop most civs (except of for example eco wing abbassid) from building additional tcs in feudal age, by locking that option until castle-age, increase fishing ship build-time and cost drastically.
→ this way the boom-meta would be massively changed into an aggression-meta and fast-castle meta, while also giving your the option to not touch fishing on watermaps and all-inning your enemy early on or pressuring him hard while trying to get semi-fast castle on your side
On the points of QoL, spectacular aesthetics and bug fixes I agree, but not on the radical changes in a game that is at its best in 2 years.
Fix the lag, I find it embarrassing that the game has a slight delay…
It really makes me scratch my head. Age of Empires is an ongoing series. People purchased past editions for exactly these things. So I wonder then, why the decision was made to forsake what we craved, for something that seemingly fulfills an entirely different audience’s wishes? Can’t get over this fact.
It always felt to me that the ones behind UI were never a fan of how Age of Empires did things. Shame.
Yes, it’s an AoE…and the AoE saga is eternal…as long as an AoE game has a community, it will last forever…
The game mostly starts after the year 1000, but the Vikings (793-1100) or the Kalmar Union (1397-1523) could enter…
According to what an insider told me, there will be no Spaniards, but he did not tell me if there could be Castilians…
In the concept art of AoE 4 the game menu was like the book pages of AoE 2…
Yes, I agree with everything…
melee units should snare ranged units, melee to melee is not necessary.
I agree, for exception of spearmen on cav.
Snare has been discussed to death, and also proposed here before I believe (pretty unsuccessfully). I hope it never makes its way in, except in limited timed activations (like we had with palings).
Too much AoE3 in some suggestions, I’d ask for alternative solutions. Like instead of batch training, constant production or a way to fill the queue in a single press; and, instead of snare, melee units attack on the move.
Good for the Villager production, but I’d keep TCs in the Feudal Age for everybody.
Fix desync bug, it’s SUPER annoying, especially if the unit count > 220
Multiplayer game should be able to be paused, just like AoE 3.
Also saving a multiplayer game should be a must, sometimes our game could take like 3 hours to finish (20 years old game stronghold crusader has this feature)
I think there should be more communication about what are the priorities for AOE4. There’s a lot of complaints on the forum and on reddit about the balance of the game and about the cheaters. And yet we never hear anything from relic about either of those issue (or anything else for that matter). As it is, it just feels like the game is kinda broken and unfun to play. I’m unlikely to buy anything else from the studio or the franchise if things don’t change.
And that’s why a lot of very disappointed people have already rightfully left this game.
Microsoft/Relic obviously don’t care about keeping the genre/franchise alive and want quick money.
That’s why they cut out all the jobs that are about communication with the community.
The second and third difficulty level the AI creates way too big of armies way too early. Don’t know how they do it.