#Just NO! (MP Only)

790 messages · Page 1 of 1 (latest)

glad loom
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why having a hero is mandatory to siege a city? so losing hero in enemy territory means all armies become observers until another hero comes? this must be a joke ....

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  • it downgrade macro play , why should i spam units if i cant take out cities without hero
molten vine
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I think that offers a very viable defensive tactic for the defender seeing e.g. 3 armies coming towards them while knowing they can't beat them in an actual siege, they try to kill the hero in an open field outside the city and delay the siege for a few turns until they can regroup.

I personally don't think I would ever send so many armies anywhere without at least one of them having a hero unit in it, they are some of the strongest units with utility and levelling/equipment potential, why would anyone not want one of those there for a battle as important as a siege?

glad loom
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this is not a "No Rush" game...

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the hero rule is just waste of time and makes no sense, i hope we can disable it with modding

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yea please more this reactions SP players who have no idea how to be good at age of wonders

twin pendant
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Even if you lose your hero, and Hero Resurgence is on, then you won't lose the hero if you still win the battle.

glad loom
marble swan
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The amount of Heroes you can get is limited by the Hero/City Cap and how much Gold you can spend on the Hero Upkeep, so you're going to need units. Heroes are required to command the siege, you can't just send a stack of simple defenders to take a city. If you don't have a Hero available you can always still pillage enemy provinces.

The goal is for the player to commit to the things they are doing on the world map. Same way that you can't remove City Ruins or dismantle Province Improvements.

glad loom
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there is no logical reasoning, the hero does not have siege tools nor is a programmer of catapults or smthing. units should not await an order to destroy enemies

twin pendant
glad loom
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can you imagine having stack of units around a city and just sit there? makes no sense to me

gritty salmon
glad loom
gritty salmon
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and then suddenly the massive siege host can't do their job

glad loom
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it's not just losing hero concern, it will just prolong the game for no reason.

twin pendant
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Isn't prolonging better? Also, no need to be hostile, I only stated my opinion.

glad loom
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in big maps , the number of simultaneous sieges will be very limited as well

marble swan
gritty salmon
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also no dragging out a game is not better, it's tedious

glad loom
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yea many complain about time consuming of aow games, the devs should find ways to do the opposite (shorting match time)

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i hope it's a unit property resource for heroes in modding tools so i can take that out 😄

twin pendant
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Ehm, smaller maps could work? WomanSweat

gritty salmon
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the answer is: i assure you they are aware of map size being used as a means of controlling game pace

glad loom
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it makes more sense to require a unit skill that able to siege walls like ram or catapult etc..., not a HERO which is irrelevant to actually destroying walls

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Heroes are rare , it will be very bad trust me

gritty salmon
delicate violet
glad loom
tardy parcel
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Not getting anywhere if you don't have someone telling people what they need to be doing. Heroes are your officers, and a siege is going nowhere without them.

Also, in a mechanical sense, it seems like Triumph were unhappy with stack spam being a winning meta in AoW3/PF. And this is not something I've just pulled out of a hat, it is there in writing in the dev diary.

glad loom
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stack spam will still work by destroying sectors and other stuff, but waiting for hero is just waste of turns

gritty salmon
north atlas
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I have a mixed opinion here. And I think I might have a solution.

Army+siege weapon= can siege but no tactics
Army with hero: tactics can be applied.

delicate violet
north atlas
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If you want to scale those walls, you can't do so with just peasants and torches though. That should even the scales

glad loom
twin pendant
delicate violet
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That is going to take several turns. If you don't have your hero in the region by then it looks more like a failure in logistics than a fault in the system to me

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Heroes being necessary to sieges makes every stack containing one all the more important to watch. Is that one there to loot my wonder, or to snipe a settlement position, or will he go after my cities directly? Interest scenarios to consider

gritty salmon
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so i think the goal is to promote having fewer, focused fronts for battles, while less focused raiding is still possible but not capable of decapitating an opponent

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basically giving the player a designated "have big fights here" indicator

delicate violet
gritty salmon
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i like the theory

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i'm not sure the implementation will achieve that ideal

tardy parcel
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And I believe it also exists to give the defender more chance to defend themselves rather than simply drowning in doomstacks.

north atlas
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It's risky but I personally like it. They tried to be innovative and work on existing issues. Not just here, but in many other small issues.

gritty salmon
pine swan
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It might also encourage you/the AI in particular not to stack all your heroes in one army to make a mega death squad like so often seemed to happen in AoW3

gritty salmon
gritty salmon
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the goal is to promote fewer, more focused areas of conflict correct?

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"make one mega death squad" would then be the intention

pine swan
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Well yes, but that's fewer, not one

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If you have a single army capable of sieging cities you'll be moving very slowly

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And they want slowER, not glacial

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I mean you still COULD do that

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But it wouldn't be verry efficient

gritty salmon
tardy parcel
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Again, I'm not making this up, it is in writing in the dev diary.

gritty salmon
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i don't know what image "drowned in doomstacks" conjures for you

delicate violet
gritty salmon
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but for me it is a player who has pretty definitively gotten into a game losing situation

north atlas
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And now it can turn the tide

ashen tiger
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I do vaguely remember some people in MP community changing things around a bit for game to be a bit more slower instead.

gritty salmon
delicate violet
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A single doomstack at the right location could mean a decisive and irrecovavle blow to the economy in 3, this way players get to react to the problem

gritty salmon
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that is a player who lost 20 turns ago

ashen tiger
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I think there was this whole debate about revealing map type before the match, since maps where players were separated by water were less rush-favoured.

gritty salmon
alpine dragon
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he is unable to cope with the fact that he must adapt his strategies to the new game

gritty salmon
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no he is looking at how he would have to adapt his strategies and is saying "this would be very unfun to play out"

glad loom
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I will adapt to anythinf dont worry about that

ashen tiger
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Usually losing your main stacks / cities is a death sentence anyway, so I think the main concern here is hero sniping.

glad loom
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And longer games

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Are heroes limit equal to cities

ashen tiger
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Yeah.

glad loom
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Do we have max cities limit with all research done

ashen tiger
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Not really.

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You have a basic cap, which can be increased by spending Imperium.

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Imperium is like Cosmite.

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You can increase it as much as you want, though it gets pretty expensive.

delicate violet
glad loom
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Increasing 1 city limit means 1 more hero instantly?

ashen tiger
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And yeah, you can go beyond city cap / hero cap, but it gives you penalties.

delicate violet
glad loom
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I see

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Losing a hero was big step back in aow3 and planetfall and this will make it worse imo

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Maybe live games will need to enable auto resurgence if losing hero in autocombat happens often

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if you're an aggressive live player and you lose a hero or 2 then you're done done done

gritty salmon
quaint bobcat
gritty salmon
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haha that's right guys you heard it here, i'm the calm collected one

gritty salmon
quaint bobcat
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I mean, the OP opening post is useless

glad loom
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if you're someone that just wants to play vs ai and have fun then those kind of topics should not be intresting for you

quaint bobcat
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Maybe I should know this from the topic name, but you wrote "Just NO!".

glad loom
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i see hundreds of topics about ai and SP but i dont engage in it because it is not relevant to me but when i post smthing about competition, bunch of SP guys comment as if they have so much mp experience

quaint bobcat
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As though it should be obvious how this was bad and when.

pine swan
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and have a very diverse debate?

quaint bobcat
pine swan
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also I wasn't talking about MP myself, just the general game design implications of the change

glad loom
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first of all, aow3 had a big mp community for many years unlike planetfall and i beleive we will have a big community for aow4

pine swan
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which can apply to both MP and SP

glad loom
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so i dont know where you're getting your 3 players stats

gritty salmon
gritty salmon
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but i think he was trying to provide feedback to the devs

pine swan
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Well

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Something tells me is not going to change

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So mods it is

gritty salmon
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that does seem to be the answer from jordi's response

pine swan
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I assume that's something that should be moddable

gritty salmon
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however, people are still coming in to argue with him, so that's why it hasn't been left at that

glad loom
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many big changes with modding will be bad for mp community

gritty salmon
glad loom
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Just NO! (MP Only)

gritty salmon
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dread i do not believe that will have the effect you desire

glad loom
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maybe

quaint bobcat
gritty salmon
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i think that will encourage SP players to feel attacked and come in to debate you about how mp concerns should be ignored because mp is 1% of the playerbase and all the other typical talking points

gritty salmon
dusk cairn
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Hi guys, this thread is getting a bit out of control. Let's not insult each other and remember to stay respectful of each other. Let's stick to constructive feedback.

gritty salmon
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there are further extrapolations off that that would be helpful to have

ashen tiger
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To be honest, I personally don't think "longer games" are going to be a big concern, since people usually just surrender after losing a bit doomstack fight anyway.

glad loom
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if waiting for another hero recruit takes many turns (>5) then.... is it tho ?

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i do not watch all streams so enlighten me

gritty salmon
ashen tiger
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Something like Orbital Relay to transport a new hero can solve that.

glad loom
ashen tiger
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Yeah, I guess, but considering the amount of heroes players are going to have on average, I don't think it is likely that most of them will be sniped.

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And if someone manages to snipe so many heroes, they probably have a chance at winning against the stack anyway, so, it's just going to make attacking a bit riskier.

glad loom
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heroes die all the time in mp games and i think aow4 will be no exception

gritty salmon
glad loom
gritty salmon
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you can't win that fight but if you can snipe an enemy unit (like, say, a hero) with ops/spells then that's something they will try to do every time

quaint bobcat
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Especially considering you can cast spells on turn 1 in AoW4, provided you have the appropriate upgrade.

ashen tiger
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That may depend on mana income though, since now spells cost mana instead of costing energy.

gritty salmon
ashen tiger
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In the end, it depends on the presence of instakill spells which can snipe higher tier units / heroes.

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And their strength / cost.

gritty salmon
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or just spells strong enough to allow a battle strategy that results in a hero dying

glad loom
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it's been an hour and we are discovering many abuses to the siege hero rule, i am sure there will be plenty more

gritty salmon
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instakill is the obvious pick but you can run around in circles for a while getting a bunch of spells off in pf

glad loom
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i see this similar to aow3 hero who has protection of all channels except 1 so you must have this kind of damage to kill him 😄

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rediculious !

marble swan
glad loom
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ok but hero spam early can be a meta in this case if someone is good at resource snowball

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can i recruit all heroes at the start if i have the gold for it ?

tardy parcel
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I presume the district system slows that down, somewhat. Plus the imperium cost for founding new cities.

gritty salmon
marble swan
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You're limited to the Heroes available. Free City heroes will generally be of higher level than your unaffiliated ones.

But if you want, you can buy 2 heroes on turn 1 given that you have the resources.

quaint bobcat
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One thing I do want to ask after this thread: If the besieging hero is killed, can another hero take over the siege? Am I protected from a dive if I bring 4 heroes?

marble swan
gritty salmon
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that's certainly good info

ashen tiger
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How far do cities reveal cloaked units?

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Could you simply park a cloaked hero nearby?

gritty salmon
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so multifront attacks are limited (either in number or limited to only being capable of raiding), but if you need to play around hero sniping you can bring multiple heroes to bear

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that may be fine

gritty salmon
quaint bobcat
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Do you need heroes to pillage or did I misunderstand that? I believe you need them to enter Ancient Wonders.

gritty salmon
glad loom
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what do u mean by siege continue? isnt siege timer based on fortification health vs damage per turn ?

quaint bobcat
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Presumably you would keep your siege projects you've paid for and the progress you've made in lowering fortification health.

marble swan
glad loom
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what is the downside of lifting siege then do it again

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it will still be over at the same turn timer right ? do attacker lose resources?

marble swan
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In the same turn? Not much

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If you end the turn then the walls will be repaired

glad loom
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next turn fortification health is back at max?

gritty salmon
ashen tiger
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I suppose pillaging could still be pretty useful.

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Sending 1 unit stacks with cloaking to a bunch of enemy province improvements in order to pillage them might be worth a shot.

gritty salmon
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i sure hope not

ashen tiger
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:^)

gritty salmon
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that sounds obnoxious as hell

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i believe the common parlance would be "cancer"

ashen tiger
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I remember doing stuff like that in a couple of RTS games.

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People do find that annoying, but that's why it works wonders.

gritty salmon
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bot factories in planetary annhilation set to infinite build dox which are set to planetwide patrol area

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i made some people real mad with that

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it's funny

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but also in an rts it's more reasonable to see managing that kind fo thing as part of the game, as opposed to TBS where it is kind of jsut tedious

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also i will admit me doing that was 100% cancer

ashen tiger
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Dark Templars to multiple enemy mineral lines in SC 2 is something which can win games in an instant. It feels very painful to lose to that.

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Though, most people just build detection.

gritty salmon
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it's also pretty explicitly not what the devs are wanting to promote right? more focused areas of conflict etc etc?

quaint bobcat
ashen tiger
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I guess so.

quaint bobcat
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On the other hand, T1 spiders from the Tome of Beasts have camouflage apparently? That's not exactly the same kind of investment as a Dark Templar spire.

ashen tiger
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Depends on whether you want the Tome of Beasts in your build.

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If you do, seems close to widow mine drops in terms of investment costs.

gritty salmon
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the real question is, is it so good you can't afford to not have it in your build?

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this is an mp thread so the assumption is everyone is playing to win here

north atlas
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Big question though, are city buildings locked during sieges?

ashen tiger
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Depends on how good is, whether other Tomes have something similar to offer and how good other Tomes are.

north atlas
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If you can just produce units for four turns it's gonna be intense for the attackers

gritty salmon
ashen tiger
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Yep. In the end though, it depends on exact numbers and we probably won't see these until release.

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Though, I would expect T1 Tome to be extremely easy to incorporate into your builds since T1 Tome skills research costs are very low.

gritty salmon
tardy parcel
gritty salmon
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so "in theory you could do something totally unrelated" is kind of a nonsequitur

shell marten
gritty salmon
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we have actually determined the opposite lmao

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you want multiple heroes in your doomstack so if one gets sniped the other can still lead the siege

shell marten
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How sniped 😄

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Just keep him safe

gritty salmon
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you ever seen a hero die in pf?

shell marten
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Yeah, because I use him to fight

gritty salmon
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dread seems to be particularly worried about autocombat results

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but also like, are instakill spells in the game?

shell marten
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Like against AI? Just don't attempt to clean difficult sits when you going to siege

gritty salmon
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are there units that might enable you to suicide bomb one specific guy?

shell marten
gritty salmon
shell marten
gritty salmon
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in any case "counterplay exists" isn't really the point. is that counterplay fun or interesting? or is it just tedious?

shell marten
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There is a way to ressurect heroes for sure.

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You just have to play more defensively/control, when that happens

gritty salmon
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you could say the same about literally any aspect of any game

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"you will simply have to play around it" well no duh

shell marten
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kinda

ashen tiger
gritty salmon
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do i want to play around it? or do i want to play a different game and not buy this one?

ashen tiger
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This thing might also affect the whole sniping thing.

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Depending on whether players can get it.

shell marten
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I want to play a new Age of Wonders game with fresh set of rules. If I wanted to play older one, I will just play the older one.

gritty salmon
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i don't think anyone is saying that change is inherently bad

tardy parcel
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The thread title is "Just NO!"

gritty salmon
shell marten
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Besides, this rule makes a sense, since it is only logical, that only a "political figure" can claim a territory.

quaint bobcat
gritty salmon
shell marten
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I am going to read the history of this thread, because I have the feeling it will just get heated.

ashen tiger
gritty salmon
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this thread has honestly been remarkably well behaved for what i would've expected

quaint bobcat
gritty salmon
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usually mp discussions are a massive dumpster fire of mp players bickering with each other vigorously while SP players rain in from above trying to delegitimatize the entire concept of making an mp thread or giving mp feedback

shell marten
gritty salmon
quaint bobcat
marble swan
ashen tiger
quaint bobcat
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Jordi has put a big "NO" on your message by the way :D

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Lost Wizards are also specified to be inaccessible

gritty salmon
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lmao

ashen tiger
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Ah.

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Missed that one.

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My bad.

quaint bobcat
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No worries, it's hard to notice

shell marten
quaint bobcat
shell marten
quaint bobcat
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Can I suggest you demand a hero be present for any manual battles in MP games? It doesn't seem like much of a leap with how the game is built, it's enforceable, and it should minimize issues that might occur if running around with a floating Mystic Scout casting fireballs is still as viable as we think.

glad loom
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Still no one argued why is it good to require a hero

ashen tiger
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I think it is to prevent people from sieging cities with single unit stacks.

glad loom
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So your strategy is to siege with scouts

quaint bobcat
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Sieges do cut down income by half.

ashen tiger
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I think, you can mess up all sorts of stuff with that, since militia is no longer there.

gritty salmon
glad loom
quaint bobcat
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It also pushes more focus onto heroes and their associated mechanics.

tardy parcel
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And thematically is because Heroes are your leaders/officers. You need someone in charge who knows what they're doing to pull of a siege

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(Historically, they've been quite tricky)

gritty salmon
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macro play is the dullest part of aow anyway

ashen tiger
glad loom
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Heroes are already important enough in prev aow games

glad loom
gritty salmon
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dread you have started to metamorphize into the "change is bad" strawman i said you weren't

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why must you embarrass me like this

shell marten
gritty salmon
quaint bobcat
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I still find the argument that single scouts shouldn't be able to besiege and conquer cities compelling, multiplayer included. What other solutions could have been put into place?

tardy parcel
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Balance is living. I'm sure exploits will be found. They'll probably get nerfed.

gritty salmon
ashen tiger
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Personally, I don't really have a strong opinion on the topic.

quartz goblet
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Slight tangent, but still relevant to heroes and sieges. Do we know whether a hero is required to maintain a siege, or only to start one?

glad loom
ashen tiger
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I can still annoy people by pillaging their provinces with single unit stacks, so, that's still there.

gritty salmon
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really the question is "if you lose a hero, is it ok that you now that not attack cities with your 3 stack army?" and i find "well we can assume you won't lose your hero so it doesn't matter" to be an argument of little value

glad loom
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So maybe also catapults, rams, giants etc...

quaint bobcat
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Hm, but isn't that concern addressed when you can recruit heroes on demand?

tardy parcel
glad loom
quaint bobcat
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And you don't want a single spearthrower to be able to siege either.

glad loom
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Lets see how well can live players keep their heroes alive

gritty salmon
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which is fine by me, personally

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desireable even

quaint bobcat
ashen tiger
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Though, it would not be as impactful as taking the city.

glad loom
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There is many solutions

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Just not the hero rule 😁

shell marten
gritty salmon
glad loom
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So tell me how can a hero with spearmen army siege a city and destroy walls without catapult

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Plz stop with the historical / reality none sense

gritty salmon
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i don't understand why it isn't "have a hero or an army strength value above 1500" (sub in any number you think would fit for 1500)

tardy parcel
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They're built through the siege actions that you take, Dread, and used to knock holes in the wall

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These are some of the siege projects shown in the dev diary

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They are not all of them.

ashen tiger
gritty salmon
gritty salmon
ashen tiger
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Maybe? It might depend on how long the pillaging takes. Might not be a bad thing though.

glad loom
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I dnt know like i said it can be many ways but i know that the hero only will not be good for mp

gritty salmon
glad loom
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Why does it have to be siege like this on strategic map anyways

gritty salmon
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because it is a new game with new mechanics and a new developer design focus

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come on man

ashen tiger
tardy parcel
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To stop cities falling in a single turn, to make taking them more meaningful, and to give the defenders more chance to affect the outcome

ashen tiger
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Unless your opponent just surrenders.

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Which might also happen.

tardy parcel
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Also.. like Ninjew said, because it is not AOW3 or PF

gritty salmon
shell marten
# gritty salmon 1. do you know that? 2. do you know that some other similar abuse will not be qu...

Well, either healing, or defense rush/support. If the defender can kill the hero at the back solely with spells, it is also an opportunity cost of not being able to cast those on actually threatening units, which will be needed to turn the tides, so I'm particularly not too worried about spellsniping as long as heroes can't be instakilled with spells (which would have been a really stupid design oversight, so I don't expect it) I don't know about abuses, but it's not exactly easy to snipe a unit, which is being kept in safety.

shell marten
glad loom
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Keep it secret keep it safe amikdara

glad loom
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I did not like pf militia system

gritty salmon
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i did

glad loom
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Way too many unecessary battles to destroy each sector

tardy parcel
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Neither did Triumph, one of the things the new system is addressing is the militia adding lots of extra fights or extra chaff to fights.

glad loom
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So militia in main city only is fine

tardy parcel
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In Age of Wonders 3 players had to make sure they always had armies close to vulnerable cities as they were not defended by default. In Planetfall, we had garrisons to make sure cities and sector bases were defended at all times. However, it added a lot of extra units to already huge fights with exactly the same layout, making players tired of fighting these kinds of battles and auto-resolving them. It also couldn’t stop a player from launching surprise attacks and overwhelming the garrison in a single turn.

gritty salmon
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that's true my "i did" does come with the * that i played with a reasonable group who agreed to autobattle trivial fights

ashen tiger
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I think that militia system might have worked better for AoW IV, ironically, since it is much easier to apply racial transformations / enchantments to militia, rather than units mods from PF, which militia always lacked.

glad loom
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I see no issue with protecting your aow3 cities with units

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Nobody complained

gritty salmon
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aow3 crow sniping sucked real bad

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real real real bad

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please never allow that to return

glad loom
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That was more about mobility than city sniping

tardy parcel
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Or the ol' classic "Oops, I moved my stack off three tiles and some neutral marauders zoomed down the road and straight into my city" :>

shell marten
ashen tiger
gritty salmon
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no it was definitely about adding extra tedious gameplay to stop a really dumb scenario from occurring as a fun extra knowledge-check trap

shell marten
gritty salmon
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hahahahaha

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i did forget

glad loom
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Anyway i guess the new siege system is going to remain

gritty salmon
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thanks for reminding me

glad loom
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But the requirement to start a siege should be more flexable

shell marten
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it was like prime rogue strat no kidding

gritty salmon
shell marten
# glad loom But the requirement to start a siege should be more flexable

I don't see a problem. You can only have several real armies over the map anyway. You just need to make sure now, that each of them has hero, and you need to pay an opportunity cost as an attacker not rush with hero into slaughter, which will result in more support based meta, rather than man army, which is very much needed moveaway from that Star Kings Champion Nonsense.

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Obviously, we can play auto-combats with hero resurgence, if they will die too much.

gritty salmon
shell marten
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Futhermore, this mechanic can also be used as an argument to alleviate cancer of instakill spells.

glad loom
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That was a joke i cant beleive you are considering autp resurgence

gritty salmon
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it's fine enough if no one abuses it

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sadly...

shell marten
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Like by building tanks?

gritty salmon
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???

shell marten
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How do you abuse auto-resurgence?

glad loom
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Tanks are heroes

gritty salmon
shell marten
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true, that's annoying

glad loom
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Ariga will love this

gritty salmon
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i did that on accident once and me doing that was the reason we stopped using that setting in my old aow3 group

shell marten
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Well, but you can always purchase new hero if accdent happens right?

gritty salmon
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it's pretty abuseable

glad loom
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Yea buy another one 10 turns away

gritty salmon
shell marten
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You can also build your heroes to behave defensively in auto-combat. Like giving them ranged weapons

shell marten
ashen tiger
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By the way, you can give heroes camouflage in AoW IV, right?

gritty salmon
ashen tiger
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I can kinda imagine sniping cities with 1 hero stacks, maybe with some cheap summons added into the mix to speed the siege up.

glad loom
#

Just dont clear sites, i like that

#

Even in pbem battle vs ai good players try to fight hard sites all the time and take risks, you cant simply tell them not to risk anything

#

Its all about risk management not zero risk

ashen tiger
#

I think she meant "before the siege", not just in general.

#

If you are preparing for the siege, just don't clean.

glad loom
#

I know but thats irrelevant

#

You start marching your hero army stacks from your domain and clear all the way

shell marten
glad loom
#

Now you re on diffrent subject

#

And no not many do it and u get restart message

shell marten
#

Different subject, which invalidates your complain in this one.

shell marten
gritty salmon
#

ok amikdara so is the argument then that we should assume that heroes will never die in a mildly competent player's hands

#

and therefore the problem state will never occur

glad loom
shell marten
#

yeah, heroes should never die in manual combat against the AI in a good player's hands (sorry, today's streamer)

gritty salmon
#

there are some interesting specifications you have made there

#

"in manual combat" and "against the ai" aren't something that should be assumed here i think

shell marten
ashen tiger
#

I would personally say that problem state might occur, but there are many ways to mitigate it and it will most likely occur very rarely.

shell marten
#

PBEM is so full of abuses, that's why I consider live the competitive one actually.

glad loom
ashen tiger
#

The issue it solves is kinda worse than the issues which it might cause.

#

Something like "Army Strength" siege limit might also be a good way to solve this though.

gritty salmon
#

you know what

#

fair enough

#

i'm turned around on this one sorry dread

glad loom
#

No problem

quaint bobcat
#

But yeah this is definitely a balance/agreeability issue and not a verisimilitude issue to me.

north atlas
north atlas
gritty salmon
#

i

#

yes?

#

what is the point being made

north atlas
#

You CAN put all your eggs in one basket, but if they break you're in big trouble. I think it would be more profitable to attack with a large army led by a hero or two are the most.

#

Both strategies are viable now.

gritty salmon
#

there are 2 scenarios:

  1. it is possible for your hero to die. if so, you need the protection, as losing your hero and having the siege delayed by 5-10 turns is a severe hit to your tempo and the pressure you can exert on your opponent, as well as giving them all the time in the world to put together a counterforce. having only 1 hero leading a siege force is a big risk
  2. it is not reasonably possible for your hero to get sniped, in which case it is better to have multiple heroes leading different war armies than putting them together in one doomstack
north atlas
#

It is also possible that one of your heroes might get sniped, so it's good to have a second in command around just in case.

#

I feel like they have given more importance to heroes in battle. They are sturdier than before. They mentioned in one of the streams that "you should put them in danger now"

shell marten
#

For those who have not played Planetfall, also keep in mind, that XP is now distributed equally among the group, regardless of who does the killing.

slate stone
gritty salmon
#

lmao ok dude

#

just trying to quickly inform someone asking some questions with very obvious answers that was obviously going to be a situation that'll go south very fast

gritty salmon
last cape
#

I'd be interested to know - if a hero led stack is sieging a city, can a second hero led stack "join the siege", so that if the first hero is killed, the siege continues? Or, if it takes 1 full turn of the city being unsieged for the walls to regenerate, does that mean that any siege projects completed would persist for that turn if another stack were to resume the siege? If so it might be more beneficial to have each hero leading a stack, than have one hero and a "spare" in the same stack in case the lead hero gets sniped.

prime swan
#

Sorry I haven't read the entire thread, but I wanted to add that a similar rule (only armies with heroes can capture cities) was also present in HoMM4.

rich onyx
#

Siege continues until at least one hero presents in siege area. No "stops" or fortifications regeneration.

brittle socket
gritty salmon
#

depends on how easy hero sniping is

hollow widget
#

I'm wondering if this would make sense as a game-specific rule? Like being able to toggle if heroes are required for sieges. Not sure how difficult that would be to implement.

quaint bobcat
hollow widget
#

Right

#

I meant how much implementation that would be on the dev's end, not a modder's. If someone's arguing mostly from a multiplayer PoV, I imagine they'd rather have a baked-in solution than require everyone playing to have a mod.

brittle socket
north atlas
#

Harder than 3, that's for sure

fallow raptor
#

Surely the masters of exploiting game mechanics aren't daunted by a new challenge to overcome.

glossy junco
# ashen tiger The issue it solves is kinda worse than the issues which it might cause.

Best comment in this thread, if you ask me. Instead of a fixed need for a hero to start or maintain a siege, it should verify attacker strength vs. fortifications health if a siege is possible or not. A hero greatly adds to the fortification strength you can take down per round. If a siege would take too long (> X turns) the siege is over or will not be started. This prevent cities from being taken over by "scouts" and it lessens the danger of hero snipers effectively preventing sieges. But a good stack can always take over a not well guarded/defended city.

glad loom
#

i like the minimum army strenght relative to fortif health rule

#
  • makes more sense than 1 hero alone sieging an extremely high fortif health city
#

as for interface problem, devs can just put leader at the siege screen instead

rich onyx
#

I am worried about armies just sit idly during siege. Lets say average game lasts 60-80 turns according to previous titles. This means reaching endgame. And now 1/8 of total match several stacks just sitting idly sieging the castle. I totally understand why such approach has been taken but still it might lead to some stagnation. I never waited more than 1 turn in TWW f.e. to assault a settlement. In AoW mp it was always about sudden pushes and mobility. Now this will change to some kind of civ-like city sieges. But according to total number of castles (a lot less then in previous titles) the whole game point is moved from being actively aggressive to something different in terms of PvP

dark grove
#

I've quickly scanned through this thread. And it's fair feedback to say that this completely changes how the flow of the game work, some may prefer how it worked in previous games, some may prefer how it works now. Design decisions are never made lightly but they are always made with the thought that we simply can't please everyone.

What I did want to bring as good news is that the siege system has several settings that are moddable, and some of the features from how the system used to work in previous iterations are still there too.

Some examples of what can be modded in sieges:

  • Siege projects, new and existing ones
  • Siege specific unit requirement
  • Siege unit amount requirement
  • Siege base progress rate
  • Siege progress rate based on unit tiers

Hopefully, if you find the sieging system detrimental for you and your multiplayer group, you can modify it to better suit your wants!

glad loom
#

great news, if majority mp players dislike it we will change it

candid meteor
#

They should extend the ability to start sieges to t3 and 4 and 5 units.

That way, you still rely on heroes for a bit, but once you are strong and mighty, you don't.

It is going to be very very weird to have a host with Giants etc not be able to even scratch a wall, unless some hero is there.

It is a weird, and unintuitive way to approach this, needing a hero.

I mean, I understand the reasoning just disagree with it.

And I'm not even a hard-core mp player.

The issue will be worse in single player because in mo the players can protect their heroes.

AI cannot.

So now, this huge AI army can be rendered functionally useless by sniping the hero.

gritty salmon
#

If you're gonna allow t3 units to do it it's just a weird anti-rush feature, why even bother with it at that point?

old parrot
#

If it is restricted that way, it should probably be t4 and t5 for the imperium upkeep

delicate violet
#

Aye, making it T3 makes no sense - and in general I disagree with the idea and don't really see the need either

#

There will be a lot fewer cities to worry about at any given moment due to the new city cap, which limits the sieges you will have to do as a player. Making heroes a linchpin in doing so forces a strategic valuing of a limited resource, yes, but since you don't have to Siege 12 cities anymore to take out a player it's not going to be stretched to thinly

#

And as for the sniping... if you do it vs. AI that is shooting yourself in the foot, but also not going to be anywhere near as easy as you think, IMHO. From what we've seen AI is remarkably cautious in how it uses its heroes

plucky lark
#

I don't understand a concern especially for MP players

#

If someone going to build a full set of defensive buildings this is super good for you because this player is going to lose.

#

you do not have time to do so normally

#

There are like tones of buildings that will help you better than those - money line, mana, draft, main building tier 2-3 etc, even food

#
  • special improvements
#

I can see basic walls would be useful for sure, maybe one special at some point

#

but that's it imho

#

plus if you going to siege capital and opponent can't attack you because he is weaker, you are also won anyway because he is sitting at -50% for all of his income from his capital city.

#

that's why I even have some the opposite concern. What's the point sitting behind the walls? Your capital city producing half or more the money of your empire. If you got this -50% on it by being sieged you are dead anyway.

gritty salmon
tiny blaze
#

Why would you not have a hero in your strike stack? Are you trying to take like ten cities in the same turn?

ashen tiger
#

It was discussed quite a lot up in the thread.

#

All in all, I personally think that it will lead to issues very rarely and will probably work fine, though, army strength siege system sounds better on paper to me.

gritty salmon
#

Hold on I got the quote for this one sec

tiny blaze
#

These bad boys tank dragons to the face and win, I don't think you get to "snipe" them without, you know, actually winning the battle

gritty salmon
#

Haha

#

That is quite the assumption

tiny blaze
#

We've literally seen that in a stream

#

They tank a lot

gritty salmon
#

This is mp

#

Players are very smart and actively looking for weird tricks and loopholes

#

I've played too many pf games where a single scout can kite around the map while they rain hell on my through ops

#

We don't know what new abuses are possible in aow4 or if they will even necessarily be tactical combat based

tiny blaze
#

Then why is it even a discussion?

#

"Siege requiring heroes is bad because there might be some terrible exploit that takes out one of the toughest units in the game while they are controlled by an actual player, no less"

gritty salmon
#

The possibility of if a hero can or can not be killed isn't a terribly helpful line of questioning as we simply have no actual way of knowing

tiny blaze
#

Honestly I think it's good

delicate violet
#

It is a smart counterplay - you can still put pressure on the enemy city by pillaging, but your offensive is somewhat halted until you get the new hero there

#

Keep in mind that getting new heroes is no longer on a cooldown - you can get them every turn

#

You even get to choose what kind of hero you want out of a substantial pool

tiny blaze
#

It actually encourages to split your heroes if you wanna take multiple fortesses simultaneously instead of forming a hero doomstack

candid meteor
#

I was thinking t3 because your culture tops out at t3.

I had forgotten that there are many tome t3 units.

ashen tiger
#

It is easier to snipe a single hero in a single battle, rather than a doom stack of them.

candid meteor
delicate violet
#

If someone did a cheesy hero-sniping strat, as the defender you can always just... retreat your hero to keep them safe

tiny blaze
ashen tiger
delicate violet
#

Wouldn't eliminate them from the siege, but would keep them secure. And in any straight-up fight heroes will be hard to kill - especially if you activate Hero Resurgece, which imho is pretty much a must-have anyways

ashen tiger
delicate violet
#

A hero over cap costs 30g per turn, and what, at least 300 to recruit? Depends on how late you are in the game

ashen tiger
#

I mean, something like 4 heroes + 2 units running in a single stack.

delicate violet
#

Still going to be very costly, and you miss out on 3 heroes that could lead armies that clear sites, found cities or lead sieges - so a huge opportunity cost

gritty salmon
delicate violet
#

And even then the retreat is a last option - though you are right, I forgot that defenders weren't able to retreat in past games

tiny blaze
#

You can surrender and your units don't just die on the spot, they can actually run

gritty salmon
delicate violet
#

All in all I really see Hero resurgence as the best and intended fix for this problem

delicate violet
ashen tiger
delicate violet
#

Tying siege abilites to specific units would always leave that as an option

ashen tiger
#

Though, the new healing system might make hero stacks more risky.

#

Since they might return from battles at 1 HP quite often and regen very slowly.

delicate violet
#

Ah, you already mentioned it, sorry

ashen tiger
#

Yeah, I guess it can kinda mitigate the issue somewhat.

tiny blaze
#

Tbh I feel like the anti siege hero snipe can happen in one corner case where your hero is badly wounded and the defender throws a suicide stack, but walking a badly wounded hero into enemy territory is a dumb move anyways, so it's not really sniping, it's the sieging player being dumb

gritty salmon
#

Ok so we are in fact effectively working from the assumption that heroes will never die

#

Like we can do that that's fine but just to be clear

#

We are taking that as an ironclad statement of full certainty

tiny blaze
#

We are working from the assumption that it's gonna take some really powerful cheese to snipe a hero with a suicide stack

#

And if hero dies in actual battle — the attacker simply failed to attack, it happens

delicate violet
ashen tiger
gritty salmon
gritty salmon
ashen tiger
gritty salmon
#

Which I personally would be just fine with, for the record

gritty salmon
delicate violet
# gritty salmon So players should be expected to bring multiple heroes on every offensive front?

Players should be able to do proper reconnaissance of the region they attack. If the enemy manages to hide a stack powerful enough to snipe a hero I don't see why that shouldn't be a viable strategy. And I don't think multiple heroes will be the best answer for this, but being able to quickly reinforce on front with a hero should their hero fall would fall under the category of basic logistics to me

tiny blaze
#

I am assuming that most likely the outcome that leads to losing your hero is also the outcome where you're not in a state to continue pressing that front anyway

delicate violet
gritty salmon
ashen tiger
#

I think "Final Ultimatum" spell from Tome of Subjugation had some kind of insta-kill effect in int.

gritty salmon
ashen tiger
#

Also the Reaper unit from Tome of The Reaper has something similar as an ability, though that's a T5 unit.

gritty salmon
#

Which sucks, for the record, so good riddance

gritty salmon
ashen tiger
#

Like, parking a cloaked hero nearby and simply not reinforcing with him.

gritty salmon
delicate violet
ashen tiger
gritty salmon
#

That's a lot of effort and risk to go through to achieve similar results so my statement stands

ashen tiger
#

I guess.

tiny blaze
delicate violet
#

Ultimately the question is whether this is a net gain for the game or not - and since hero requirements for sieges removes the old "sneak a single scout to the city and take it" from 3 which I find a far worse tactic I'm all for this change

ashen tiger
gritty salmon
tiny blaze
gritty salmon
#

Yes that does not mean that they have equal tools in a given scenario

#

Is there an anti-instant-kill effect you can apply to your hero?

#

You are making a lot of assumptions that I have seen fall in many different ways

#

Players definitely get weird kills out of nothing against skilled opponents

ashen tiger
#

By the way.

gritty salmon
#

They often put a lot of effort into achieving that, simply because there exists a 5% chance that they will succeed

ashen tiger
#

We've seen a single spell create this kind of an army:

#

This might something to do with why the devs have not used army strength siege system.

plucky lark
#

😮

ashen tiger
#

The army was created right next to a city of an opponent.

gritty salmon
#

🤔 the presence of very powerful summon spells certainly changes the arithmetic

#

@glad loom would legit be interested to hear your thoughts on this

tiny blaze
#

Oh yeah, however annoying somebody pulling off a succesful hero snipe might be, spawning in stuff like that next to your city and taking it is waaay more annoying

ashen tiger
#

The 3rd tutorial video from @PotatoMcWhiskey shows you how to weild powerful magic via tomes that you will choose in Age of Wonders 4. As your faction progresses you will unlock powerful new magics, transformations, and spells that will change how you fight, how you build, and even the world itself!

Pre-order Age of Wonders 4: https://www.parad...

▶ Play video
#

The timestamp sends you to the moment the spell was used.

#

Though, it was combo-ed with another spell in this case.

gritty salmon
#

If you can materialize that army over the course of a single turn in a remote region of the map all other considerations are honestly probably dwarfed by the possibility of instant backline harassment

#

If this required a spell to be cast 5 turns previous as setup for this, giving the defending player advanced warning, then we can talk other considerations

#

But if that army can take cities that's effectively a wincon tbh

ashen tiger
#

This is the spell.

#

The guy also cast a spell which created destroyed the province and created a forest on top of it.

tiny blaze
#

3 turns, pretty quick and I don't think people get notifications about that

ashen tiger
#

Not sure how much it cost.

gritty salmon
tiny blaze
#

Dunno, I didn't watch this particular one

candid meteor
ashen tiger
gritty salmon
north atlas
ashen tiger
ashen tiger
#

There is also this, though the player used another spell in the video.

gritty salmon
ashen tiger
#

Not sure if this one can create a forest on enemy tile.

tiny blaze
#

doomstack in 4 turns, brutal

gritty salmon
#

I would not call that a doom stack in aow terms

#

I would call that "some absurd nonsense" to be able to abruptly pull out of thin air on the other side of a player's empire

tiny blaze
#

paininthebuttstack, okay

ashen tiger
#

I think a spell jammer city improvement partially counters it.

#

It prohibits enemies from casting spells which affect the city or something similiar.

#

I don't remember exact details.

tiny blaze
#

IIRC it's a province that can be pillaged

plucky lark
#

Omg, why this spell so cheap. Like t1 summons cost 60 mana - 360 for 6 units. And this spell gets you what? 1 t4 4 t3 and 1 t2 units for 320!

tiny blaze
#

there might be summoning discount techs

gritty salmon
#

You don't have to cast that on a city province right?

ashen tiger
#

Don't remember that, to be honest. I think you have to build it in the city.

candid meteor
gritty salmon
#

It could also totally just be undercosted

#

Though tbh I'd be more concerned about casting time than cost if it's late game

ashen tiger
#

The thing is, the spell we've seen is from T4 Tome. There is also a similar spell in T5 Tome.

#

Might be even stronger, have not seen how it works.

gritty salmon
ashen tiger
plucky lark
#

@candid meteor disagree. There are t4 and t5 units in the game and they have pretty high mana/ gold cost per units + draft cost. They are also supposed to finish off opponent, right?

#

Seems like just early build numbers

#

I hope

candid meteor
nocturne stone
# glad loom there is no logical reasoning, the hero does not have siege tools nor is a progr...

A good battle needs a Commander (Hero)... Most of the changes are actually making sense from warefare standpoint.
Having a Raiding party to take out a fully fortified city is nothing but a NONSENSE

AoW 4 is taking back to it's roots in AoW 1 where if a city had walls simple units without Flying/Wall Crushing/ Wall Climing was simply not possible. AoW 4 brings this to the next level how it is supposed to be done

prime swan
#

It worked a bit wonky in AoW1. The goblin bomber was a unit whose only attack was self explosion. A single bomber couldn't destroy a wall, just damage it. Yet a single bomber could capture an empty walled city without dying.

glossy junco
#

After some reconsideration I am all for the current Hero is needed for a siege setup especially in MP games. MP players are even more trying to exploit the system for sneaky stuff. Without the current system MP players would flood the world with scouts setting up sieges on all the cities to half their opponents income and production. You would effectively spend lots of time to hunt your opponents sneaky siege-boys, while setting your own siege-girls as well. With "Hero must be present" this is eliminated.

nocturne stone
#

I think the game just shifted in a bit different direction than the previous titles and most of the concerns are mainly because it is not the same system / strategy. Without actually having couple of matches to see if this works stating that MP will suffer is a bit overboard in my opinion

nocturne stone
# prime swan It worked a bit wonky in AoW1. The goblin bomber was a unit whose only attack wa...

It did, but this is not AoW1 so we are expecting more. I feel the game to shift in the proper direction. From all the dev diaries and videos i seem to conclude that less cities will be build because reasons and more focus would be to improve what you have. Plus finally there is a sense to utilise siege units not just some random invisible crow managed to sneak out and captured your capital because it could for no other reason

candid meteor
#

It's not like the only choices are this or AoW3 guys.

And why only heroes? Why not higher tier units too?

nocturne stone
# candid meteor It's not like the only choices are this or AoW3 guys. And why only heroes? Why ...

It makes a sense to have a Leader organising the siege. Even in historical events sieges were lifted because the Atacking Leader was killed (assasinated). That makes sense. If you are to simulate an Empire building even a fantasy one - in all due essence You need comanders. Unless high tier units could "command" a Hero should be in charge. It is still quite far from HOMM where you need a blody Hero for each battle 😄

candid meteor
#

So my mighty Dragon doesn't count as a Leader?

nocturne stone
plucky lark
candid meteor
nocturne stone
candid meteor
#

Well, I think this will be less of a problem in MP actually, because between players of roughly equal skill it should be quite tense.

If I'm moving 3 stacks, we'll that's likely the bulk of my forces. And you as an invader will see that coming.

And respond.

So in that sense I'm not totally agreeing with the OP.

My real question, yet to be answered, is:

Can and does the AI attack and defend cities well?

nocturne stone
candid meteor
#

One hopes! adendum - while not perfect, I thought the AI in previous games was very serviceable, fwiw.

My "concern" such as it is, is that new systems --> AI usually issues (in any game series). Mods in PF for example

nocturne stone
#

I am eager to play the new mechanics. Having units into categories like support/shock - makes the game more complex than before and Siege would be more of a well prepared epic Encounter ( I've always wanted the game to change direction into something similar)
Have you noticed that Heroes are send to Dungeon Crypt not outright killed. I would love this aspect to be done right (like barganing chips between good players).

candid meteor
nocturne stone
#

Less complex true. I've ment deeper dive into easy to learn hard to master 🙂 in a more positive approach.

candid meteor
#

I think it will be a well received change

deep zealot
#

😄 I hope somebody starts creating an AoW4 ladder website somewhere, or at least a paid 100$ AoW4 tournament.

Maybe Triumph/Paradox can create this, giving 1000$ as prize money to the winner, 500$ to 2nd place, 250$ to 3rd place etc. It will jumpstart the multiplayer scene and maybe AOW4 it will turn into a well-known esports game!

#

Probably somebody already prepares a multiplayer ladder website somewhere 🙂 I'm so excited!

glad loom
#

not likely, but i have a discord server which will manage ladder games using a great ELO ranking bot

#

i think i will start using the bot as practice games without elo for a month or 2 until we fix big bugs/exploit. all age of wonders were so buggy at release date

#

and by the way it will be for PBEM/Async

plucky lark
#

for us

#

👴

glad loom
#

the bot supports any game format and has seperate leaderboard for each one but i guess we should stick for 1v1 and 2v2

#

for now 2v2 are random teams but bot developer is working on fixed teams so we can join with our teammates, it shouldnt take long before this happen

deep zealot
#

Nice! ❤️ I loved your aow3 multiplayer youtube videos!

plucky lark
#

Idk if it needed at all to be honest. I played AoW2 Shadow magic maybe 15 years ago and we used Elo ranking system back in the days. Not really good system when you have such a low number of players.

glad loom
#

well this bot is the best out there imo, you can search for a match in a hidden queue so no dodging will happen

#

i think if there is a decent website that hosts ladder, it's not likely to be threw hidden queues

plucky lark
#

Also it is promote power gaming and so less experimental builds will be seen. I have a bad feeling about new modular system with traits, form perks, tomes aka Stellaris way. Nothing more boring than playing Stellaris in competitive way. Like 1,5 builds.

glad loom
plucky lark
#

But need wait and see

#

@glad loom like 1.5 playble builds

#

yeah

glad loom
#

the league will be eventually use a balance mod to play games, from our experience (mp players) triumph devs dont fix all bugs/exploits + they dont balance the game good enough for multiplayer

#

just like in planetfall server, we will have a balance group of strongest players who vote for changes for the balance mod

deep zealot
#

eventually something with liquipedia, transforming aow4 into an esport, with qualifications, GSL-type brackets, playoffs, prizes and English live commentaries!

#

the guys playing h3 professionally found some investors to put up prize money; I hope this happens to AOW4 multiplayer "fingers crossed"

glad loom
#

we will host many tournaments tho

deep zealot
#

😦 I still hope. we'll see in the next few weeks-months how the multiplayer scene blossoms!

glad loom
#

even the game becomes very popular, the problem is that very low % of aow players play mp

deep zealot
#

Triumph could put 5k$ prize money for the first major online multiplayer tournament, it would be 0.001% of money made from pre-selling this game!

#

hmmm, yes.

#

I never played multiplayer, only singleplayer... I'm too scared to face a professional player (and played only aow1 and 2); these pros behave very differently than computer mechanical intelligence

glad loom
#

i am thinking of adding event managers in my server who get paid for each hosted tournament by them, the payment wont make them rich tho 😄

deep zealot
#

well, if possible, an english live commentator on a grand final, commenting from both sides (like they do in warcraft 3, for example)

#

either way, it will be fun to play and see professionals play this game to it's fullest!

nocturne stone
#

Main issue is that in order to improve multi-player it must not be tied up with competative gaming... In all due essence competative gaming ruin game experience and multi-player community suffer, because very few people move out of SP because of that...

#

I am not saying that competative should not exist - on the contraery, however it must not be the only multi-player part

glad loom
#

cmon man, look at starcraft and company of heroes. their MP competition is great because they have ladders

deep zealot
#

yes! same with clash royale, the mobile smartphone 'battle royale' type of game.... multiplayer propelled these massively

nocturne stone
#

Starcraft is a bad example 😉 and currently multi-player casual matches don't exist

glad loom
#

if you dont like competition then play casual mp games, i dont see the problem here

deep zealot
#

yes, top of the ladder for ultra-competitive plays... and mid-ladder for casual/fun games

plucky lark
nocturne stone
glad loom
nocturne stone
#

If you turn each and every multi-player game with fixed "Balance" for Competative play - you turn non-competative rules into competative

deep zealot
#

hmm, the alternative would be to get inspiration from heroes 3 multiplayer system - it's a the first TBS with lots of multiplayer going on!

nocturne stone
#

which in turn ruins non-competative community

glad loom
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in the casual server, players will host games with any desired settings, mods required, rules etc....

nocturne stone
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I am one of the few people who plays AoW in all 3 types and the from experience - the best games are when people can enjoy

deep zealot
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going to watch the quill18 live stream 😄 sorry if I won't participate to this conversation in the next tens of minutes!

nocturne stone
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And for different people enjoyment varies - some like to be ultra competative; some preffer SP - other play the game with friends 🙂

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Obviously you can't apease all the players with the same "house rules" / mods

glad loom
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definitely true

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but i must set standard rules for ladder + make rule that allow players to change it in a match if all agree

nocturne stone
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If you do a ladder type of setting - it is not possible to do that without some restrictive rules...

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And i agree with you on this aspect 🙂

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Turn-based games are hard to be played competatively mainly because time management (Unless you play asyncronous mode which is another topic). Of course it is not impossible and there are certain pre-caustions

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From tombles Sparcle stream of Rainbows i've noticed that on certain settings Mystic AI tends to play with huge losses

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In a competative setting - this outright kills mystic as a viable meta option

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if something is not done to "resolve" that issue

glad loom
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it's best for async/pbem because if we want to create ladder for live games then it must be classic turns (simultaneous is full of abuses and conflict) => then we need to keep track of players schedule to continue their ladder games on multiple live sessions

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i dont mind a ladder for live (classic turns) but i dont want to be the manager of such league

nocturne stone
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Unless you get paid somehow to do this and you do this for a living - that is insane for "Best effort"

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I think live games should not be competavie unless there is something like a torunament once per let's say 6 months

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with preliminary stages where people get to no more than best 8

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and untill best 8 everything is PBEM/Async

glad loom
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that could work but what i think best settings for live tournament/ladder is to set score victory + turn timer so players will finish in one big session, if someone leave for real life emergency then he loses

nocturne stone
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I agree

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Tournament is a commitment afterall

glad loom
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some issues will happen and we gonna need rules for it, like losing connection for long period

nocturne stone
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That would be part of the organisation

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and such an event cannot be done in the 1st couple of months

glad loom
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it's not gonna be me 🙂

nocturne stone
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😄

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I've never said that you should be the one 🙂

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I am just discussing what i have been doing with a closed community on other games

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but diffferent times - different games

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nowdays everything is fast paced oriented

glad loom
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from my experience with live games, most of players prefer simultaneous turns, so a ladder is not likely to work for them. but tournaments could work

nocturne stone
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I agree

candid meteor
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A tournament isn't hard to organise, but the question is whether it is worth it, for TS.

Previous tournaments generated alot of visibility and discussion, and alot of balance changes.

nocturne stone
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I remember the 1st AoW 3 tournament back in the days. It was well discussed in the forum

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In terms of TS worth - if it is community driven and organised. TS could just observe if they wish so nothing more nothing less. Should they organise the Event - this is a different story

shell marten
glad loom
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AOW3 was a lot more competitive especially in pbem

nocturne stone
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Also a game becomes competative either with dev support or when the game is out of support

glad loom
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i noticed that many tried Planetfall mp for short period then left, this did not happen often in aow3

nocturne stone
shell marten
# nocturne stone Because the community is less than 1% of the whole player rouster

I meant, that people who played mp didn't play it according to "competitive mindset". Many players simply played races and secret techs they liked conceptually, and cared not so much about their effectiveness. Even DreadReaper himself did not play competitively. He was a Vanguard loyalist with occasional hint of Kir'ko. He was very well aware, it's 'mid', but still played them because he liked the race.

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Not even I really played the game competitively most of the time.. and instead just tried funny combinations all the time.

nocturne stone
shell marten
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Mods are just tool to diversify the game (in terms of viability) and prevent abuse.

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Competitive game truly only has as much content as is capable to win.

nocturne stone
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What i am saying is that SP players are scared of Competative MP (most of them) and when people start talking about MP competativness could create issues with misconception

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It is important to diferentiate that is just an option - not the E2E experience for MP

shell marten
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So you say, if I hosted unmodded games right here on this server, I'd attract more new people?

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It creates this dilemma about when to introduce the mod

glad loom
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More mods used the less likely to get new players

nocturne stone
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true that

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Best time for introducing mods is when game is out of DEV support

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😄

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I know it sounds bad - BUT...

shell marten
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I must object to that 🙂 Many changes done to Planetfall in patches were actually first made by competitive mod.

glossy junco
deep zealot
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You're right. Initially I put 0.01% and it seemed too low, henceforth I added another 0 to it. I didn't do the calculation/math in my head, though. Sorry! These 4X games are mostly for afficionados who enjoy slow-paced turn based strategy, such as us! 😄

ocean sinew
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I much prefer that you must have a hero to siege

ocean sinew
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One thing I haven't seen brought up is because of number of city limitations you have less cities (you have) to take from players. It makes sense that trying to take them is a more intensive ordeal. That seems like a good why to me

brittle socket
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Wow, the game isn't even out yet and there's already the first candidate for abuse in the siege of the city.
The army in the city cannot come to reinforce the attacked army outside the city. That is, any mistake and the defender could not hide all the units in the city - it means they will all simply die.
If earlier armies had to be kept close and it was clear when they would participate in battle together. Now it is not so obvious, and after getting used to reinforcements within a radius of 3 hex, you can make a fatal mistake in the case of a siege.

brittle socket
glad loom
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yea but why is it an abuse ?

brittle socket
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If one army has finished its moves outside the city and the other is in the city, then the attacker can defeat them one by one.

glad loom
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but there is no downside to move your armies outside of your defended city and rally to those outsider reinforcements while besieged right ? unless the exact turn the siege ends

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your city defenders are not locked and can be moved correct?

brittle socket
# glad loom yea but why is it an abuse ?

This is abuse of the defender's mistakes. The new reinforcement rules teach that it is not necessary to keep armies on neighboring hexes. And if you do not know or forget this siege mechanic, then you can make a mistake by leaving the army under attack, counting on reinforcements, which will not work that way.

glad loom
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well we learn from mistakes :P, a list of notes about the game should be posted somewhere so newcomers can take a look

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like a list of tips

nocturne stone
candid meteor
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Stacks at the city hexes don't reinforce stacks within the reinforcement radius. It means if your army is in the centre, and someone attacks another army 2 hexes away, that 2nd army is on its own, whereas in all other situations it is not. That is where the confusion comes from.

brittle socket
nocturne stone
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Normally when you are besieged you are already in a disadvantagous position because Enemies are at your doorstep and you did nothing to prevent that. Why should you have an "advantage" when you arleady screw up?

brittle socket
nocturne stone
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Again - this is a player's choice - not a game flaw...

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If you make bad decisions and you get punished for them - that is fair

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And if you look closer to the "scenario" this is in a Asyncronous mode where if you need to wait each and every player to login and decide where he will participate with what - this is would be a poor design choise in terms of game speed

brittle socket
nocturne stone
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when you are offline you don't get to choose

brittle socket
# nocturne stone when you are offline you don't get to choose

But when you are offline and you are attacked, the game goes into battle mode. Where is the first turn for the defender. That is, the game pauses anyway when you are attacked. So why not make this pause before the battle and start the battle already after the defender selects reinforcements and presses the "ready" button. Where then he will be able to make his first moves in battle.

nocturne stone
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Because this ruins the rythm of the game. Consider the following scenario - i have loged in to play because i am free i start a battle then i have to wait somebody (god know's how much) to get free to click a button so i can proceed. I finish my battle then i engage another opponend and i am get stuck again with the same issue - waiting somebody to be online.
Now why would a Developer invent asyncronous mode of playing a game where i constantly need to wait somebody to be online?

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The issue is about the game pausing and instead of playing i am wating - which ASYNC/PBEM is design NOT to DO (WAIT)

brittle socket
nocturne stone
brittle socket
nocturne stone
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It is autoresolved you are not waiting...

brittle socket
# nocturne stone It is autoresolved you are not waiting...

Anyone play PBEM with autobattles? And in live games, the situation when the player is offline and has to wait for an unknown amount of time is unrealistic, what is the point of playing live games with simultaneous moves and sitting offline?

nocturne stone
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If you like to make a point use a scenario to make the point... don't throw random thoughts and ask questions...

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For the sake of answering:

  1. Does anyone play PBEM with autobatles - YES because it is a feature
  2. In a live game if a player is offline - why do you think there are timers invented for?
brittle socket
nocturne stone
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And?

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So you are basically saying that a poor player making you wait on purpose (despite being online) is the same as waiting for somebody to be online and he cannot?
I find that way of thining wrong and i will not further discuss this topic, because i find it not constructive

brittle socket
# nocturne stone For the sake of answering: 1. Does anyone play PBEM with autobatles - YES becaus...
  1. Those rules of online games that I have seen directly indicate the settings with which it is customary to play. And PBEM play ALL battles in manual mode. But even if this were not the case and would be willing to lose their armies in auto-battle against other players, what prevents not asking the player for reinforcements in case of auto-battle? Because in this case, the defender is already in a worse position because he cannot even choose the type of battle, but must accept the fact that he lost in automatic (the attacker will not use autobattle if he is not sure of his victory, he simply will not attack then).
  2. The timer does not cancel the fact that player vs. player is always a battle in manual mode. And even the timer in the battle against the AFK player, you have to wait for the timer to end. Well, if there is already a timer, why shouldn't it work for all the player's decisions? For example, the defender's decision to reinforce according to the rules of the timer in battle.
brittle socket
# nocturne stone So you are basically saying that a poor player making you wait on purpose (despi...

Why then do you play with such people who can become AFK during a live game without saying anything? If it is PBEM, then there is no difference at all in the waiting time for the opponent's turn after the attack has started. Well, I already wrote about automatic battles above. I don't know a single player who would be happy to have his armies destroyed in a battle even without his knowledge. I can't even imagine who can play like that.

tiny blaze
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Imho highlighting or otherwise showing what armies will be able to reinforce for the defender is enough

brittle socket
bitter pine
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@glad loom My friend, just found this discussion, the problem of no heroes siege is that cities dont have garrison. Only solution I see to make siege with out hero possible, is to give a huge penalty 50, 65 or 75 % of siege damage so 6 units without hero will seat near city for 4-5 turns, with a hero it would take 2 turns. Also scouts deal 0 siege damage. Something like that

bitter pine
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Also it will be very upset if you dint have possibility to fix it

shell marten
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There is also much less cities apparently, compared to AoW 3 settler spam