What should Age of Empires IV improve?

In case you don’t know about it Advanced Game Settings is an excellent mod that has this capability.

I would like some of that mod’s options to be added to the default game.

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improvements

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There must be a way to get back in the game if the game crashed! please please

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AOE should improve the game crashing excessively after a major update… I already suck at this game and lose alot, it REALLLY burns when I crash the game the few time I’m actually winning.

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We need co-op like co-op mode in SC2 or Conquest in Northgard.
PvE experience in AoE4 is miserable in comparison to the other RTS.

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What do you mean by burns is it make your computer work too much

I would add bandit camps with treasures in the middle of the maps like in some campaign missions, make them neutral and fight against players attacking the camps and if players defeat them they can choose to recruit them into their armies in exchange for gold or loot them and keep the treasures (they give you between 500 and 1000 of each resource or a permanent boost of the units until they are killed as it happens with the monsters)…I agree with everything about the rest…AoE 4 should drinking from a lot of things from AoE 3 (since it’s its direct prequel), but keeping some differentiation with AoE 3…

Or just like AoEO…All campaigns and missions can be played cooperatively

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  • RTS (hotkey)controls (SC2, AOE 3, AOE 4,…)
  • Fix Gameplay: team walling in team matches!
  • Finish Presentation: Exploding siege in a medivial game? Feels like someone was cutting corners and didn’t added death animations, this feels kinda awkward. There are only a few siege units ingame…
    (+ do killed Units still vanish at water like river crossings? Didn’t play with water in a long time, if they still vanish add death animation also, otherwise it feels like it’s still incomplete)
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Agreed that exploding siege looks weird. Compare this to this clip from AoE 2 with the destruction animation from the trebs:

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  • Mercenaries could be added like mercenary camp and you chose which civs mercenarie you want to use acording to their neighbors or allies or influence in real life.They choose one of those civs and make this civs unique units without their special upgrades and they will only cost gold and created faster.They will be expensive.But then doesnt this make the gold bonus civs op?
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Multiply the budget for aoe4 and bring Ensemble Studios employees back in.
The game will become a hit in no time.

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they arent coming back. sandy videos shows from his experience that the real reason why aoe is gud is mostly ES credit to the games they created meanwhile they have to endure ms mismanagement. Add Don mattrick actions which resulted the reasonwhy they are now gone in different studios as he mention in the end of the video Tales from the Dark Days Ensemble Studios pt. 2 - YouTube

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I want a bug free single player game experience. currently AI isn’t producing many troops in castle age. It is unplayable.

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The game urgently needs content and/or unlockables to give incentive to play for people who prefer PvE.
There just is nothing really fun to do since the civilisations are rather shallow in terms of available variations on hot to play them.
I know everyone prefers balancing and bug fixes, but once the game is basically bug free, there is no casual player left who is still invested and hasn’t given up along the road.

So for me, new civs are easily the No.1

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Yes, I agree with everything…

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I strongly disagree with your last point.
The game has more than enough civs already for the moment.
If they keep patching at current speed, even in 5 years the majority of bugs and technical issues and shortcimings of the game will still be unaddressed.
Even if NO NEW CONTENT comes in.

Look at aoe3 DE, it was a BEAUTIFUL game (few months after initial problems and bugs were fixed and the 2 new civs were re-balanced), but now its overloaded with asymmetric civs and insane content, COMEPLETELY out of balance and unfixable.
You can ONLY casually play it for now.

Pls NO MORE CIVS!!!
Until game has gone through MAJOR patching.

PVE content I don’t mind.
Masteries or even painting the menu pink, make it fly around the screen, bring rainbow colored unicorns into PVE, I really don’t mind.

But for the love of god, PLEASE NO MORE CIVS

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I find it funny, that they explode, especially when you attack them with springald. But of course, having units have more types of death would be a good thing. In Starcraft 2 they innovated when units could be cut to death, dissolved in acid or exploded, especially marines.

And in theory, in Aoe3, they also innovated by making the bodies of units killed by cannons go flying.

In Aoe4, while there aren’t any missile launchers or laser swords either, they could either give the stone thrower another death animation when killed by melee units or units that are also killed by cannon fire could fly away.

If I think more kills were not originally implemented for siege weapons, it’s because in the beta of the game (seen in the campaign) and in Season 1 and up to 2, siege weapons were only destroyed by throwing torches at them. from fire or by the siege damage of other siege weapons, so it is understood because they are destroyed by exploding die exploding.

However, now that there is a way to kill them in melee, which translates into “cutting their ropes, breaking their wheels or directly killing the person who drives them”, they should have another type of death animation, more like the implemented in Aoe2:DE. Games like Starcraft II, and Aoe3 itself proved that it is possible, and even Age of Mythology has special deaths with divine powers. They should also prepare some sort of burning animation if they ever re-implement fire arrows with anti-siege damage.

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Anyway, eventually new civs will arrive, but just in October…

And that would be bad because?..you can still play ranked, it’s not necessary that yes or yes you have to play ranked by force…

Don’t worry, they won’t add new civs yet…

And that is a 2010 game…

It’s because of the Havok physics engine…

I agree…

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  1. TCs/Boom:
    Lock building additional TCs until castle age, increase villager train cost and increase villager train time.
    Reduce TC fire dmg and maybe limit the arrows to 5, no matter how many more units are in the tc.
    Further increase additional TC cost or have them train vills slower than the capital tc, to somewhat smoothen out the boom advantage.

[IMPORTANT !!!] Fix attackmove and attack prio !!!
Units have to STOP auto attacking buildings, when enemy units are in range.

These changes would completely shatter the turtle/boom meta and allow aggresive feudal play.

  1. Damage/armor system Overhaul/correction:
    Change flat armor/dmg system to % based.
    That way TCs wouldn’t oneshot light units anymore, but would do significantly more dmg to heavy units which are one age ahead.
    Let’s say burgrave maa with BIG armor values, wouldn’t be able to ignore the TC fire anymore while still being really effective at disrupting the enemy’s eco and slaughtering their vills.
    Also knights wouldn’t be untouchable anymore for arrow fire and weak unit’s melee attacks while still being super effective.

Change the whole bonus dmg system.
Instead of having flat base dmg and flat bonus dmg, change the bonus dmg into a multiplier.
For example horsemen age2 have 9 base dmg and +9 vs ranged.
Just change it to 9 base and X2 vs ranged.
Currently camels only debuff their base dmg, whereas they debuff knight’s/Lancer’s FULL dmg.
This is not only super counter intuitive, but also SUPER illogical and irrational.
This way all the dmg nonlogic would be fixed.
Trebuchets would REALLY profit 20% from Geometry as DESCRIBED and not a small random value.
Same goes for other siege weapons like bombards and cannons when attacking buildings.
Currently only their damage against units gets affected by Chemistry, which is nonsense, because their bonus is untouched.

After changing the whole dmg system to % based, allow units to do broken digit damage and maybe round it to 0.01, while only displaying full digits.
This way a unit would ALWAYS do the damage as described, upgrades would grant EXACTLY the bonus as WRITTEN and intented and not some random value, which you’d have to recalculate for every single unit vs unit case and every single upgrade level.
The current system is counter-intuitive and illogical to a level, which I can’t even put into words.

  1. Siege
    Mangonels should be upgradable in age4, not just attackspeed but mainly dmg per shot.
    The game is really lacking a powerful age4 siege weapon with lots of aoe damage.
    Aoe3 is a great example of how to make it work.
    Falcs destroy buildings kind of effectively, while just WIPING infantry.
    Please let cannons/bombards do aoe damage like in aoe3 and give a physical feedback to killing units, make them fly if the shot is lethal.
    Also please delete the golden ghosts and replace them with a real siege troop like in aoe3.
    For all siege weapons.

  2. Countersystem
    With the % dmg change and the multiplier bonus dmg, a lot of problems would already be fixed in the current counter system.
    Good example are horsemen.
    On top of that, give archers a small malus vs melee cavalry (for example X0.8 vs cav instead of 1.0).
    At the same time bring in SNARE.
    This is super important.
    Slow down a unit for (for example) 3 seconds by 40% of its movement-speed, after receiving a melee hit.
    You could limit it to certain units.
    For example:
    melee cav/maa → archers
    pikes/cav → cav
    cav/maa → siege weapons

Also, massively reduce the repair speed of siege weapons being under attack.
Give it a timer of for example 5 seconds. After receiving dmg, reduce the repair speed by for example 80% for 5 seconds.
After receiving springald- or culverine- or bombard- or cannonshots, increase the repair debuff to 10 seconds.
This way siege would be really powerful, while also being precious and more challenging to protect.

Together with the snare mechanic, spearmen would easily stop charging cavalry from one-shotting siege.
Currently you have to body-block the cav, which is super frustrating because especially knights are so tanky that they’ll just ignore spearmen in lower numbers, run past them while receiving some tickling hits, oneshot the siege weapons and run away.

Also:
Drastically reduce archer’s shooting animation time, but keep the attackspeed same, like it was done with camel archers.
This would MASSIVELY reward a good micro in fights and make the game super exciting.
Less macro, more micro!
This is a game about FIGHTS and WAR afterall, not about who can spam more buildings, vills and units only and let the units run into their death, just to spam new ones.

  1. Spearmen
    With the snare mechanic, they would finally punish raids if well used.
    Also, let them AUTOMATICALLY brace.
    If you give them a attackmove order or right click at enemy cavalry, let them AUTOMATICALLY stop moving and brace before the units collide.
    Alternatively, once the snare mechanic is there, just remove the buggy brace and increase the bonus dmg vs cavalry.
    Whatever makes more sense to you DEVs.

  2. FAST moving (ranged) anti cav
    Currently going full heavy cav age2/3 in teamgames almost can not be punished at all.
    Let all civs have fast moving ranged anti cav in age3.
    Like dragoons in aoe3.
    Give archers bonus damage (X1.5 or X2.0) vs that unit.
    At the same time, give heavy melee cav to ALL CIVS in age2.
    Give horsemen X2.5 or even X3 damage vs light ranged units, instead of currently roughly (without upgrades) X2 and give them let’s say a malus of X0.8 (20% less damage) vs their natural counters like spearmen.
    You could even increase the base dmg of all melee cav to compensate for these changes.
    Together with the snare and increased spearmen bonus vs cav, this would balance out nicely and cav would finally slaugther archers and NOT let them run to infinity.

This would bring INCREDIBLE diversity of playstyles to all civs.
No more “doing same thing every game because I have to in order to win”.

  1. Increase pop of powerful high cost units
    For example knights should take 2 pop or at least 1.5 pop.
    This would balance out hard hitting uber cav armies in team-games a lot, while also forcing you to sacrifice eco pop space in order to make large cav armies to overwhelm the enemy somewhere on the map.

8. Conclusion
With all these changes the game would become incredibly exciting and also SUPER rewarding for SMART and BIG plays.
Especially with the snare mechanics, HARDER counters, being able to counter CAV in age3, hard hitting siege with aoe damage and less intense “no need to micro, just spam vills and units”.
Currently, the macro is so overwhelmingly multitasking and SPAM intensive, that there is no time to micro and use units effectively.
Even in pro-play, games are just PURE CHAOS.
If you follow the tournements, in midgame/lategame fights are completely random and its 99.99% about how can spam harder and from more places of the map at the same time.
Where in early game, the defender is in a HUGE advantage, in midgame/lategame the roles are reversed.
With the changes described in my post, MOST of these problems would be solved.

I will add many more points in the next days.

You’re describing an entirely different game. Not a fan, personally.

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