#Balance Water vs Land

202 messages · Page 1 of 1 (latest)

austere juniper
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I think at this point everyone recognize that water is way op compare to land. I wont go into details but water tech has

Econ
Speed
Free Starfish
Free Ruins
Damage
Units

All under 5 tech. You simply cant do that with land tech. All your units move as fast as rider and you basically getting road for free.

IMO Sea tech should be a progression of land tech not just straight up superior to land tech.

I think it would be better to require land units to turn into specialized boats

Catapult->Bomber
Shield or Sword->Rammer
Archer or Rider-> Scout

This way you need at least some land tech not just an all out rush to water.

austere juniper
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@brittle thunder do you have any thought on this?

brittle thunder
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Midjiwan has made it clear that he wants all the naval stuff in the Fishing branch. He is opposed to "spreading it around"

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and we're against land units becoming their naval equivalents

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As that's a can of worms we don't want to open

sharp linden
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Also, I am pretty sure the next updates will contain tons of land-based reworks, and new features

brittle thunder
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We are making adjustments to how land and sea interact

austere juniper
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ok but as is water is getting too many stuff from 1 big branch

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so research is too cheap

sharp linden
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But water is kinda different from land

brittle thunder
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We are making adjustments, that I can promise you

sharp linden
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Having no cities

brittle thunder
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Like, some pretty sizable ones

austere juniper
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4 research you get 5 units 3 different econ option and starfish

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and free road for all your units

sharp linden
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But land is still where the main focus is

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The cities are there

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Your economy is there

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So it isnt a one-to-one balancing act

brittle thunder
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(man, imagine if we gave Aquarion water cities)

austere juniper
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thats not true. if there is any water and you lose your water boardering cities you are done for @sharp linden

sharp linden
brittle thunder
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They're fish people, so it's okay

sharp linden
austere juniper
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what maps are you playing

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anything thats no dryland is basically water battle

sharp linden
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Mainly from dryland to continent

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Lakes too?

austere juniper
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yep

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80% of the time

sharp linden
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We'll see

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Dunno about the data

austere juniper
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you can chose to believe me or not but i got 2000+ games and I play pretty competitively.

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lake is my speciality

sharp linden
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Aight

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But zoy did say that they will tune water units and stuff

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So it might get better

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I am waiting for the land reworks though

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That might equalize stuff

austere juniper
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yea. i hope so. the main problem is for 1 branch they just getting too much stuff

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getting 4 water related research is like getting 8 land research

sharp linden
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I find the hunting branch still the most stacked

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And the diplomacy branch is still a weird thing on its own

austere juniper
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how is hunting most stacked?

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you get 1 unit

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catapult

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and 1 unit archer

sharp linden
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Huts are good in two ways, forest defense

austere juniper
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bomber>catapult
Scout>archer

sharp linden
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But can bomber walk on land?

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And the majority of the cities aint waterfront

austere juniper
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water defend work on ALL water tile were as forest defend only some forest

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If you lose your water boardering city you will lose

sharp linden
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Not that often, I got some neat counterplays against waterhuggers

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But whatever, we'll see how it plays out

amber pike
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The fishing branch might be better split in two. That would be a massive change... But if we're not scattering water related things in other branches pomshrug

That would allow us to add one or two more ship types (lander, fireship, ..?)
Also to split defense bonus between water and ocean. If we're not adding new water terrain.
To add "buoys" or the like ( https://discord.com/channels/283436219780825088/1166580930761207868)
Piers/jetties. Canals
And of course || Starthing ||

Discord

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late birch
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me just chilling on android with battleships and whales

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btw why the whale look like an atomic bomb

sharp linden
late birch
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yooo

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bang

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nic profile pic

sharp linden
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A tied is az

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Now back to english

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Before they slap me

amber pike
hazy verge
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You could have a combat naval branch and a general naval branch

late birch
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kinda cool

hazy verge
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Like starfish fish aquatism ocean movement and aqua farms on one branch

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And then ports and units on the other

abstract tree
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What would happen if naval units loose like 1/3 of combat power and hp compared to land units? They would still be game deciding, because its not really about land vs water but about who takes the water first and controls who else can get on the water. This has to do with the water line and ports making it very predictable when and where opponents can enter the sea. In Addition to that, its a huge investment to get on the sea if the opponents navy is already close to your waterline. At this point the game is basically over and it has nothing to do with the exact naval units.

Maybe reducing the econ from water branch would help, getting everybody on the water faster definitly didnt, because it feels mandatory to get on the water asap

brittle thunder
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We are looking into this

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And hope the next patch helps fix things

thorn junco
empty linden
austere juniper
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@brittle thunder not goonna lie it seems like he put alot of constraint on the game design for no good reason.

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is there reason for keep it in 1 branch? navy combat is literally half the game

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just like some other changes where made it clear that he wont consider. not anything back by reasons, just something he doesnt want to do

spare harbor
amber pike
# austere juniper just like some other changes where made it clear that he wont consider. not anyt...

Well... While I respect your view, and even suggested myself that the naval branch could be split in two... I'm not entirely sure it would be better for the game (sure hope they will alpha-test it though 😠 ). And V100 was a pretty big improvement on that subject. Ports are not nearly as good without fish... And that's it ? Real change though.
Not enough Imo, but we're heading in the right direction.
(Anyhow : #1168241235492876469 )

austere juniper
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@amber pike I am referring to those comments seems like they are setting hard boundaries when it is not necessary

amber pike
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Yeah...

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I sure hope they try these things in alpha before discarding them for cryptic reasons 😔

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Like land units could have naval specialities without being too similar, and probably be cool...

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Or mid-techs like mining or farming could grant buffs...

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Really something I love, as a basic idea.

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So yeah again, let's hope they tried it at least a tiny bit.
@brittle thunder ... If I may ask ? 🥺

hazy shell
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I feel like what y'all are requesting would just make naval too similar to land which makes the question "what's the point". I'm more than willing to say "multiple naval branches seems like an interesting idea", but the idea of just dumping naval stuff around the other branches just doesn't sound agreeable

amber pike
honest jungle
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Forestry discount on ships makes so much sense.

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And forestry isn't the powerhouse it was before either.

hazy shell
# amber pike In what way would, for example, putting naval defense in smithery make these two...

Let's give a simple counterargument: houses pre beta. They only ever benefits ports, so you need to cross branches just to benefit. The problem is that the game is done in such a way where it's difficult to just buy up multiple branches. This is intentional to allow some level of diversity of tactics and not have every game devolve into tier 3 unit soup (as swordsmen+cata+knight is pretty much the strongest land combo). This means for houses, you only really get a few options

  1. Make the mechanic only passable and accept that no one will actually use it (see burn forest). Imo the best solution usually but this just wouldn't do well if you want it to be a major mechanic
  2. Make the mechanic horribly op (the option Midjiwan seems to have gone with for houses). Now you have a crisis because now players are incentived to play extremely stall heavy just to auto win games, which makes everything else worse
  3. Make crossing branches easier. Which, again, makes tier 3 soup strategies more viable and threatens to make the game more boring
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It comes to a point where you have to ask "why is this here? Does it actually do anything?"

amber pike
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Tier-3 seems alright to me, for longer games. Makes philosophy more relevant too.
In shorter ones you still have to take decisions. Unlike with CH, yeah.
CH are bad because they are so strong, but the fact they're not in the naval branch is pretty cool imo.

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This is just one game, playing Kickoo, and keeping up the pressure was the way to go here. But even on archi I find it sad to play 20 turns and rely entirely on 4 techs.

hazy shell
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The fact that they aren't in the naval branch imo is part of the problem. It's why Midjiwan has to keep justify buffing them when 1 spt per port is genuinely already strong enough

sinful cobalt
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It isnt 1 spt per port now

amber pike
amber pike
hazy shell
# sinful cobalt It isnt 1 spt per port now

Yeah, because Midjiwan wants to push the tier 3 building gimmick and because people kept claiming 1 spt per port wasn't good enough for a tier 3 building on an irrelevant tech

hazy shell
# amber pike This is just one game, playing Kickoo, and keeping up the pressure was the way t...

Tbh, I don't think this is significantly different in land games. Maybe you're reliant on 6 techs, but not much more than that. And again, if the concern is there isn't enough naval stuff, splitting it to a second naval branch imo would be healthier than dumping naval stuff over other branches. Are you *really* going to get Smithery for water defense or would it just be a random easter egg. And if you really are going to Smithery for water defense... Maybe the problem is the water defense is too strong?

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Also, you do still have incentive to get defenders in this screenshot

sinful cobalt
honest jungle
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I don't think we want a game where you can just buy one branch and have all you need.

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Other branches complement each others, and mostly interact through their units. Naval can't have that obviously.

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And of course random naval elements on the other branches would just be out of place.

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But your land fighting style is dependent on what techs you happen to have, which are partly dependent on what resources you had. Naval could be influenced by that so that your naval fighting style depends on what you have in the rest of the game too.

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More then just unit hp.

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Like, say forest defense bonus was replaced by a ranged unit boost. You'd have effects on naval combat style without it being out of place.

amber pike
# hazy shell Also, you do still have incentive to get defenders in this screenshot

Yeah, defenders. But nothing else, really.
Imo the point of having stuff scattered around is to have more than one reason to research things. Like archers are ok, but archery is a lot more desirable when your daggers can use the defense bonus.
Strategy is good, but it's better when you can both send peace and put defenders in ships than when only one of these are available.
etc
It doesn't really matter that burn forest isn't as important as knights : You can still weight than in when deciding if you want the tech or not (although I'm 99% certain you're gonna argue otherwise).

hazy shell
# honest jungle Maybe the problem with water defense is that it's in the same branch as all the ...

The problem with water defense is that it's a massive boost to a large amount of unit all at once with no extra cost. This is different from forest defense in that forest locations is less controllable and the units that benefits the most from forest defense aren't as common. And tbh, there is an argument to be made that it could be poor design in its own right by being too similar to the benefits mountains give. In this vein, plains defense would be beyond broken primarily because flat land is everywhere and you could chop for even more of it

If you move water defense, you'll likely make the gimmick worthless. And if it doesn't, then it admits that the water defense was far too strong and all you've done is slap a bandaid on it and pretended to solve the issue

hazy shell
honest jungle
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The issue is land has it's whole ecosystem scattered across 4 branches, and naval, being completely isolated, needs a whole ecosystem in only 1 branch.

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And I agree that water shouldn't be just blue land (forests are almost the same as land (especially with cutting, growing and roads), mountains are a slightly more weird land, but they're still land and water shouldn't be the same). But making it completely autonomous is just too excessive.

hazy shell
honest jungle
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Yeah, outside of units.

hazy shell
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Diplomacy kinda broke the rules of what a branch was supposed to do in this regard

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There's an illusion of an ecosystem because land games have more than 1 resource you need, but even on archi, Organization or Hunting isn't bad for upgrading cities

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And if you want to argue about the use case of units, I've multiple times suggested there should be a way to have units be able to land and attack

rancid otter
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I don't like the current water defense because of how general it is. Every single ship just benefits from it. I'd much rather see it be limited to certain tiles that you have to play around

hazy shell
honest jungle
honest jungle
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But then it's just opinions about what makes the game fun so there's not much to argue anymore.

honest jungle
honest jungle
hazy shell
honest jungle
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If you want each branch to have it's own theme, then what's wrong about keeping ranged units all in hunting and locking scout and bomber to range one until archery or maths are researched?

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That'd be consistent and give your land fighting style some influence over your water fighting style.

hazy shell
# honest jungle If you want each branch to have it's own theme, then what's wrong about keeping ...

Because now you have useless units that needs extra techs. Why get 2 techs just to unlock scouts as a viable unit when rammers are just better and requires less techs? Again, you're arguing for players to have a soup of multiple techs which is best case completely unviable (there's people who basically refuse to buy Organization citing the cost when tier 1 techs aren't even that expensive) and is worst case leading to the game becoming overly simplified

honest jungle
hazy shell
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And if you suggest also nerfing rammers until you get, Idk, Mining, now every naval unit stinks and naval is unfun because it costs a billion techs

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Land gameplay doesn't cost a billion techs

honest jungle
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I mean, water is more miscellaneous then riding currently. You have water, connection, range, alternate star sources all in one branch. It makes sense to restrict it a bit.

hazy shell
honest jungle
honest jungle
honest jungle
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There is a need for a water-specific update. If that doesn't show how water's isolated situation is an issue I don't know what could.

hazy shell
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Riders are pretty crazy units. I have zero want to nerf them directly. I think everyone says riders needs a nerf doesn't know what they're talking about. I think archers are extremely toxic units that are annoying to deal with. I have zero want to nerf them. I think knights should have their 15 hp again. Maybe just remove their ability to promote

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Land units are appealing to use and don't have random techs they need to be usable. You don't get multiple techs for you to just play land warfare. You get multiple techs to enhance your already strong tools and make them easier to afford

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What you're suggesting for naval units would just make them slow and boring and make you question why there's even a naval branch in the first place when you still need the rest of the tech tree anyways. If you want to split bonuses, them maybe they should actually be bonuses and not just "this unit is now actually playable"

hazy shell
# honest jungle You don't win a land fight with only four techs.

Again, I want to stress that you don't get a bunch of techs for land fights to enable units or anything like that. You get a bunch of techs to upgrade your land and to unlock units. That screenshot 100% can minimum justify getting defenders and likely got a spawn win if they could do well with only 4 techs. And the real issue is almost solely that defenders are the only units worth going after in most naval situations

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You 100% can play land games without going for multiple techs, and you almost have to plan for getting the least amount of techs necessary

honest jungle
honest jungle
hazy shell
honest jungle
# hazy shell Scouts are just archers with more movement. How do you reasonably nerf scouts wi...

Here's a less excessive example.
Scout and bomber's range of 2 is obtained through hunting (and archery for the sake of Hoodrick). Bomber's range of three is obtained through forestry. Scout and rammer's thrid movement is obtained through riding. Port's connections are obtained through roads (maybe you could reduce port cost to 5 stars). Scout and rammer's dash is obtained through org. Bomber's splash is obtained through climbing. Scout defense bonus is in diplo, bomber defense bonus is in maths, rammer defense bonus is in smithery. If you have no land techs you get a 2 movement weak no dash melee unit with extra vision, a 2 movement high attack melee unit and another of the same but that one moves upon killing. You happen to have hunting, suddenly scout and bomber are more viable. You buy org and your scout and rammer become dangerous. You needed the hunting tech, your 3-range bomber without splash will still be quite useful. You didn't go all the way to forestry but you have climbing, your bombers are relevant even with only 2 range. That allows for some tech optimization yet you don't need all of them to use naval units.
Of course it has to be reasonable, but some dependence would make it all more interesting.

honest jungle
hazy shell
# honest jungle Here's a less excessive example. Scout and bomber's range of 2 is obtained throu...

So...

Scouts and especially rammers are useless until you get Organization, and rammers really needs their third movement. Also, removing the connection until Roads nerfs ports extremely hard. So, to use rammers you need 3 tier 1s (you still need Sailing) and 2 tier 2s, and you still can barely actually fight against land units, so need Fishing for ocean movement and either bombers or scouts. Let's compare:

The strategy I like to subscribe to on drylands is a heavily aggressive archer spam. It needs a good melee unit to capture cities, roads for movement, and maybe techs for pop for giants. So, let's see, minimum 2 tier 2s, probably a third one for pop, and maybe 3 tier 1s, probably even less. You're talking about a more expensive unit in a limited play space needing we many techs as a strategy built around a tier 2 unit being spammed. It's worse than that, because you need just those techs for rammers to even be usable in the first place and you'd need more techs to get an advantage (Strategy for 15 hp, Hunting for scouts/rammers, Forestry and Navigation to use bombers) while for the archer strategy you really don't need too much more techs unless the game goes late. That just makes naval expensive for no reason and require significantly more techs than just basic land strategies. That's just tedious, not fun or interesting. And it, again, encourages more soup-like strategies

hazy shell
hazy verge
hazy verge
hazy shell
hazy verge
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Remember, this is post beta

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You might need more eco techs on some tribes

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Miscellaneous techs are things like climbing that is just good to have

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Or philosophy for aimo

hazy shell
hazy verge
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Riders lose to giants more now

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Since you dont expand fast enough

hazy shell
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I'd argue even with the road nerf. Archers still exists and I'd argue what I layed out up there (Archery, Riding, Roads, 3-4 eco techs) is still 100% viable before the ultra late game

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It's only ultra late game where things change. But that's true with current naval too (markets, defenders, tier 3 buildings for markets)

hazy verge
hazy shell
hazy verge
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So that's 7 minimum

hazy verge
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Giants have always been cost efficient

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Even compared to riders

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They just are too slow

hazy shell
hazy verge
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And you possibly need chiv and free spirit or climbing

hazy shell
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That's why it's 3-4 for most tribes for eco techs

hazy shell
hazy verge
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Besides maybe t1 techs

hazy shell
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Current naval still has incentive to consider Hunting/Organization. Landing on mountains imo is underrated. Defenders is still better for naval

hazy shell
hazy shell
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I mean, Xin-Xi is like Mining, Smithery, then you choice of 3-5 eco techs before late game. They barely even go for roads, even before the nerf

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Ai-Mo is almost solely an exception because of how insane Philosophy is (hot take: the game would be broken if Philosophy was actually a major part of the meta)

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Oumaji is Riding, Roads, Organization, and Farming solely until late game (not even 5 techs unless you get Climbing)

honest jungle
amber pike
hazy shell
# amber pike Wow wow wow. I knew you were basically high as a kite, but I forgot you were in ...

Knights was barely that impactful prior to chopping being moved to Free Spirit. Most of the concern of knights arose from that. Well

  1. Chopping is no longer on Free Spirit and is nerfed. Sure, you can argue hut nerf still means early giants are less common, which is the whole thing holding knights back, but I don't think it's that big an issue regardless. If anything, I think during that period of time was just a massive lack of adaptation
  2. Roads are nerfed
  3. Knights being worse means archer spam goes far more unchecked than it should imo
  4. I'm also suggesting removing its ability to promote, which is probably the real issue. If it lost the ability to promote, you still wouldn't get a free attack at the end of a chain without knights dying so easily or being chain fodder for enemy knights
amber pike
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The big issue is not the ability to promote, but to survive a knight hit.
Knights are perfectly useful pre-beta, and regularly used.
And post beta they suffer from reduced eco more than roads nerf in particular. With Free Spirit being completely useless it was already a big investment to get knights. But roads being nerfed don't impact knights all that much because of the above : You don't get these squishy 8 stars units early on.
If you think archer spam is an issue, then Free spirit should be improved, or knights made even weaker, but cheaper.

hazy shell
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Knights chaining other knights is not that big a deal. It's extremely toxic imo post nerf (it discourages knights further), but it's never a major part of its perception. The main things knights lost with the hp nerf is the ability to survive a final attack and it's survivability vs swordsmen, catas, riders, and archers. Considering it's designed specifically to avoid cata spam (it literally got persist in the same update that nerfed catas to their current stats), it probably isn't healthy that it dies this easily to cata spam, especially since gameplay before FS chopping showed you could already wall out knights fairly well

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On the flip side, doing a ton of damage, hitting a giant, and still ending on a 20 hp knight is just a little too strong. I'm more than willing to admit that the free promote is a pretty big problem

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Really, free heals in general is extremely strong. The free heal from baby dragons to fire dragons is secretly one of the most busted things in the game

quartz current
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Shhhh we don't talk about the baby dragon heal