#will customization lead to saminess?
3858 messages · Page 4 of 4 (latest)
as opposed to aow3 which was the opposite
Therefore, affects higher damage numbers more strongly.
:/
You lose 2, but that was only 10% of your damage with 20, whereas the 1 of 10 is... also 10% of your damage.
It's basically sort of equalizing units across tiers more.
Yes, so the first lost more.
Because he had more.
Therefore, was more affected.
the percentage maybe the same, but the amount of damage reduced scales with the amount of incoming damage
guys come on let's not get into these dumb semantics
if you wanna argue this tell me how it affects your decisionmaking
Man, aow3 affected lower damage numbers more strongly, since 11 defense would reduce your 10 damage to 9, whereas the 20 damage would go down to 19. One loses 10%, the other 5%.
honestly i think pf's damage formula is probably more fair and results in more sensible decisionmaking but i loved how easy aow3 was to calculate off hand
pf's also certainly isn't perfect
it's true your t1 unit woudl pretty easily get its damage halved and be essentially worthless
it's harder to obsolete an opponent's damage the same way in pf
theoretically
to put it another way i would feel the difference a lot mroe as the guy with 9 damage than the guy with 18, because the guy with 18 is still hitting damage nubmer thresholds for killing units
Jordi stated that they had a new system for modifying models much faster
Which i assumed was required to support all the forms and transformations
It's not more levers than AoW3 had. AoW3 had race, class, specializations and racial governance.
AoW4 has tomes, culture, traits and that affinity tree
but AoW3 managed to have racial units as well ;d
If you discount forms+form traits, society traits, and tomes? Yeah I'm sure there's more combinations then.
from a quantity standpoint yes
because tomes are little pieces of classes
it would be like if AoW3 gave us the ability to research any spell/ability from any class
Do we know how many tome tiers there will be? I know there's like 50 tomes
probably 5 if they are like the units
there are like 12 tier 1 tomes alone. so they're not just repackaged classes
there might be 6 tiers, we don't know for sure that 5 is highest
doubt it will go higher
I don't mean 1 tome = 1 class, it's 1 tome = a little slice of a class
Belated response to posts made while I was sleeping, as far as everyone loving the more distinct racial units added later in 3's lifespan - as someone who pushed for several of these "universally beloved" changes and against others, there was a marked difference between the changes that added some extra punch to otherwise strictly worse race/class combinations and the changes that were made with the intention of doubling down on a given combination's supremacy. I don't want things I pushed for in the name of achieving player freedom through better balance being used as an argument against player freedom.
I don't think there's more customization in AoW4 than in AoW3 now that I think about it
there is clearly significantly more
AoW 3 classed had 35 that things to research each and specialization had 4 each(12 counting all three)
So I would say it takes 6 AoW 4 tomes to equal a class
the customization in AoW4 seems to be more piece by piece rather than the more significant choices you make
:/
sure it's more incremental over the course of the game
players get more ability to fine tune their tech tree and roster makeup: "actually this is not more customization"
what are traits supposed to "replace"?
excited to hear the justification for this
sure, you can tweak every little thing one at a time
but that just seems myopic to me when AoW3 gave us so many overarching choices
A process known as customisation
lmao
what is the equivalent of racial governance?
you could even get units from that
what is the equivalent of specializations? :d
everything has to be a 1:1 equivalence :d
the impact of choices is smaller is what I'm trying to get at
idk, if tomes have 50+ of them I'm not surprised if they take both the role of classes and specializations. Lmao
this is different from "not more customization"
you are describing a different thing
"each of these 50 choices is 5 times smaller than these 6 choices"
(you'd still end up with more, and also more choices)
now act confused about what i'm talking about again as you've suddenly lost the train of conversation
I am fine if the equivalent of racial governance is things being balanced this time + less incentives to wipe out whole cultures tbh.
weren't goblin tame trolls the only unqiue racial governance unit?
I was thinking about them as well
offhand i think so? there may have been 1 other but if so it escapes me
you said "some of them gave you units" like it was a common thing
I believe frostings get a yeti, though that could have been a site.
Some of them were also pretty useless. Yeah my razorbows need more melee damage, that was their issue.
there's also the affinity tree, which isn't a 1-to-1 correspondence but gives you a whole bunch of choices in addition to tomes
I guess if you decide a bunch of stuff in 4 doesn't count or is just "X from 3 repackaged" then 3 has more customization yeah
it's not so much repackaged as all mushed together and given to us one bite at a time
It has, in fact, been demushed. If you can only buy pickles in potato salad format, and taking them out of the salad gets you shot, then yes, the decision to put pickles on your burger is "more impactful". Because of the extra mush.
So instead of 6 varied dishes, we get the ingredients of said 6 varied dishes and can make our own stuff too? Damn, you're making it sound even better
salads are literally just the ingredients mixed in a bowl
so yeah i guess
if you are incapable of mixing it in a bowl then ok
3 definitely gives you the whole salad. 4 caters even to the heretics who have a different potato salad recipe to mine.
with the caveat you aren't a master chef and can screw it up ;d
what makes you think that?
general you
dude salad is a perfect metaphor
you literally jsut mix the ignredients given together
No, what makes you think that we can screw it up that badly, in the game
there's no screwing up salad
do you think we'll have a lot of sub-optimal combos or...?
unless you pick bad ingredients
maybe?
there's a big chance everyone will pick the same tomes because they are better than everything else
If the caveat only applies if I'm not a master chef then there are no downsides. It's like how the idiom double edged sword is less reflective of the danger of double edged swords and more reflective of a uniquely incompetent swordsman leaving his mark on language.
which will be much better than everyone picking sorcerer because it's better than everything else
every game has unbalanced meta picks at launch, those with good developers will even things out over time so the power differentials are smallish and there is a good range of viable strategies
I don't see why this is a concern specific to 4's system
we'll see if what we are given amounts to what we were given in AoW3 I guess
in some ways the modularity might make it worse, but in other ways better
aow3 famously didn't have this issue at all no sir
3 has no equivalence to the affinity tree, especially at launch
(I mean I know you'll say it's racial governance but I actually think that seems unfair to 3 lol)
Breaking things into tomes might, depending on how they are acquired, even allow you to readily pick new tech to counter meta picks if you see them coming.
manging your imperium and balancing affinities for branch progression seems like it'll be a really interesting metagame
Oh yeah, that's basically new to the series, that kind of gameplay
Yeah. on one hand if something is overpowered it can be slotted into a bunch of strategies, on the other hand counters can be slotted into different strategies too
affinity seems to be linked to other choices you make
which is what makes it interesting!
and the higher tiers of affinity will only ever be present with certain other specific choices
do I double down on order to progress quickly to the high-level nodes or do I take some materium so I can dip into that and take a few perks?
you might call that "customization"
sounds like RG to me
and even after you've made your affinity choices you still have to decide which nodes to spend your imperium on
we'll see how it works out in practice
it might be more passive or more active than we realize
i wish "we'll see how it works out in practice" was a mindset lacrymas started with rather than coming to once exhausted of all possible contrived coutnerarguments
it depends on what we are talking about ;d
this, yes, because I don't know how the combinations will work out and what those combinations even are
but lack of racial units is a big no no
I mean, would racial unique units even make sense in this game? What kind of unit would fit into barbarian orcs, feudal orcs, high orcs, dark orcs etc?
"Race" isn't a concept in AoW4 in a traditional fantasy sense, so racial uniques aren't an option...
Its hard to shake the feeling that when I saw the word "form" I suspected that this was made for modern audiences.
It seems more like "create your own race" instead
It seems it is distinctly going in a direction of creating your own race mostly through choices in the game with tomes as opposed to racing having a strong starting theme that influences gameplay, bam, thread over please.
pay to 3d modelers, and they make any model you like. thats how video games work
No UU for Orcs as a whole but the Barbarian combination could get "Great axe berserker" and Dark "Black knight", add a Warrior Martyr to High as novel combination, UU tend to not be for every class/culture
One way to envisage is is along these lines
Orc (unit 1,2,3 ability x y z) + feudal (set of units) and where one of those orc units does the same thing as the cultural units, you put the Orc unit (or Orc flavoured one) in.
That's basically how it worked in AoW3 so we have a working template, so to speak.
As for specific units, you have aow3, aowsm and aow1 for Orc units to choose from, and then going further afield you have orcs from other IP, and then coming back to the aow series, you have any number of planetfall units that can be considered "orcy" and thus adapted.
I wish it were create your own race. Like how in Dominions there is an extensive build your own leader system.
Something like that for races would have worked.
I think a bit part of the upset is that they are keeping the nomenclature and (seemingly arbitrarily) throwing away all the meaning attached to that nomenclature and also marketing the game based on nostalgia for this.
Many people want AoW4 because they played previous games.
If they'd gone for a full on race simulator, and completely gotten rid of the names Orc etc, I think this would have been better received.
As it stands the perception from some is that they have removed all the goodness from race and not adequately compensated.
That last part is key because it now puts alot of pressure on the tomes amd culture systems to carry the gaming goodness of what was races.
And some people are sceptical that the "it means whatever you want it to mean" system is going to result in the kind of game play decisions that they liked. That I'd a known weakness of modular systems. The flupside is that this is the entire idea of modular systems, and unsurprisingly some people see some huge potential here. Amd maybe there is. Certainly mathematically the combination numbers seem...high (but then again, if you ran the numbers in aow3 to include all the possible specialisations, that's also stupidly high)
You'd pick Orc whatever and try and match it with class whatever to mitigate weakness, compound strength or go sideways.
It made for some crazy fun stuff, like Goblin Sorcerors where you could both summon a tonne of creatures and also build a tonne of units. Or Goblin Dread where you were hoping machines would cover for your puniness.
I think it'd hard to argue that this kind of decision making is still in.
I don't really see how it can be in, unless TS have set themselves the task of iterating each of the 54(?) Tomes to have a cultural flavour
(or more accurately, having each tome based unit that looks humanoid be culturally flavoured. It's safe to assume Fire Elementals don't care about your culture
So the real question is whether the game as a whole is still fun and interesting with "just cosmetic races"
I also don't think it's a case of "ong why do you hate choice" because the people arguing for form significance are specifically complaining about the (perceived) lack of meaningful choice.
I for one am quite optimistic that race as we knew it is totally gone and that the synergies we liked are gone.
But also, that the other game improvements will make for a fun game nonetheless.
Would the game have been better with more constricted races, well that is a question that modders can and shall answer.
I know of at least 2 people, plus myself, bouncing ideas for just such a mod
Having been reading the discussion on this topic for a bit now, I think this is my favourite take. I'm very optimistic about the changes, but it'll all truly matter once we actually see how the systems feel together when we can all play it. That said, I think the nomenclature so far has been a bit confusing as you say, not just keeping the traditional race types as forms but now your "race" being the culmination of form, culture, society, and tome.
And as you say, no doubt modders will do their thing regardless once it's out
tiny frog people being the same as gigantic orcs is dumb and I hate it ¯_(ツ)_/¯
I'm just saying frogs are natural martial artists. Those legs are perfect for kung fu
It does rather sound like your mind is made up
But they're not, only if you choose to make them the same.
They have the same potential, that's different from being the same.
that only happens if you specifically set it upthat way
do you also go to a restaurant and order something you wont like just because its on the menu?
partly yes partly no
theres going to be meta builds
people will use them
but i think at least all civilizations iwll be played
thats not gonna happenif you play by yourself
i gotta admit, it seems like racial units will take a nosedive
as in, they dont exist
and racial units DO offer a chance of some truly unique units
PF had that definitley, with every race having a large roster of realy unique units
i mean just look at the Siege crawler guy from the Assembly or the wild array of Shakarn units from the infiltrator to the Naga looking guy to the Firebrand
that beeing said.
AoW 3 bareley had racial units.
all races had a variation of spear guy, archer, cavalry and priest
the only two races that stood out were the Tigrans and Frostlings, because they were DLC races and had some more love poured into them
so compared to AoW 3, i think it bareley matters and might even be a good choice
because realy, the racial units in AoW 3 werer redudndant
The whole "you choose to make them that way" rhetoric is missing the point
Circle complete!
Circle complete!
Circle complete!
It's about potentially having different gameplay by utilizing inherent racial variety ;d
At this point, seeing as how the same points have come.up again and again, I would recommend evwryone just...idk...chill?
Wait and see.
Wait until your favourite streamer (which should be me BTW, give me all your moneyz :p) Has a chance to actually play it!
It's not possible for tiny frog people to have the same potential as gigantic orcs!
They might achieve the same goals but will go about doing that completely differently
F.e. their catapult might be a giant frog because it's not a good idea to have wooden catapults constantly drenched in water ;d
They might be land toads
Literally all toads need water to reproduce.
And for the tadpole stage in their life.
Cool, so they have bathhouses where they reproduce
Or those tadpoles also evolved do landpoles
There are frogs in arid Australia that burrow for months/years and come up to mate/feed on that rare occasion it does rain
Isn't that proving his point?
I don't think so, I thought the point was they can survive without water for long periods of time.
#landtoad
We are still missing key information about how tomes will work in the end. But a quick count of spells and empire upgrades in AoW 3 indicates that a class with 3 specializations would have
a similar number of objects to research compared to 9 tomes (each tome seemingly having 5-6 spells/units/buildings). From a customization standpoint I also think a structure where you are
assumed to research 2 tomes of 1st-4th tier and 1 5th tier tome would make sense. My point here is that treating tomes as something similar to class + specialization is likely our best guess until more is revealed, both when it comes to the amount of content and when it comes to the tomes in-game role.
We know that culture provides your starting units, and the default units you can train in your cities. And my understanding is that the culture has up to tier 3 units (described as mid-game, if we are to believe the tier 3 Tyrant-Knight unlocked from a tome is also mid-game). This means culture seemingly matches quite well with the unit roster provided by races in AoW 3. The fact that we get 6 cultures in AoW 4 and we had 6 races at launch in AoW 3 also means they are similarly sized entities.
Considering my above reasoning, I think "the task of iterating each of the 54(?) Tomes to have a cultural flavor" should be a task in the same order of magnitude as giving racial flavor to the classes
in AoW 3 was. Summons obviously do not have to be culturally distinct, we are mostly talking about humanoids (though having a few unique constructs similar to the halfling Party Robot or the frostling
Frost Tank would be amazing).
Now I think I will enjoy the game even if unique culture|tome units are missing, I did enjoy AoW 3 at launch. But I think unique culture|tome units would bring the game from good to amazing.
An example of what I hope for posted earlier would be for tyrant knights (and possibly other shock cavalry from tomes) to be customized by culture as follows: Dark gets a red glowing sword and life-stealing (modeled after dark-elf executioners), High gets turn undead (feeling more like a paladin), Industrious gets fire pistol, etc. Obviously some balance considerations have to be made here, but I would rather have the combinations feel unique and then stats be altered in a later balance patch compared to starting off bland (but more balanced) with later patches giving more diversity.
A burrowing toad that hibernates under the sand would still structure its societies completely differently;d
His specific point is that they are utterly dependent on water.
His greater point was that forms have dependencies.
Your example of a toad that has evolved to coincide with rarer water kinda shows that water relationship.
And so no, frogs/toads aren't the same!
BUT, I think relying on real life examples only takes you so far.
I find the gameplay arguments more interesting as opposed to appeals to reality
Again you look at form like it's a race. It's not, it's part of the race with culture and traits and tomes
You think of the orcs from the Age of Wonders world - while the AoW4 is about many different worlds and different orcs subspecies
Good pint was made - will this be fun and honest answer is we don't know yet
Yet somehow this discussion is going and going :/
Another good point was that it's going because we want it to be great game because we all played AoW previous games. Is the reason why changes are met with people not accepting the new vision of the game because of childhood sentiment for those games?
I decide to trust the Devs because they are doing great job, deliver great games, and pushing them to revalute those decision is alocating resources they could spend improving the game.
It's simply depriving races of their uniqueness and disregards their physiological needs
Even the staunchest communists wouldn't do this ;d
From each according to his ability, to each according to his needs
And all that
none of this is vital to the game's design
Since we are talking about video games, nothing of it is vital
Including the game itself ;d
this is all justification for why certain effects are glued to certain visuals. if you care about the form of the game and the decisionmaking tree, this matters not at all. if you care about the "feel" of the game greater customization is usually a point in favor fo that but it's much more subjective there
you keep trying to do these weird little semantic observations like this somehow dodges the point being made
i get that you don't want to meaningfully engage with counterarguments but you can also just like ignore them
"i am building a house, here are my blueprints" "oh i see, well it looks like you're missing a vital central pillar" "well man look it's not vital that the house is built at all so back off"
"dude are we talking about the house or not"
i agree that the traits should not be changeable
at least the pyhsical ones
the mental traits changing im fine with
why
i can see desert orcs and swamp orcs
But why would an orc have gills, why would a toad not be an amphibian
because i'm a wizard and i made them that way?
who are you to tell me orcs can't have gills
i believe in my heart of hearts that orcs can have gills if they want
anyways we're back here again wooooooooo
this is the point where the divide is generally core enough to how a person approaches the topic that they are almost certainly impossible to convince
Either way races have unique traits and changing them is considered an optional advanced feature, none of the pre-made AI factions even stray from the pre-defined traits.
other arguments like game design can be argued one way or the other convincingly and because i make only excellent arguments obviously my chosen side is correct. but no matter the outcomes someone will fall back here and we reach the impasse
Aquatic elves are more common than you think, or atlantis "humans". Why lock that behind toads, for example?
There are so many differrent fantasies and permutations of different races out there that locking it will only limit player creativity in this regard. You have the base traits, you don't need to change them if you don't want to.
Honestly, it seems like you just want a map creation option that hard-locks those things for everyone in that game to not be able to take non-trope options.
this is the biggest mountain out of a molehill because the fantasy genre is just so oversaturated with Fantasy Race Essentialism that a franchise taking a step away from it is alien and alarming
People are just suffering whiplash from this sudden change in stance from an AOW game.
AOW3 was all about the different race's differences.
especially over time.
What race you played significantly impacted what units you get and the type of bonuses they get.
The class system meant that a lot of non-trope options were there
that is literally what i said in the message you are replying to
Yes, I am agreeing with you.
It is alarming not because it's new but because it can be used as a justification to start cutting stuff elsewhere
PF already showed signs of this with the mangled hero inventory and lack of racial governance that both weren't compensated for elsewhere
Now that racial uniqueness is off the table as well there's a pattern emerging ;d
Oh and PF's terrible campaigns too, I'm almost certain they'll do it like that in AoW4 as well because hey everyone can be everything so we don't want to limit how the map looks like
...lack of scenarios too and the inability to make custom ones
So racial uniques are just the next thing on the chopping block
None of these are vital to the game after all
lmao if you're saying pf is dumbed down compared to aow3
it was compensated for elsewhere but because there isn't a clean convenient 1:1 equivalence acting as a giant neon "you got this instead" sign you can't recognize it
pf was a much more complex game in terms of detail in unit design and strategic map economy and considerations. the cost of this was other features that fit aow3 great but didn't fit pf didn't return, so more focus could be given in these other areas.
it is, in fact, a new game. so things will be different with potentially a different approach
the old games are still there
Sounds like copium to me
and this isn't lmfao
yeah there are legit reasons someone might prefer 3 but "Planetfall was dumbed down" isn't something I take seriously when I see it
He didn't say dumbed down, he said cut content.
Entirely different argument.
Not that I agree with him but let's at least try and be accurate
form is not a race. its just 3d portrait, like 2d portraits from stellaris.
PF in its final form is more bland than AoW3, with less choices throughout, let alone impactful ones, is what I'm trying to say. And even though they boiled down everything to a choice of race and secret tech, there are fewer interesting combos that actually interact with one another, as opposed to what you could do in AoW3.
Heritor for example is simply "spam heritor units... or don't" with little interaction with any race besides the final one I guess
there are exceptions, like Syndicate + Promethean, but they are very few
the mod system is also good in theory but bland in practice just because of how the game ultimately ends up being played
you could theorycraft a lot, but it's all for its own sake when the best choices and what most people ultimately did was just go for the ones which gave straight up +% dmg
I'd argue that Heritor is interesting for bring Action Point Reset to factions that don't have it (Shakarn/Assembly have it innately)
I also think it's just great that your secret tech only provides 3/12 of your buildable units and that they are lower research and endgame power than your last few racial units
stop blame developer because some players play game how you dont like.
I do think it's true that when you want a ST combo to focus on race you only get like... the 100/150 research mod + the first 300 research unit from the ST itself and rest into Racial research
but that's just natural because that's the most splashable part of the ST
now that I think about it some more, I think @fossil berry is actually correct in wanting more explicit interaction between tomes and culture (and ultimately race when they inevitably backpedal on that)
it's very easy for all of these things to end up separate like in PF
So I ...disagree 🙂
that doesn't make it less true ¯_(ツ)_/¯
Yeah I don't thinkI this is going to happen
I love 3 a lot more, but it's not because of any "Dumbing Down".
Racial T4 was highly requested about AoW3, and I guess that's why it's in PF.
I think it can happen, and that we don't know enough yet to say one way or the other if it will happen. But also that the work required to make it happen is such that advocating enough for it now still gives the devs enough time to implement it sufficiently by release.
I'd sacrifice the transformations to get unique races
a lot of the transformations seem to veer into "this isn't even my final form" anime territory
especially angels and demons * shudder *
almost every combo in Planetfall has multiple viable strategies
even adding the earliest ST mods onto a racial unit or the earliest racial mods onto an ST unit can change things substantially
Syndicate for Indentured and collared units too.
"the ones that give +% dmg" is like, 40-60% of the mods in the game. they also all have additional effects, because Triumph didn't want you to have to choose between a stat-up mod and a more colorful one
yes, but they are largely independent of the combo
not really. Celestian assembly will be substantially different from Synth assembly even if you only grab the first couple mods and ops for the ST
just stagger resist is huge for Vorpals (and even Scavs to a lesser degree)
also there's NPC factions as an additional variable. which were both less developed in 3 and less usable because they used gold and were a lot of work to build the infrastructure
there are some exceptions like I said, but the trend is that race and ST barely interact and are generally separate
void assembly is another one besides promethean syndicate
you can stack a lot of evasion, teleport, life steal, stagger resistance, etc. on melee
Gane releases May 2nd.
We're at the end of January.
That leaves 3 full months.
In development time that is no time at all.
you live in an alternate reality
i'm not sure you have played pf very much
you are stating an opinion basically everyone disagrees with and insisting that it is "true"
yeah, you are right, I should've thought twice before voicing dissenting opinions in an echo chamber
have you at any point reconsidered your assumptions and positions going into this conversation
have you?
yeah, here's a bit where i envisaged a world where forms had gameplay attached and what possible implementations of that i would find most meaningful while preserving what i enjoy about the current system
my stance hasn't changed but i have taken time to reflect on my ideas and the new ones introduced
oh about this particular thing
since the counter argument is basically "I want to look pretty", no not really
you are making basic like, grammatical errors like insisting an opinion you personally hold is in fact "the truth" and following up with "oops the problem here is i dissented into an echo chamber"
what is there to reconsider?
I want some unique gameplay attached to my races ¯_(ツ)_/¯
do you insist that this is "the truth"
which part of it lol
do you want to make a redaction on some portion of it?
not really
ok so good question
but I don't know why you think I always have to preface everything I say with a disclaimer
ok do you stand by this statement then
yes
how is that "the truth"
because PF is indeed more bland than AoW3 with fewer and less impactful choices?
if i say it isn't bland, how does a person determine if you are right or i am right
take that up with Aristotle
how do we find "the truth"
I'm not here to argue philosophical positions ;d
I wouldn't quite call it an echo chamber.
You've voiced your opinion, provided your reasoning.
Ninjew has done the same.
As much as I obsess over racial stuff (god that sounds...bad!) I think the question posed in the OP has been largely answered.
The follow up question of whether you like it/hate it/ are okay with it remains to be answered (in 3 months!)
And right now it's (sadly) devolved into ...well, something!
Yes we should continue this conversation and at the very least repeat all the same exact points 4 more times until we are done
but we get unique gameplay attached to culture.its problem?
This is why I've spend so much time here in the past 24 hours.
I've made my points, convinced those I can.
like I said quite a few times now, our goal is simply to make disgruntled noises until they change it somewhere down the patch cycle ;d
excited to come back to this 30 more times before release
the time between will be filled with bickering over claims that are true but also not provable
gonna be grand
Imma just gonna mod in what I wanted to be in vanilla.
That's the winning strategy tbh
i'm just gonna say i am impressed with lacrymas's dedication to muscle orcs
we are up to 3311 comments and half are about muscle orcs
yesterday in planetfall i was playing vanguard voidtech, which i always avoided because it seemed boring. but then from the outset i was echo copying the voidtech melee guy, suiciding it into the enemy, refreshing the original with a pug, then sending out another copy. that's the kind of thing i'm looking forward to with the tomes/cultures/society traits
we all have our fetishes ¯_(ツ)_/¯
ok that actually made me laugh irl
Muscle orcs is also the easiest way to exemplify race/species variance, like showing you a gorilla (orc) and a lemur (halfling) to explain why both aren't equally strong, should be quite obvious why unlike Human vs Elf.
Lets than hope that Devs will remain strong and keep their vision so we could have both 🙂
Remember to put Bacon the Bodybreaker and his bodybuilding braves next to the Orcs for the comparison picture
Lets hope that the devs will become as strong as orcs, and give them identity back.
Let's hope that game will be good and we all have fun
Because I know we don't agree on that but I choose to believe it's because we all just want AoW4 to be awesome game and we just care so much that we argue about that
I was mostly responding to your posts' implication that ONLY sticking with the current plan was an acceptable option.
Nah never meant it that way, that's my view on it and I know that we disagree. Dealing with absolute is simply put not acceptable in any form of discussion
I think doing it more stellaris style is fine. If you're already turning Orc's into frostings by finishing a level one tome, they aren't really regular orcs anymore are they?
Melee Damage doesn't always mean Strength. It can represent skill, quality of arms ect. Each map is basically a different dimension being invaded, so the settings and their orcs will already vary.
The orcs will vary, but not infinitely so, they still have their own unique qualities that will inevitably shape their societies in some way ;d
And in environments in which their unique qualities simply can't exist or are ill-fitted, the orcs themselves won't
If this were true, wouldn't that also be true for the human species in real life?
Yet, the human cultures which have evolved across our world are extremely different
Yet there are a number of commonalities between all human cultures.
And it's not like the only cultures which have been warlike, have had the strongest humans. The Aztecs, for example, were extreme warmongers and yet much smaller in stature than many other races
And there will be a number of commonalities between all the factions in this game, regardless of form.
But will there be a commonality between all human cultures and a different commonality between all amphibian frog cultures?
There are no human societies that live underwater or on trees for example
Well, an intelligent frogman culture would probably look a bit different than humans, what with laying thousands of eggs at a time and whatnot. This can of course be handwaved by all the bipedal races working more or less the same biologically speaking
New transformations confirmed
Non of the factions in this game will either
I'm saying that there are things humans haven't done but is theoretically possible for different species
This is based on the logic that bipedal frogmen would retain the same way of reproducing. No guarantee that they would.
They wouldn't be frogmen if that's the case
They are frogmen because of their unique characteristics
So the definition of a frog is the way they reproduce? Hard disagree
Hence the handwaving. I don't mind at all - I don't agree with Lacrymas on most points, but the one of physical characteristics influencing culture is hard to contest
Either way, the form system is an abstraction. I mean, there are Mongolian warlords and pygmies in real life - and yet both are humans, just one has +50 to being a big guy with a horse 🤷
Thus, pink magical orks can be a thing
agree
Only argument from the point of "race is pure aesthetic" view is that the quests and RP part of the game will be less rich in personalized towards players choices (but that has a potential to be and not necessarily will). Other than that I honestly cannot fathom why can't you just play premade factions if the idea of strong elves makes this game unplayable
That logic also then makes all elves culture high, all human culture feudal and orcs barbarian
Influence of biology into culture:
Clothes: Humans have no fur, so clothing was needed for environmental protection, and as such clothing has become part of human culture in ways it wouldn't for say rat- or catfolk.
Spears, bows, swords: all these are adapted and expressed by the way human bodies work and to the strenghts of the human torso-shoulder-arm arrangement.
Dogs: Dogs exist because wolves can keep up in endurance with humans while also having additional capabilities and having weaknesses humans can compensate for. Same for most utility non-lifestock animals.
Colors: The human eye can discern colors and lacks the ability to notice others, jsut looka round to see the impact.
I could go on here, but to get into more specifics this would ttake a long while
Influence of culture into biology:
For much of human history, pale skin was a sign of nobility, wealth and status, so much that the term blue-blood for nobles comes from them being so pale that you could see their blood vessels. This was because humanity was agricultural and msot people had to work outside, getting tanned by the sun.
Nowadays most people have to work inside so having a tan is a sign you can affort to spend time outside, and being tanned has become a beauty standard in modern times. For a similar example observe the shift of male aesthetics towards a more bodybuilder-esque ideal over the past 50 or so years.
Because guess what culture is a part of creating the race, than you choose traits - so all orcs are evil, all humans are blah and elves are other two traits and no can play anything else to not destroy the archetype of those races
The creation part is optional, you can use it to your hearts content but don't have to.
To expand on that, there is a thypothesis, that neanderthals had higher physical strenght and thoughness than early homo sapiens and thus lacked the need to develop bows or other better ranged weaponrty
That's the whole point of that system. So I get that distinctions of races is important but (and that's my opinion) +1 melee DMG or -40% poison resistance wast that big of deal to me in AoW3 to make me be obsessed with that race uniqueness
That seems rather silly as you'd still want better ranged weapons for hunting.
It's a hypothesis, stemming from the lack of findings. It might be wrong. But if you can beat your prey animal much easier, what would you need ranged weapons for?
Now its anthropology topic? XF
I was asked for examples from RL, i brought some up
Beating prey animals isn't the problem though, the problem is catching them.
That was joke ❤️ didn't mean any offense
Most animals run out of stamina way before us humanoids
None taken 
True, but you lose a lot less energy by pelting a deer with arrows as opposed to trekking after it.
even larger game if you wound it, it'll bleed to death long before it tires out.
I don't think most of your points would translate into game mechanics. Maybe I should have been clearer, what I was looking for was RL-examples that would translate to +1 melee damage or 20% blight protection.
We aren't talking about definitions ;d that's a whole nother can of worms. What I'm saying is that they are frogmen because they have so-called property clusters that have resulted in them being frogmen. The same property cluster won't produce a human but another frogman
The thing is in fantasy the biological differences between the different humanoid races are much more extreme than in RL.
as their pretty much different species and not an actual race.
For blight protection: alcohol. Alcohol is poisonous to humans, but mor epoisonous to most microbial life. As such drinking alcohol was safer for humans so we lliterally have a poison resistance organ 😛
Some animals have better ones due to their diet.
but going into specifics I could explain why Knights are a very human thing, but that would be a quite long text to explain the connections form basic biology to certain expression int he game mechanics
Yes, it is advantageous, btu if you are doing well enough without, there is less need to innovate int aht area
True, a lot of early homo sapiens in certain areas hunted mostly with spears as well and not bows because it's better against larger game such as mammoths, but it mostly depends on your area.
We don't know the biological differences because it's fantasy. We only know the cosmetic differences, really.
The liver is much older than the discovery of alcohol, and all vertebrates have a liver. Your argument is false, sorry.
a bipedal frogman isn't just a human with different skin.
I think I read somewhere that human shoulder arrangement let's them actually throw things further than a silverback gorilla despite the latter obviously being physically stronger
For it to of evolved in to a bipedal frogman it would of had vastly different circumstances than a human, thus different physical features
Could be a human whose bloodline was cursed to look like frogs 😎
How much different? Allegedly humans evolved from amphibious things after all.
all land based lifeforms came from the sea.
So I could see non humans using blow darts or bolas for comparable early age distance
That doesn't mean a lizard is the same as a human
all the forms have human-like shoulders
No one is saying evolution took place in this fantasy world
sorry, worlds in plural 😉
It's interesting that there aren't amphibious monkey things, considering how much food is found in and around water.
I don't see what this has to do with the conversation.
True.
In a fantasy setting, only the imagination is the limit. And I can imagine orcs who aren't the strongest, frogmen who aren't water-based etc.
So it feels right to me to be able to choose my own traits
You don't?
Agreed.
Same applies
Allcohol happens in nature.
But you can also choose the human ability to process theobromine, which for example dogs can't
arguably early humans lived so close tow water that they learned to swim. An evolution path without agriculture could ahve eventually resulted in humans as water monkeys.
The liver breaks down all toxins, not only alcohol. The liver is as important in the breaking down of apples as it is for breaking down alcohol or poisons. Humans do not have a bigger liver than other species.
Orcs who lived in Harsh Tundra for thousands of years would definitely have different traits to some Orcs who've lived in a temperate grassland.
So you are in a sense arguing that all races should have blight protection because of their livers...
agree. so it's a good thing that we can change their traits in game to reflect this
You asked how biology can justify something like blight resistance.
I asked how RL biological differences in humans could be reflected in game mechanics
Difference to what? Other fantasy races?
Have orcs be more structured like apes and bam you got the justification for melee damage
My arguments were based on a lot of other people in this thread saying that the races in AoW4 should have mandatory, hard-coded differences because of biological and anthropological differences
This is a fantasy game with fire giants and magical dragons, not really an evolutionary sim.
@shut tangle I think you're kind of missing the point here
You should give people the option to have desert orks or strong frost humans.
Just opens up a lot more fun stuff you can do.
Yeah, the whole deal of this thread is that some people feel like you shouldn't be able to customize your form's (race's) physical traits.
We might have derailed 😆
Maybe it's supposed to feel wrong. The wizard kings are jerks.
Maybe, or maybe you do 😛
You are answering one of my earlier comments, and the setting for that comment matters
No, the point of this trait is that there should be differences in a player faction that are relasted to the form choice. Some people think the best waay to do that is restricting form traits, but there have been other solutions talked about
There are differences based on form choice. The difference is cosmetic. Furthermore, the choice of form also dictates what traits are picked by default. These will only change if the player chooses to change them.
So what exactly is the issue then?
That the difference is only cosmetic in the end
It's not, though. If you meet an AI faction which has orcs, they will have orc traits making them physically stronger. AI elves will have elf-like traits, probably magical/agile.
The only difference is that I, and other like-minded players, will be able to make factions where orcs and elves have other traits because we want that.
I am not wanting to deny you the option to adjust traits. I for one have been advocating unit variants as a solution to keep that feature:
However we are not talking just AI factions, but also player factions, especially in MP
I understand the sentiment about MP for those who like traditional traits, I hope for your sake that there is an option to lock form traits in MP lobbies.
You should have that option imo
Just like I get my option to change traits
Only seems fair
Let us assume for a moment barbarian culture is melee-heavy and lacks ranged capabilities.
So you have an invcentive to take the physical form trait strong orcs ahve and not take the keen senses physical trait elves have.
Suddenly the choice between orcs and elves is either less so, because you are encouraged to change them to make them work better or to accept your aesthetic preferences be tied to a gameplay downside that for some people will lead to negativity.
And thus forms are jsut a cosmetic skin, that feels like a disservice to what makes these forms popular and iconic and all that,
I think the option is good (because see above), but I also think that the result makes forms too generic.
That's why I would prefer something like unit variants or extra traits based on form (like say orc berserkers get warcry).
And I might be ameniable to having such variants tied to the traits instead
Ironically, this argument works best for those who have less attachment to these "iconic forms". For those who really like the forms, it's a boon to be able to play their preferred form with any given strategy without getting an unfair disadvantage.
I like getting creative with my games, but I also like fantasy races. So I see it as a huge advantage to actually be able to play the different factions of my imagination.
If unique traits are locked to certain forms, then the whole system loses value. As long as an orc barbarian is in any way better than a toad barbarian, you will be playing at a disadvantage as the latter.
I don't want better, I want different.
What of these missing unique traits can be regained through tomes?
That's the famous last words of a developer who made a game which is impossible to balance
That a) comes more or less later in the game and b) does not create the kind of difference desired
Maybe, and I don't probclaim it is easy or quick. But it is somethign that has both happened in AoW 3 and AoW: PF
Yes, but we didn't get nearly as much creative freedom in any of the former titles
It's definitely a sort of trade off, but I see the negatives as very minor
You mean AoW 1 & 2/SM?
I only know AoW3 and PF, haven't play the earlier entries
But I have a hard time believing you had as much creative freedom or as many unique combinations in building your factions in 1 or 2, considering I've rarely seen that in a strategy game ever
(I can see now how I might have misunderstood you. My choice of words was confusing, sorry)
Building? not as much.
But every race ahs a partly unique roster of units and often slight differences even in similar units.
And to that you added the leader, which before 3 was a special unit and all the magic spells, summons and enchantments, varied by the choices in leader design.
The impact was more indirect, like the ability to give a unit fire immunity and then use AoE fire attacks, or flooding the map and enchanting it to swim.
AoW 3's empire upgrades and class-dependent non-summoned unitswere new to the series.
The earlier concept of "race" has now been separated into physical traits, culture and society traits. Who is to say we don't still have that level of uniqueness?
From screenshots, it seems that barbarian support units use blight damage, for instance. You can build around that by getting traits that give blight protection if there are aoe blight spells, or maybe a tome which gives the ability to inflict blight weakness?
The way I see it, the only difference now is that the player has more control over these unique interactions
You need to seek out these interactions actively, rather than just being given the tools because hey, you decided to pick draconian sorcerer or whatever
I am sure, in total, taking form, form traits, culture, culture traits, and the 6 or more tomes you choose over a gmae, we will have more unique factions.
And I like that a lot.
But using the term race for that, when race is usually used to mean basically what is now form and form traits is not helping making the discussion coherent.
The issue is that simply, what is now form, has practically zero impact, while carring a heavy burden in expectations, preferences, lore and usually gameplay expectations. Having those all sperated from it with nothing left, raises concerns of well, makign them lack what makes them desirable to include as part of the game and setting in the first place
I firmly believe that it's unfair to say that the term race only implied what is now form and traits. In AoW3, all orcs were barbarians, all tigrans were mystics, all elves were high elves. This is no longer the case, and it gives an important elements of character, as well as gameplay, to your faction.
Secondly, form has a huge impact. It has a cosmetic impact, and that's important to some of us
Well, appearances can help keep things organized as a match develops, at the very least.
Seems like that will be important with how chaotic things are bound to be.
I generally agree with you with the exception that I will gladly trade that uniqueness (meaning non repetitive traits) for more choice in crafting my own vision - untill we learn more about story telling its hard to imagine what real impact will it have tho. I guess it's all about how much can you give up for the other thing and value you see in that.
The "expectations, preferences, lore and usually gameplay preferences" you refer to are highly personal. I might have different preferences and expectations for orcs than you do. And with this new design decision, we can both have it our way. How is that not a win-win?
it doesn't open more stuff to do, it gives us the exact same things to do ;d
Could we play dark elves in AoW3?
It lets us mix those stuff instead of grouping them into 2-3 choices
no because the game didn't feature them, but if it did they would've had unique units like every other race
That means more choice by all means - discussion is (I think) more about the meaningfulness of those choices
those are different kind of choices
coherent lore and gameplay differences vs looking pretty
yes, technically both are "valid"
How is playing as a normal orc the same as playing a frostling orc or desert nomad orc?
You can play shadow and nature affinity which was not a class in AoW3 and was very limited choice in PF
By definition more choices mean ... More choices
Now you have that choice. As in "more things to do", in reference to your comment that I replied to.
I would not be so brave to discuss lore until this Thursday when we will learn about Dev vision on story and so on
We have no idea what and how will they tell stories
Except that it's told by scenarios
by coherent lore I mean that frogmen aren't the exact same as humans ;d
No one says they are
Your definition of "coherent" is wrong then. What you mean is "lore that aligns with my preference"
They are distinct even if only for their looks
no
In the forums I used the term "identity" for the issue.
Basically if you can do anything with orcs, what are orcs?
And that leads to this whole discussiona becoming very circular
Orcs are whatever you or me want them to be. And that's the beauty of this design decision.
Aaaaand we went full circle again xd
then make your own setting?
Yes, in a way
If any mod or staff are reading this - I love you and you do a god's work ❤️
I want them to have an idenity of their own 😉 So they'r enot what I want them to be
But you can give them that identity
The thing is that Orcs do have their own identity, customizing the traits is an optional feature.
What is identity? Not trying to argue but to understand what you understand by it
Then it is the identity I give them, not the ones they have.
Is there a meaningful difference?
the difference between owning a house and renting it
Will it be their identity or the one given by devs?
If you give them an identity, is that not the identity they have?
Since you know it's fantasy race made time and time again
It is my identity, put on them, not theirs
If you truly own a house, you can change it as you like
It's more the difference between buying a pre-built house or just the foundation.
You can build the exact same house as the pre-built one if you want.
but the foundation is there for people who want to build something else.
I hate to break it to you, but... orcs don't exist. They do not have an identity, it must be given to them.
@lucid quail put it in much clearer words than I could, well done
They do exist, otherwise why are they in warhammer, warcraft, lord of the rings and countless other fictional universes?
they might not be real, but the hjave a fictional existence
And they are vastly different in all the universes you just mentioned
They were given different identities
Except in AoW4, where you can attempt to construct any of the aforementioned orcs using the faction builder 🙂
And yet they have similarities too
Yes, but only because the creators chose for them to have those similarities
I am free to write a book about orcs who are small, fish-like creatures
but the game won't in any way reflect this
it won't reference any differences
It can, if you wish for it to
If there is nothign to make orcs distinct, why not remove the models and instead add an option to make humans tall, green and burly?
Yes it will, through the game you play and the choices you make
All of the campaigns and base game factions have the pre-set traits for the race.
Because they have more differences than that. The orc models have their own textures and 3D-models.
What for?
You are free to use these as your faction's appearance, if you like
Because they look different and cool
to look pretty, that's the whole shtick
Exactly ^
you sacrifice setting identity, gameplay uniqueness, established conventions and so on just to look pretty ;d
But why choose a look associated with all those other fictional orcs and nto say crocodilefolk, which look different and cool too?
Because I might want my faction to look like orcs...? Not crocodiles?
the cons far outweigh the benefits in this case
@raven pebble They haven't deviated from AOW3 except race unique units.
I'm afraid I'm missing your point
Why? do youw ant them to look like orcs?
Because they look cool, why not?
AoW3 was already criticized that the races are too same-y, so we should aim for even bigger differences between races, not less
I might imagine a people that looks like orcs
So do crocodilefolk, those would make a great replacement
When it came out yes, not the current AOW3 no.
Some might agree with that sentiment. I am sure crocodilefolk would be popular if they were in the game.
racial governance is now culture which makes more sense
Certain races might be more pre-disposed to a certain culture.
But you don't? Why is that?
Because I like orcs
I prefer the orc "canon" where their skin is green and they are taller than most other races
Why? they don#t exist and have nothing to them
Some might prefer other types of orcs, though
If you want AOW3 Orcs then just don't change their traits and take the respective cultural stuff.
why call them orcs then ;d
So orcs to you have a certain (in this case visual) "identity" that makes you prefer them? Same for us, buiit it is not just visual
There are different settings with different interpretations of Orcs.
That is fair. Good thing that both of us have the option to play as the orcs we know and love 🙂
yes, but one interpretation per setting, not infinite ones
But do we? that is part of the argument here. We think we do not
In this setting there are infinite ones, because lore-wise the wizard kings have access to thousands of different universes due to portal shenanigans.
Well, what's missing then? You have the option to make them strong and robust through physical traits, you can make them barbarous by choosing the appropriate culture, and you can even further tweak them by picking society traits that are in line with your orc identity
Distinction. the same can be done with all 9 other forms. there is nothing unique to the orcs I make that the neighbooring moles can't also be
Well, you can choose for the moles to never be like your orcs. Because the AI will not deviate from standard traits unless you allow that option.
So in your game, I get a sense that they will in fact be distinct
To pull this one back: "taller" is relative. Are your aesthetic senses of orcs fulfilled if everyone can be green and is the same tallness?
I personally do not have an issue with that, however I will probably not create lots of other tall green factions for the AI to use.
You can choose what AI factions are in the game, so it's not really a problem.
Just so it doesn't become monotonous
But now I insist that all forms have to be 2m tall and green 😛 So my preferences are fulfilled. Wouldn't you feel you lost something if that was the case?
And that's where the otherside of this discussion comes from. To us the lack of uniqueness and high customizability makes the forms monotonous
No, because what happens on your screen is not my business at all. It has absolutely no influence on me or my game.
not monotonous, they are literally the exact same thing.
You must be blind then
no
But I want the devs to make it so for everyone 😉
Then I have a feeling you can spot the difference
there is no difference, they are empty shells
Exactly, and I honestly find that arrogant. Why should your preferences limit my enjoyment of the game?
Why should yours for free customizability with no form-based mechanical distinctions limit mine?
have you ever felt limited in your enjoyment of LotR because there were no good orcs?
Because the possibility for your preferences exists in the game. While, if you had your way, the possibility for my preferences wouldn't exist.
So you ant them to delete what I like just so you don't have to "think about it"
It's not like I can force my non-traditional factions into your game
Yet you want to force your traditional factions into mine
form-based mechanical distinctions literally do not exist
that's why we have this thread
Yes, however lots of other mechanical distinctions do exist
and lots of other cosmetic options exist
And for some reason, you do not find them valuable
Which ones?
Which ones are purely cosmetic?
they've said every race has sliders and you can change their appearance
and you can freely customize your wizard
First: I don't. I want all that customizability to be in the game for you to enjoy and for me to enjoy
So you agree there is a mix of purely cosmetic choices and choices which has gameplay significance?
@raven pebble
yes, but I don't agree with the lack of race-based mechanics and don't agree with forms only being cosmetic ;d
Yes, and I like all of them:
But I dislike that there is no distinction between forms, unless i force it
What is a solution which makes it better for you without making it worse for me?
Because I honestly feel like they've struck a pretty good middle ground
There are so many choices that have gameplay effects: form traits, culture, culture traits and tomes.
and one that has none: form
a middle ground would be if some races share mechanics
The colors of your faction, your factions specific appearance (skin color, eye color, clothing etc), the faction's name
Upthread I ahve suggested I might accept unit variants linked to form traits, but would prefer them linked to form choice
There are plenty of purely cosmetic choices
Maybe a mechanic of tradition vs change through wild magic.
Yeah, I saw. For what it's worth, I like that suggestion. Although I would not like if they were form exclusive
Purely cosmetic or tied to gameplay?
Gameplay.
Disagree. A middle ground is where some choices have mechanical implicationas, while others are truly free from those limitations.
Then I'm opposed, I'm afraid
Yes. that's why I would like it less
I'll be heading out for a while now, so I wanted to round out my viewpoints for now.
The problem I have with the "traditionalist" point of view here, is that it is inherently restrictive. Especially so to those like me, who enjoy getting creative with games.
I feel like no one has truly answered my main argument, which is "Traditional races are possible in the game, and non-traditional ones are purely optional. Why is it a problem if it won't be in your game unless you choose so". The game is already catering to the traditionalists in this sense, since AI will conform to your views.
So I feel like it is wrong for anyone to force limits upon my possibilities in my game, when it has no influence on your game. If this way of thinking is brought to other parts of life, then it is the same as taking away people's religious freedom or people's freedom of speech. I know it's a bit of an extreme comparison, but maybe it helps you in understanding my point?
I'll be back 😉
You can I think turn on the random factions for AI
the problem is that your argument is theoretically sound but practically extremely limited
why can't I get the mechanics of the dark culture but look like high culture?
why is only the form cosmetic
I want to have the angel mechanics but look like the frostling one
so in essence that argument has an arbitrary stop point
I actually know the answer to this question
if I were to guess, I'd say it's an attempt to be politically correct
in the worst way possible ofc
How did you get into that conclusion xd
because "race" is a no no concept anymore
and how dare you say the way you look shapes what you can or can not do
the writers behind the same D&D change outright said so ;d
Im not going there xd i feel like it's incorrect tho - seems like race has just been deconstructed into several choices (form, traits and culture). Not sure if it has any correlation to what you mean but you do you :p
your faction has been deconstructed like this, not your race ;d
they've made it explicitly clear that there are no races in AoW4
That's why I called it a "good middle ground" earlier. I recognize that there is a stopping point to the creative freedom here, but to me it's not arbitrary.
There are no races because they deconstructed them. The cosmetic form and the gameplay traits are seperate now. When you put them together, they become a "race" of your creation.
You might be correct that they chose to change the nomenclature from "race" to "form" in order to be politically correct. I personally do not see the problem with that, especially because the word "race" used in fantasy settings was never accurate in the first place. They mean "species" or "creature" or something along those lines.
I think it all hinges on it being politically correct
and I think that because they expressly chose the race to not have gameplay implications
they could've easily made culture the cosmetic option
and it would've most likely been less controversial
Well, political correctness has value to some, if not most. Acknowledging the cultural evolution of our world in game design is a good thing imo.
Its species, race is sub-species like dog or cat races.
Technically correct is best kind of correct 😄
Alright, had to step out myself for a bit.
First I will ignore those other parts of life because a) rabbit hole and b) server rule of no politics
Now, from my point of view it is maybe more restrictive but also creates mroe freedoms.
Why is that? Because if each form brings their own elements to the table the number of ""races"/factiosn you can create in gameplay increases by a factor of 10. You have 10 times the variety of what you can get.
Is that not more creative?
Are you suggesting that each race should have an additional trait that is locked, besides the two editable ones?
Or unit variations, or something else that fits them
I like more mechanics as much as anyone, but I'd prefer for them to not be locked, so that those same mechanics could be used with any form
I prefer unit varaints actually, because it allows to keep all these other customizatuion options free for players
I am for more varied mechanics, I am against arbitrarily locking them to the cosmetic form
And to me and other the form is more than a cosmetic considerations and forcing it to be is taking a feature away
Yes, we've been through this... I see this as a middle ground they have struck
Why must the form be more than a cosmetic consideration though? Why must I be forced to play a certain form a certain way?
I see it as more extreme on the scale, so let me ask, what would be the extreme on the further side if this is the middle ground?
You are not forced to. You can always ignore that part.
Teleporting unicorn cavalry? just don't use the teleport button
The extreme towards the traditionalist side would be that each faction is a completely locked package with no editable aspects
why must I be forced to play a culture a certain way?
And the other side?
I will refer you back to our "middle ground"-discussion
that doesn't answer the question
why race instead of culture
why not both
why not neither
That every aspect of a faction, be it cosmetic or mechanic, is separate and editable
But that is what we have, isn't it? So how is what we ahve a middle ground?
I would like neither, you would hate neither even more. Thus the "middle ground"
I would be more open to culture being cosmetic rather than race
Nope. Barbarian aesthetic is locked to the barbarian mechanics and unit roster. Same with the other cultures.
I don't think decoupling culture mechanics from aesthetics would make sense.
Decoupling both form and culture from mechanics would be very liberal and maybe chaotic, sure. I'm not sure if I would prefer it that way, but I'm not fervently opposed either.
I don't really see a way to implement that.
It would be a completely different system, and thus, a completely different game.
To be clear, I'm not arguing that culture should be separate. It's an argument @raven pebble brought up.
Personally, I see culture as sort of "Race" from previous titles - it grants you a set of units you can build from the start of the game, and provides certain eco benefits.
Tomes and affinities can be considered similar to a "Class".
Culture is definitely the defining aspect of your units and infrastructure
I see, Well, let's agree we have different ideas about what exactly would be the middle
Sure 👍
unique form-based mechanics now! rabble rabble rabble
I don't think it is realistic to except a change to forms so late in the development - the most realistic option is a lobby checkmark which prevents changing them, but then, again, as they currently are, the traits affect very little, so I don't think it is a big deal.
Well, I can tell you this discussion will return with release of the game from all the new palyer influx XD
But we might show it off in modding soon after
they obviously won't change anything for release, but the hope is they'll do it somewhere down the patch cycle
I doubt it can be done well using mods either. The way I see it, the game already has two main systems which affect gameplay - Tomes and Culture. Other things are very minor. To add a new major mechanic which affects gameplay in a meaningful way would require a lot of work, especially considering how many forms there are.
well, there is another problem
If you have two big mechanics which need to be balanced, you can only have AxB amount of combinations which drastically change gameplay. Adding a new major mechanic would make this (AxB)xC, which is much harder to account for.
Should not be hard, if form is something you can reference.
If form = orc then add "Waaaagh!"
it's not only the balance, it's also whether the system has design space for me
Said mod will definitely not be balanced
I mean, yeah, sure, that can be done, but will it be a meaningful difference which really affects how the faction plays?
Done well, it will have a massive impact. Done badly it wont
Maybe. in the end you only have to balance the additions to make agaisnt each other, which is not that insurmountable
here's my hot take: AoW has always* excelled at tactical gameplay but the 4X side has been rudimentary at best
so if I were to add unique form-based mechanics, I would do it on the strategic map
It's not that simple, because these "racial modifiers" will not exist in a vacuum. They will interplay with the mechanics of traits, culture and tomes.
Despite our fundamental disagreement, this is an interesting thought
Honestly, I don't think it would make sense to tie-in the such a mechanic to a form. Culture seems like a more fitting thing for such an expansion.
That is what makes them interesting
I would say form traits would be more fitting, especially given that those traits are represented on the unit cards it has a hiigh probability to be possible
That is also what makes them hard to balance. Hence, the mod will probably not be balanced. That was my original comment.
Traits can fit, but are traits really impactful enough to make each form feel really distinct? I don't really think so.
The logic is simple - if they are, it is hard to implement and balance them properly for every possible combination of other picks. If they are not, then the "issue" that different forms are different from each other in a very limited capacity will still be present.
it really depends on how many moving parts the game has
if very little, then you do run into the situation where different mechanics affecting the same thing can be wildly unbalanced
look at Age of Empires 2 and its ridiculous number of civilizations
the game doesn't have enough design space for civ-based bonuses, so the tiniest tweak makes a civ overpowered immediately
or underpowered as was the case with the indians before the last dlc
Yeah, but AoE 2 civs are not really meaningfully different in most cases - they don't really feel distinct enough.
yeah, exactly
so the tiniest tweak somewhere makes them far worse or better than other civs
I don't think the base game will be either under those considerations
@shut tangle Take a look at the comment I'm replying to, and you will probably understand that the mod will be literally exponentially more unbalanced than the base game.
If I present to you one glass of slightly cloudy water and one glass with literal mud, I'm betting you would drink the first one, right?
At 2 form traits (which we know from orcs can affect the same thing), 1 culture, 2 culture traits (which can overlap) and 6+ tomes...The math can already be so far out of whack, that adding one more might not make it meaningfully worse
What is more impactful? Going from 30 % to 50 % fire resistance, or going from 90 % to 95 % fire resistance?
But, aside from balance considerations, advanced form mechanics would probably be difficult to even implement in the first place, considering how many forms are in the game.
both Gladius and EL have 10-11 factions that play completely differently, the genre has enough room for that ;d
You might have a point there, I guess you haven't specified how sizable a potential unique form mechanic would have to be.
Yes, but the factions in those games are preset packages with no room for change. Put in other words, they are completely different games from AoW4.
If you prefer those, you are free to play them
Is it not more valuable for a different new game to be developed, rather than more of the same?
they still have tech trees and playstyles within them
My point still stands, the design philosophy is just an entirely different one
Their tech trees are unique to them though.
Gladius factions exist in a vacuum in terms of combinations - most of the content development time can be spent on them, while in AoW 4 there are Tomes and Cultures which require a lot of time to implement and balance.
yeah, that's why I said that perhaps the game doesn't have enough design space for more
but we don't know how it plays yet, especially the strategic side
I suppose. There are also transformations in Tomes, which kinda partially work like rather impactful "Racial" traits
I'm pretty sure they're going to stick with aiming for a lightweight audience
"Lightweight"?
on the city building side 😛
but total playtime on a given map even with manual combat is many hours shorter than in a stellaris or civilization
Ah, if memory serves me right, they are implementing some of 4x changes which were in PF.
if this is actually a "hot" take i'm glad we have some common ground
I think most people see the game length of the titles you mentioned as problematic. At least in my experience.
For me personally, the sweet spot for game length is such that I can finish a game in one weekend with a moderate number of hours daily. So like 7-10 hours maybe?
Nope. Hope you brought a fresh box of popcorn
it always depends on map size with these titles
I'm still waiting for one of the "traditionalists" to actually engage my (our?) core argument in a meaningful way
Which is to say, why must traditional "race" conventions be forced when they are possible in the game, but not mandatory.
Why can't you just let me have fun with my fire toads and muscle rats 🤓
please let's not start this cycle again
I personally feel like it's only every been addressed by side-tracking the discussion. So not in a meaningful way.
Like moving it to the lack of unique units etc
It's not possible :p they went too deep
3 months until release, we gotta keep this party going
evergreen
the main discussion was why they chose race instead of culture to be cosmetic
and I argued it was because of trying (and failing) to be politically correct
I also asked why we aren't allowed to have the dark culture mechanics but look like high culture
that's why D&D did it not Triumph
A Planetfall or AOW 2 race system allows for units with a larger difference in playstle than two classes (or two cultures)
probably because with both form and culture being cosmetic there would be no consistent visual indication of what each unit is
they decided form was the better of these two to be customizable
i agree
I certainly see Dvar vs Vanguard as having more differences than Theocrat vs Warlord
I think culture would be the better choice
👍
if something were to be only cosmetic at all ofc
At this I just can't you serious Lacrymas - you seem to jump 30000 topics just to prove something I lost track of and not really making much sense doing that
Cosmetics = bad, but it's okey if it's some other part of crafting the race than form
So in the demo, the Orcs that were found in a neighboring city were of the same race "Cannibal Orcs". If all the races are reflections of the rulers chosen factions, that's just setting.
In my playthrough the orcs of where I played were faithful crusaders. In yours they were frostling cannibals.
In your playthrough? Like in AoW3?
Yeah you absolutely can have evil necromancer halflings and stuff.
Or pure good sorcerer orcs in AoW 3.
Looks like AoW 4 just goes step further
Sorry, talked about a hypothetical in which myself and the audience of my post are both playing AoW4 in the future.
I'm saying that Orcs are unlikely to be the same in two players games beyond appearance if they make different choices.
Thats up to what options will you enable - Devs confirmed that you can turn on random races so (I think from what I have read) usually you will meet the archetypes of the "form"/race
That's what Lennart (Game Director) posted on official forum
That is my point of not understanding concerns about "race means nothing" arguments because there are crafted archetypes of races so it will feel like races from AoW3 (that's my belief) and some big mish mash of forms, traits and cultures
Unless i misunderstood your point, than I'm sorry 😦 not native speaker
The new definition of race is "form + form traits + culture + culture traits".
The "race means nothing" goes by the older concept of race, which has now been renamed Form.
(which has no gameplay consequences whatsoever)
- changes from magic
No, transformations are global for a race.
yes, but that also is part of the new defnintion of "race"
Every transformation is always applied to literally every single race member.
So with or without transformation doesn't count as two different races.
Speaking of which.
At the end of the announcement stream the devs say that the "pantheon" means you can encounter rulers you played with in earlier games.
I wonder if they get a new race or keep the one you generated for them
I understand more now, thank you
I would imagine it would be your factions not only a leader but I guess we need to wait for appropriate dev diary about it to be sure
I don't think I can agree with that statement since older definition is not just a form, every race had some kind of traits but usually they got a little more to it than +1 melee DMG for orcs or armoured for dwarves. They had different basic units etc. So that's where culture in AoW4 comes into play and so on. I just don't think that's that simple connection than older definition is now useless form. Again not trying to convince but it just doesn't seem to compile in my head 😦
Yeah, but ALL of that is culture or traits now. If I make a goblin race, you can make an orc race literally identical in gameplay.
The basic units is now culture, and the +1 melee is now traits.
It is true that its a possibility
But it's also true that its on the player to choose those things
I understand where you coming from tho
Older fantasy races was Duplo blocks for little kids, now we get to play with Lego when it comes to races 😄
You can still build old stuff with more complex and smaller elements
If I were to agree the best I can do is - how the form looks is indeed pure cosmetic. Race is a complex thing tho and I couldn't agree that race doesn't matter. With confirmation from the devs that you can stick to premade "archetypes" I don't support your opinion. If you want to make orc as a strong barbarians - sure are welcome to do so.
In AoW3 you could have good spellcasting orcs, here you can fully commit to it.
It already was lego, now it's lego with a can of paint.
I like this metaphor so so much 👍
This was a concern for me as well. I hope the game will be balanced in that sense that there's not a certain meta that's OP in all cases.
I'm less concerned about races. There will still be generic races in the game, plus your customized ones. The pre-scripted leaders will have the base races you know and love.
There will be OP and meta picks for MP 100%, any game thats has this many factors that impacts a units powerlevel will 100% have the "auto pick" tag if you want to win. Best is to have strong community rules against cheese or just play with a community that doesnt do meta picks
People are terrified of the idea that a meta might form
It's the boogeyman under their bed
With this many variations it's pretty unlikely that there will be one singular path to victory. Meta will probably be narrowed down to a small handful of good options, and a few more that will go undiscovered for a while because no one wants to try new things once a meta has taken shape
There was already very much a meta in the previous games, and greater modularity theoretically lowers the opportunity cost of building to counter a meta.
every multiplayer game has a "meta" obviously, some things are always going to be better than others. the question is if there are still a broad range of viable strategies and workable counters to the most popular ones
while it remains to be seen how it shakes out, it's possible the tomes will make it easier to counter stuff, cause you slot a counter tome into multiple strategies
Just as there's meta with every multiplayer game, I think it ultimately comes down to post-release support. People are gonna math out the best paths for the strongest stuff without fail. From there it usually comes down to how devs support and balance the changes to the degree they want and what it shakes out to be
I feel like constant balance is not seen often in the 4x sphere, at least not compared to the level of top RTS games, but I could be wrong
yeah and Triumph is good at post-launch support
like Planetfall's sector system got completely reworked in a free update because it was too clunky and convoluted to use
Race means less, because it'll represent a cluster of traits unique to the faction.
CULTURE though is going to have visual tells and be more important for determining what tools a particular faction has.
Planetfall had some very cool unit designs, especially from the Assembly, so I'm hoping we could get some unusual units in AoW4 too
I can 100% see where you're coming from as in dnd that is kinda what is happening, it is a difficult thing to answer, but I think people just like customization at this point and making the perfect thing, i can only wait and see how i play and i hope i won't get stuck in the loop of playing the same thing but with just a different coat of paint
given the number of gameplay affecting options in both race creation and tome selection, i feel like if that's the case it's probably on you choosing the same options every time
I am also sure there will be minmaxer, as there always are in games with customizable traits
post anywhere about your flavourful idea for a Stellaris race, and inevitably someone will point out how that would work better as a Lithoid Necrophage 
I cringe at those kinds of people, they need to touch some grass,*** just let me play my poorly optimized build and have fun with it***
"minmaxing" is just how some people interact with video games (the ever terrifying idea of "trying to play well") so yes they will certainly exist
im fine with that just don't tell me how to play
I often end up tweaking any builds I make to be slightly more optimized (i.e. swapping out stubborn for decadent in PF), but going out of your way to only minmax ever is just... eww...
continues to be a strange opinion to hold of hypothetical people who are defined by "trying to win in a game"
this is a specific subset of the people being discussed, who i agree suck when they do this in inappropriate contexts
Tbh I only care about minmaxing if it's to the detriment of the rest of the group. In pvp games you should play what you enjoy, but expect people to play the most optimal version of that.
In PvE, you should have a general ballpark of what power level you wanna play at or the type of game you want.
Off topic, but as someone who enjoys optimization and roleplaying, I like supportive playstyles in D&D or other tabletop games because if I'm too OP that just gets spread around making the whole party stronger.
In single player it's almost never about how good an option is, it's about how bad the others are
I might like to play something more creative, but when the options are straight up bad then we have a problem ;d
Total War Warhammer is a great example
You have these huge tech trees but the game is too shallow to support so many options, so 80% of the tree is just bad or useless
Balance in SP is about making options viable and interesting
This x 100. Why do people care about what happens on other players' screens? Just worry about what will happen on your own 🙄
ya
Those tech trees are about where you wanna go, rather than some of the individual techs. You go one route for a specific tech, or unit, or to use a faction mechanic. The rest is filler, why would you wanto to research reload speed? Tech as unit stat buffs is just a bad concept imo.
you want to research reload speed because your ranged units are your bread-and-butter due to the ranged-heavy meta the game unfortunately has
and because the other choices in the tech tree are either useless or bad
theoretically, I don't want reload speed to be in the tech tree and I'd rework the entire concept of the tech tree in that game, but that's neither here nor there
I'd agree, but you have to be playing a faction that relies on ranged units, and not one that has them "just because"
And still, it being a tech is silly.
most of what is in those tech trees is silly
You could crunch some trees into a dozen or so choices and call it a day
yes, that's what I'd do too
On topic, I too fear that customization being a focus, might lead to blandness not to mention jarring combinations.
Like a case of Potato Head
We'll see
jarring combinations are a feature not a bug
i want to make the most off the wall, strange and questionable combinations possible
mood
I love giving guns to Elves in 3, and I love taking Necromancers, Sorcerers and other typically spellcaster-type characters in Diablo-style RPGs and turning them into melee bruisers
unintuitive combinations are fun and especially if they become something unique
give me more things that i haven't seen before
To each their own I guess
Can't turn spell-caster-types into bruisers anymore in 4, though.
Wizards in baldur's gate - shudders
Are we done being outraged by this? ;d
you necro'd a month old discussion to ask a question best answered by yourself
No
i mean like im half and half on this, would like to have some traits race specific, but atm i am planing to play as many different types of peoples and cultures
i think this thread is specifically about if the game will be bad as a direct result of this design decision