#Algorithmic Balance Through Realm Traits

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gleaming shell
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Especially if you're going to force them to produce T1/T2/T3 units, all of which are in the cultural roster.

steep aspen
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it doesn't matter how strong or weak something is, if there is a aggressive cost ramp in place, mono-stacking is not possible.

gleaming shell
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And what makes you think the game feels better by limiting units to 2 or 3 on the entire map?

pliant lintel
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What ? That would not work that way. You balance the opt in limitation with your evolved mod if necessary, but ramp up upkeep would not need that.

gleaming shell
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Good job. You just killed the entire horde fantasy play style for a lot of people.

green turret
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I oppose this because you're curing flu with cancer

gleaming shell
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Because you don't want to make the default mode a better balance with opt-in to break the balance?

green turret
pliant lintel
gleaming shell
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Anything that breaks balance should always be an opt-in. Balance itself should be the default.
I can't believe I have to explain such things when AoW 4 already works in this way to begin with.

steep aspen
gleaming shell
scenic blade
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I dont agree with some of choices he makes in balance mod but its leagues better then vanilla in terms of balance

pliant lintel
gleaming shell
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You can't just throw in a random change and hope it works.

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Fully ignoring all the consequences that might spawn from it.

steep aspen
pliant lintel
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Random because it doesn't come for you ?

gleaming shell
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That's easy. The game is designed to be played the way it is being played.
And until the developers restrict/remove something, it is free to be used.

steep aspen
pliant lintel
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You're basically coming in here with your aura and saying we're stupid, why ?

gleaming shell
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At least 3 other people already argued against you before I even reached the end of the conversation.

steep aspen
gleaming shell
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Yes, it is.

steep aspen
gleaming shell
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You gave me a Ferrari. Don't be surprised when I drive 300 km/h with it.

steep aspen
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obviously the devs didn't intent that.

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I gave you a ferrari and you put rocket fuel in it and complain it doesn't handle correctly at supersonic speed.

pliant lintel
gleaming shell
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Let me understand... This game puts 0 effort into going against mono stacking.
And you want us to find all kinds awkward of solutions because of poor design?
When we already have a previous game in the series showing it can be done.

scenic blade
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There is nothing wrong with more options to limit certain things but its not going to be balance

pliant lintel
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We're not saying that

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On the contrary

gleaming shell
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And me and everyone else who plays MP are bad people for mono stacking and hero XP funneling.

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Right? We are the source of all evil in the world for asking the developers to fix such things?

indigo yarrow
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It is a bit annoying to argue against it because any actual criticism of the systems is kind of just responded with "it's optional so it doesn't matter"

steep aspen
scenic blade
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Mono stacking is mostly solved by verbal agreement no need for anything extra i dont care if you clear with 15 shield units when it comes to final combat you fight with 5 of them

pliant lintel
gleaming shell
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Your solution isn't a solution. You don't want anything to be solved by the game's developers.

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You want us to police ourselves. All in the name of not hurting Little Timmy's gameplay.

vast hamlet
steep aspen
gleaming shell
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Let me quote something that shows SP and balance easily go hand-in-hand.

vast hamlet
pliant lintel
green turret
pliant lintel
steep aspen
# green turret Show me the proof your changes will help

it works on the same mathematical principle as cruise controls in a car, and those things work.
https://en.wikipedia.org/wiki/Negative_feedback

Negative feedback (or balancing feedback) occurs when some function of the output of a system, process, or mechanism is fed back in a manner that tends to reduce the fluctuations in the output, whether caused by changes in the input or by other disturbances.
Whereas positive feedback tends to instability via exponential growth, oscillation or c...

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oh yeah, our bodies do the same thing with glucose levels, when not diabetic.

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diminishing return and feedback control are basic engineering principles.

pliant lintel
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Really my point is : either accept monostacks in your settings, or find ways to stop it on your own, and stop venting. Because monostack is a byproduct of pleasing dear Timmy, and Timmy allowed for season 2, and I want season 10.

steep aspen
vast hamlet
green turret
pliant lintel
steep aspen
gleaming shell
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These are just recent messages. You guys think this is my first rodeo discussing balance?
You think I don't regularly engage with game developers about their own game and goals?

pliant lintel
gleaming shell
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Like holy moly people. Stop trying to add all of these convoluted solutions and levers and knobs and math.

vast hamlet
green turret
gleaming shell
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We want to stop mono stacking of units and that has 3 very simple core reasons for occurring:

  • Enchantments/Transformations have no limits.
  • Unit class counters don't work beyond early game.
  • (most) Mythic units aren't designed to be anti-mono.
steep aspen
pliant lintel
gleaming shell
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Now tell me how tackling any of these problems is going to hurt your game.

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Let's go.

steep aspen
pliant lintel
indigo yarrow
steep aspen
vast hamlet
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Ah and Jordi argument,... strangely somehow the OP dragon builds and other bonkers went through Q&A, where was the balance there? Just example

steep aspen
green turret
pliant lintel
steep aspen
indigo yarrow
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(if I'm being completely honest the magic material idea is also dead in the water because fedual exists and will get tier 4s anyway)

pliant lintel
steep aspen
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yes feudal can have their knights, all 4 of them.

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the two rules work together and kill both monostacking and meta builds.

indigo yarrow
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Wow that is 4 more tier 4s than anyone else.

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Why would I not just pick fedual every game.

steep aspen
pliant lintel
steep aspen
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if there is a feudal city there. that's the map.

indigo yarrow
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Except fedual gets more tier 4s regardless. It's more consistent and easier to plan around that hoping for a random fedual free city.

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Which everyone else will have to do because if they don't you have access to a tier 4 they just don't have.

steep aspen
vast hamlet
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Let be honest, magic material approach will never work too rng.

pliant lintel
indigo yarrow
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Too RNG, requires significantly more Dev work.

gleaming shell
pliant lintel
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But I don't agree that monostacks will be replaced by the same 18 army everywhere, it's just doesn't make sense.

gleaming shell
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Or Calamity, Prosperity, Righteous Judge (it's a Dragon too).

vast hamlet
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Increasing cost only to some extend, but if someone want monostack it is really hard to stop him from doing that.

indigo yarrow
pliant lintel
vast hamlet
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It is a bit like in Warhammer 2, some people just want to easily roll over everything else.

pliant lintel
steep aspen
gleaming shell
pliant lintel
vast hamlet
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So if someone want to monostack it is his choice but if he meets someone of the same approach we need balance so the other guy monostack is as strong as the first one. And then they can have their class of mono titans.

gleaming shell
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My goal for the unit counters is for them to work as advertised on the box:

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Image obtained via Jordi.

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Because they do not work like this in any capacity outside of Polearms.

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And enchantment/transformation stacking is very much at fault here, I'll explain why.
Let's say a T2 Polearm can fight a T3 Shock unit effectively. They match up equally.
Now I have 1 enchantment on my Shock unit. Your Polearm still has 0 enchantments.
GG. You can no longer keep up. The same applies to T3 vs T3 with 3 enchantments i.e.

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Unit counters only work if they:

  • Are massively OP (hard counters) to overcome the power gap
  • Are equally as enchanted to keep up in power level
    And that second one just leads to even further mono stacking, it's literally a loop.
pliant lintel
gleaming shell
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Mythic and Counter balance are both key to fixing mono stacking.

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Rather than trying to apply a mathematical upkeep formula.

gleaming shell
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Because if I bring 15 Polearms, but you bring Shield+Ranged or Battle Mage. I should lose.
But in practice, I have 10 enchantments and you have like... 3 for each of those unit types.

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I just win the battle through brute force. Literally having unbeatable numbers.

pliant lintel
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I can understand the importance of counter, but still that could quickly become very punishing to new players, no?

vast hamlet
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And I do not get the argument of unit enchanting. It is based on research speed and casting points. Someone will have more someone will have less.

gleaming shell
gleaming shell
gleaming shell
vast hamlet
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Exactly so what is your previous point?

vast hamlet
gleaming shell
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Happens all the time ๐Ÿ˜‚

steep aspen
gleaming shell
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You're missing the point entirely, unfortunately

steep aspen
pliant lintel
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My problem is that none of this is viable. From my perspective, making T4-5 more utility oriented will just kill the fun of many people.
Limiting enchant as a baseline in the game will do the same.
After for the unit counters, if they're as strong as they are for T1 unit but start to scale normally, why not. But would that suffice to fix monostacking ?

gleaming shell
#

If my units can only have a maximum of 3 enchantments. I will change my approach.
I will no longer pick 9 tomes that offer 1-2 enchantments and transformations.
I will instead be incentivized to pick up a new unit one with a different class.

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Because I cannot further increase my power, so I need to be diverse instead.

vast hamlet
steep aspen
gleaming shell
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And when all players are bringing 2-3, or even 4 different unit types to battle...
Well, then unit counters will become more relevant, as will strategic play.
Units won't blow up in 2 hits and counters cannot be overpowerd anymore.

steep aspen
gleaming shell
pliant lintel
gleaming shell
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Because you can't dictate for me that 3 units is a good amount.

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Especially when playing on super large maps.

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As compared to playing on very small maps.

gleaming shell
pliant lintel
steep aspen
steep aspen
pliant lintel
gleaming shell
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Skirmish mod. Preset hero levels and unit tier restrictions. Also tome limits.

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It literally proves that limits help foster diversity and create closer battles.

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18-0 battles are extremely rare in this mode, unless there's a large skill gap.

scenic blade
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Diversity exists also in team games

pliant lintel
gleaming shell
gleaming shell
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As opposed to Nekofugu trying to force arbitrary unit upkeep multipliers into the game.

pliant lintel
gleaming shell
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My solutions have been tested. Have yours?

pliant lintel
gleaming shell
steep aspen
gleaming shell
pliant lintel
pliant lintel
gleaming shell
#

Unless your theoretical solutions are proven in practice they are nothing but theories and remain as such.

steep aspen
gleaming shell
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Come back with tests and field research. Then we can talk.

steep aspen
gleaming shell
#

What a convoluted and extremely unpleasant solution.

pliant lintel
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Yeah, respect is dead since he came in.

pliant lintel
gleaming shell
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Both NINJEW and Badok already argued enough with the both of you and you showed no respect.

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You just continue on your merry way and learnt nothing from the discussion.

steep aspen
pliant lintel
steep aspen
pliant lintel
#

We tried to understand ? We conversed ?

gleaming shell
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So I am showing no respect for not backing down on something I've discussed for 2 years? ๐Ÿ™ƒ
Something I've discussed on the forums for 70 pages, on Discord and with the developers?

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Clearly I don't know what I am doing. Not when the game copies my mod every update.

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You know what. I think I'll just stop playing and being involved. I'm not improving anything.

pliant lintel
gleaming shell
steep aspen
gleaming shell
#

Better?

gleaming shell
pliant lintel
gleaming shell
#

You may mod it yourself and present the mod here for us to test it.

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But don't ask me to invest time in proving your theory. That makes no sense.

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I've spent enough time in proving my own theories to be valid.

pliant lintel
steep aspen
gleaming shell
gleaming shell
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And I wish you all the luck on your journey towards convincing the devs.

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I am exiting now.

pliant lintel
pliant lintel
vast hamlet
pliant lintel
vast hamlet
vast hamlet
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Always a fun to meet @gleaming shell at a thread. Just saying

pliant lintel
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Oh until tonight I found him mostly interesting. But here he was so haughty and condescending, not even trying to understand our point of view.
I have no problem with him having another point of view and other solutions than us, but I just would have liked that he respected our solutions and points of view too.

vast hamlet
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His point of view is not a problem at all. Rather his agressive way of "discussing".

pliant lintel
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That's a way to put it.

blissful linden
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To steer things in another direction, are the anti-balance folks currently happy with the way the game is developing?

pliant lintel
vast hamlet
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Anyway, as I wrote before, we will never resolve the balance issue since some drive their cars at 300km/h and some at 50km/h.

blissful linden
pliant lintel
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I have nothing against the balance changes that have been made until now.

vast hamlet
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But I do not follow current Beta very much tbh.

pliant lintel
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To answer you question, I have nothing against the way the game is developping until now. Because the devs never forget Timmy, and give me new things to optimize, so that's fine by me.

slim thunder
# steep aspen it doesn't happen ๐Ÿ˜†

It happens all the time. Stacking enchantments easily allows you to circumvent the entire mechanic of unit counters. Including in SP.

Enchantments don't just stop existing in SP.

steep aspen
pliant lintel
slim thunder
steep aspen
#

at that point, I can RP as a megalomaniac that watch their enemy explode into rainbow colored bits.
or just Princess Twilight Sparkle ๐Ÿ˜ธ
where is my equine form.

pliant lintel
steep aspen
steep aspen
slim thunder
steep aspen
indigo yarrow
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I do searing blades, compound def, bloodfury, flame blessed keeper's mark accursed/blessed armor pyre Templars sometimes, which is 8 with a culture enchantment (and would be 9 if you could give them legion of zeal)

slim thunder
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Therapeutic as it may be, other people should be allowed to voice their concerns when a particular playstyle becomes so over-the-top that there's little reason to do anything else. And it's rather tasteless to look down at people who play multiplayer just because you don't.

green turret
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Sigh. Really sad to see that even with initial good(ish) intentions, the hardcore vs hardcore discussion always devolves into circular, pointless banter

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Neko I understand, but didn't expect L'ami to radicalize so much so quickly xD

indigo yarrow
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(I think the main issue with enchantment limits is that they are a bit awkward with stuff like compounding defences that are very limited in what units they effect)

pliant lintel
green turret
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Not really something to fix at this point without significant dev effort

pliant lintel
slim thunder
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I don't have a particular solution. I just play the game. The issue I take is the overall tone that MP players are drama queens and should just sit down and shut up.

green turret
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^

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While in reality it's hilariously akin to the woke crowd vs the antiwoke crowd pengPls

pliant lintel
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I never said that. I radicalized when I got found one of the core ideas of Neko interesting and saw the condescention he faced.

green turret
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Yes, and you completely ignore all arguments, coming from a place of experience, that show how unviable these core ideas are

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I'm disappointed man

pliant lintel
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Unviable maybe, but why thrash him for proposing them and trying to make them work.

slim thunder
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When you call an entire player base drama queens, blame them for mechanics that are present in the game, respond to their valid concerns with rolling eyes emojis, call them salty, and generally insult them in every backhanded way possible in your opening post, you should expect a touch of blowback.

steep aspen
green turret
#

The man is begging to be mocked

indigo yarrow
pliant lintel
green turret
slim thunder
green turret
steep aspen
green turret
pliant lintel
steep aspen
pliant lintel
green turret
scenic blade
#

Currently best balance mod for live auto combat games we have is evolved. Although i like that dread is making pbem dedicated mod also as both game types need different balance

steep aspen
green turret
scenic blade
#

Combat cards?

pliant lintel
green turret
scenic blade
indigo yarrow
# scenic blade Combat cards?

They were a planetfall thing I believe, you got one every so often to spend to do a manual combat. Could store up to 3 I believe.

pliant lintel
green turret
# scenic blade Combat cards?

In Planetfall we had a feature that limited manual combats that players could perform. There was a special pseudoresource with a cap and refresh rate configurable in the lobby.

It would be great here to enforce auto vs chaff (reducing time spent on boring battles) while allowing to clear wonders earlier than full auto vs ai would allow

scenic blade
#

Those seem abusable though i would prefer either full auto or full manual

steep aspen
green turret
steep aspen
#

on discord anyone can make 100 replies with no argument to gaslight.

scenic blade
#

Because wonders give great rewards i wouldnt allow them to be manual too much reward for no risk

steep aspen
pliant lintel
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Without

green turret
slim thunder
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There's only one drama queen in this thread, and it's not the multiplayer enjoyers.

scenic blade
pliant lintel
green turret
pliant lintel
#

Victimizing is on both sides of this debate. SadToad

steep aspen
wooden cave
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PBEMs games are shorter since 1v1 maps in general are just small tbh

scenic blade
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What i dont like is if you allow manual vs wonders then you will have people having progenitor golem spell on turn 10

pliant lintel
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Uh. A new hijacking seems to be in progress, or I don't follow thinkRat

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Go ahead if you want, no one will read again this thread, it's far too long I believe Piglet

steep aspen
green turret
# pliant lintel Well, I don't get that. Eco is always a means to ramp up and dominate, and that'...

The difference is the, heh, math. You will usually recruit as many units as it's practical. When unit upkeep is static, a player with 2x stronger economy is unlikely to have 2x larger army because he doesn't really need it, better to use the economy elsewhere. They will also not likely have a stronger main army because you can reasonably afford a powerful 3stack of optimized units without trying too hard.

With exponential unit upkeep a player with 2x stronger economy will be able to field, let's say, 1.2x larger army than a player with 1x economy. Because the upkeep becomes prohibitive, the large economy player will have more high quality units (let's say 3 copies of each T4/T5 instead of 2), creating a significant advantage in the doomstack power level.


The same applies to nature beasts builds. They will have a variety of T4 units, so even with 2 copies each they will be able to field many more quality units than a non-nature, non-eco-optimizing opponent.

This means that the meta after implementing the exponential costs will promote playing nature, materium and astral. The other affinities will be less viable, leading to smaller pick rate, leading to a more stale meta and less balanced content.

On another layer, T3+ tomes that don't have units will be picked less, because players again are incentivized to max their power concentration and fewer kinds of T4+ units available means their doomstack will have less power.

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You will indeed encourage builds that have more unit variety

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But you will decrease the overall build variety

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Leading to similar builds in every session and the game getting stale

pliant lintel
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Do you mean that, right now, in Mp the research and eco optimization is not already a key part of who wins and who looses ?
And I mean, the person who has a better eco can already rush buildings and scale faster.

green turret
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Yep

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And this change will make it worse

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Because not only is the other guy scaling faster, his power ceiling is also higher

pliant lintel
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And the order affinity tree is already weaker in mp, and order tomes for instance still have some spis.

steep aspen
green turret
steep aspen
pliant lintel
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I can understand that you fear it.

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But it's not obvious, to me, at least.

steep aspen
indigo yarrow
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The thing is that you would probably just get a unit that shares most enchantments with your main one.

pliant lintel
#

There are already tomes that are considered subpar, won't that just change which one is and which one isn't ?
I can be mistaken, but I don't feel it obvious.

steep aspen
green turret
#

There are definitely more "carroty" ways to limit monostacking, this here is quite a stick

pliant lintel
indigo yarrow
#

It still would because you would need to research more units to keep up.

pliant lintel
wooden cave
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Genuine question here. If the AI becomes more competent and can effectively threaten the player in any stage, then these changes being proposed are hard fixes, and doesn't solve the issue of balancing. Do you really want to play against an AI with these lock-ons? Then AoW4 isn't really AoW4 is it?

In this case, would you not rather implement balancing on tome/units.

pliant lintel
steep aspen
steep aspen
indigo yarrow
pliant lintel
pliant lintel
green turret
indigo yarrow
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Basically you kind of just make the meta more "locked in" because now everyone needs to research more units, so they need to take certain tomes to get those units etc.

wooden cave
green turret
steep aspen
wooden cave
pliant lintel
steep aspen
wooden cave
wooden cave
green turret
# pliant lintel I agree with balancing units. I just believe that T4-5 are inherently good with ...

Well, let's take regular dragons for example. They get monostacked because they're chonky fat stacks of stats with burning on top. What if DoT status effects were reworked to stack lower, the dragon's stats/skills lowered and in exchange its fire breath guaranteed to inflict max burning? With most of the dragon's damage in the DoT, you wouldn't really be incentivised to keep more than two or three to keep the fire going and instead pick other units that provide different effects.

The unit doesn't have to be a defensive support to discourage stacking, it can be an offensive support. With a beat stick attached

steep aspen
green turret
#

If only

pliant lintel
scenic blade
#

We are very very far from computers being anywhere near the skill level of humans in turn based strategies

indigo yarrow
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Yeah reaction time and apm is extremely important in those types of games, and computers have those in abundance.

steep aspen
wooden cave
scenic blade
#

You cant hit a computer with skill shot as it will know exactly where it can stand to avoid it

pliant lintel
steep aspen
scenic blade
steep aspen
#

AlphaGo versus Lee Sedol, also known as the DeepMind Challenge Match, was a five-game Go match between top Go player Lee Sedol and AlphaGo, a computer Go program developed by DeepMind, played in Seoul, South Korea between the 9th and 15 March 2016. AlphaGo won all but the fourth game; all games were won by resignation. The match has been compare...

scenic blade
#

It took a long ass time for computers to be able to beat humans in chess

green turret
#

"intentionally obtuse"

steep aspen
scenic blade
pliant lintel
scenic blade
#

It could possibly learn it but it would require a massive massive processing power

steep aspen
steep aspen
scenic blade
#

You would have to make specific tailored AI to learn it and it would take a long ass times

steep aspen
indigo yarrow
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Would also just have issues with how unlike chess and such, there is a random element to aow4 combat that isn't there in chess and such.

scenic blade
green turret
# pliant lintel Hm, I basically don't believe that making t5 supports is viable for the game. Bu...

Yeah, I don't mean the T5s to be LITERAL supports, just for them to have a combat effect that reaches further than themselves. Another good example is the Shrine of Smiting, it needs other units in combat to function properly. Or the Horned God, at some point flooding the map with vines and summons becomes suboptimal

On the other hand you have things like Golden Golems who are boring just boring beatsticks.

Please understand, I don't want to make high tier units bland. I want to give them unique effects that make you want to have a variety of them available

scenic blade
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He doesnt seem capable of learning it

steep aspen
green turret
steep aspen
indigo yarrow
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It would kind of be like teaching a computer to be good at like Magic the Gathering. It could be pretty good at it, but it wouldn't get anywhere close to how good they are at like starcraft.

scenic blade
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We are far away from computers being able to play you on level playing field in games like this there are just too many variables

static ridge
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oh boy this is still going

steep aspen
scenic blade
#

Computer is very good at finding some solutions that are pretty rigid without much chaos in it

static ridge
steep aspen
scenic blade
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More order there is in it better it will do chess is a great example of it as it doesnt really have chaotic element that AI would need to adapt to

green turret
static ridge
steep aspen
pliant lintel
green turret
static ridge
scenic blade
static ridge
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people have been cheating at poker by having the computer play for them via counting cards for ages

scenic blade
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While there is great deal of mathematics in poker i dont think it would be able to beat humans as computer would also require to be cunning

static ridge
steep aspen
# scenic blade Yea i wouldnt trust things written on wikipedia much

Please look it up yourself, they are pretty good at all sort of gambling to the point they are typically banned.
Anyway. basically balance issues still wouldn't matter for SP if AI was genuinely good, because the problem is reverse,
there is no amount of bonus player can receive that would allow them to win

static ridge
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what

pliant lintel
static ridge
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if the ai was good balance would be critical to SP

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what is the leadup to this bizarro statement

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how did i end up here

scenic blade
green turret
# pliant lintel I would agree with that if the shrine was precisely not a dragon. I understand t...

No, not exactly. It can go both ways. Some T5s can utilize lower tiers, others can boost them, others (horndog) can just be big supports. I just want effects that incentivize a variety over fielding the same thing. Because of this power concentration thingy, the only real way to achieve it is by gating a not-insignificant portion of the unit's power behind some kind of a synergy (or antisynergy in the example of multiple dragons not contributing much to the burning)

As a bonus, this would also spice up the tactical combat, as you may want to prioritize units providing certain effects to the rest of the army

static ridge
scenic blade
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We currently have Balors Reapers and Shrines that are viable for t5 in vanilla

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Rest are too weak

static ridge
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shrines are viable now?

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cool

scenic blade
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Yea with pyre templars they slap

static ridge
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oh that makes sense

scenic blade
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As a monostack they suck ass

static ridge
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piggybacking off the pyre templar build to sneak in there

scenic blade
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But 3 shrines with army of pyres are nightmare to deal with

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Especially with champion ruler

indigo yarrow
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Makes sense, good single target damage, needs a frontline.

static ridge
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also it's worth noting that not every planetfall t4 went with the "actually a support" deal? some of them were just super powerful in a particular niche that needed cover to do its job. like idk i guess i can't say i ever saw anyone attempt mass sonokarns but with a 10 damage basic attack and needing a turn to charge up their big stupid laser it seems intuitive that you'd want most of your army to be blockers for them,

green turret
static ridge
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herald of oblivion had "basically guaranteed 'just ok' damage against everyone" but was a nightmare to actually kill and had a ridiculously huge engagement range. they also costed population to produce

#

earth crushers were straight up beatsticks

pliant lintel
green turret
steep aspen
static ridge
#

make the dragon able to eat an allied unit and gain stats depending on what tier of unit it ate

#

dragon can 1v6 if it brings 5 snacks

green turret
scenic blade
static ridge
#

i want to hear it explained how ai being good would make balance not matter, instead of mattering a ton, since then balance would directly affect the difficulty of the AI

#

when the AI can use an OP strat against you the fact that strat is OP is suddenly much more relevant to little timmy

steep aspen
green turret
#

Can a good AI able to beat the best players not be limited to emulate a mid level or a beginner player? Why do bonuses even need to enter the equation in this world?

#

Then a well balanced game is crucial

green turret
pliant lintel
static ridge
green turret
static ridge
#

what a posterchild for "you should only be rewarded for having 1 or 2 of these in your army"

scenic blade
#

In any case dragons are just slaves to giants in this game

pliant lintel
static ridge
#

you can also alkways just engage in little timmy's favorite pasttime: making 18 dragons anyway despite it being a bad idea and winning because you selected normal ai to fight against

green turret
pliant lintel
static ridge
#

i thought little timmy didn't need "viable"

#

kiddo does whatever he wants and gosh darn it, we gotta let him

#

certainly can't stop him

#

little timmy is more powerful than any of us could imagine

pliant lintel
static ridge
pliant lintel
static ridge
indigo yarrow
#

I think the issue with the dragon thing is more it doesn't really seem economically viable because you are basically killing probably 2-3 units every time you fight with a dragon.

static ridge
#

he is too strong for us to contain him

indigo yarrow
#

I mean this is more about having them be good as a tier 5 unit, little Timmy will be fine.

static ridge
#

from an mp point of view, throwing away some units to win a critical battle is definitely worth it

pliant lintel
steep aspen
indigo yarrow
#

The other way would be like adding that old leadership clash but for dragons which... Probably isn't happening given the response to it before.

static ridge
# static ridge from an mp point of view, throwing away some units to win a critical battle is d...

a battle has 3 outcomes:

  1. you win overwhelmingly
  2. someone has a phyrric victory, both sides are more or less wiped (the most fun tactical battles are these)
  3. you lose overwhelmingly

in the cases of 2 and 3, being able to sacrifice units to turn that into a 1 is just all profit. if you are already heading towards 1, i'm not so worried about you taking a few more losses than you would otherwise in exchange.

green turret
static ridge
#

woah hold on

pliant lintel
static ridge
#

it matters so much that every ai difficulty needs its own unique balance state

#

that's really putting balance up on a pedastal, damn

green turret
green turret
pliant lintel
static ridge
#

i want a t5 lich that gains power by draining the hp of all allied units

#

give me the vortex of souls

green turret
#

Still a perfectly workable idea

indigo yarrow
#

Completely breaking the anti monostack idea by making an undead unit that gets stronger everytime you revive it.

static ridge
pliant lintel
indigo yarrow
pliant lintel
#

Their weak t2 now, you might need other units too.

#

And against a pyre templar monostack that wouldn't work I guess too

static ridge
#

i bet an actual game designer could come up with even cooler ideas!!!!!

pliant lintel
green turret
static ridge
pliant lintel
static ridge
#

assuming the dragon needs to use its power boost to be powerful, what're you gonna do, pay 7500 gold to boost all 15 of your dragons one time? when it's designed to become super strong after several boosts?

#

i admit i don't know what a lategame aow4 economy looks like

#

but sounds like a hideous amount of gold, even in the "gold don't matter" phase of the game

pliant lintel
#

But that's mostly like Neko's idea of ramping upkeep, it's just intertwined with the lore of the game. I can understand you prefer it that way, but still.

green turret
static ridge
indigo yarrow
#

I think a dragon that cared about tier 3 units would be fun just as like a thing to help grow other dragons.

static ridge
#

could you actually afford burning 22,500 gold on one fight

green turret
#

A couple thousand usually. People quickbuy a lot

static ridge
#

good job picking an arbitrary number ninjew

indigo yarrow
#

I've had I think like 11,000 at one point before blowing half of it on double rally.

static ridge
#

thank you ninjew

#

you're welcome ninjew

pliant lintel
static ridge
indigo yarrow
#

To be fair I assume the default would be more like shrine of smiting.

pliant lintel
#

And t4

#

Because pyre monostack is t4 monostack

static ridge
#

just a little work

green turret
indigo yarrow
#

Basically you don't get their full output unless you actually have different units.

green turret
#

Game design is hard SadToad

static ridge
green turret
static ridge
#

i'm just that much smarter than triumph is

static ridge
pliant lintel
#

I'm not sure I'm clear.

indigo yarrow
pliant lintel
#

It's so big. Do we prefer not being able to hope for realistic solutions, or do we prefer to try weird solutions that might work ?

#

That's my only point.
Dev won't rework dozens of units one by one to avoid monostacking, or I would be very very surprised.

static ridge
pliant lintel
#

So, do we try to find ways to solve things, or do we just stop trying because the perfect solution won't probably happen ?

pliant lintel
static ridge
static ridge
green turret
# pliant lintel The question is : is it a too simple solution, or is the absence of other realis...

It's hard not to fall back on the appeal to authority, but it's real here. We really do have a bunch of experience dealing with MP balance problems and can tell you with full certainty that the proposed changes as is would not help the issue, and would not make it easier for devs to develop the game better. The sliders will not solve the balance issues by letting people tweak settings, they will only create multiple balance environments with multiple balance equilibriums. Just like on water maps it's better to play experienced seafarers storm giant or pick Zeal on the realm of undeath.

Except unlike these traits that change very specific aspects of the game, changing the way upkeep works, or gutting heroes completely, or requiring extra resource for unit upkeep, would have very wide reaching, non-obvious ripple effects on the entire game's balance. Forcing the MP players to learn what's good in each - and they eventually will (or would, if this was in any way enticing to play).

It's far healthier to keep the core game somewhat balanced, keeping all the options more or less equally valuable on a standard scenario (a land medium map) and add optional variations from there

green turret
#

Oh, the rank rework

#

Which went in a stupid direction, but it did solve some problems

#

(we really need bonus recruit ranks for lategame units)

#

Who knows, maybe enchantments are next on the chopping block

pliant lintel
# green turret It's hard not to fall back on the appeal to authority, but it's real here. We re...

Right, but don't variety in the mp community's possible map settings that are equally unbalanced make for more fun mp ?
I mean, of course Neko's idea would at least be as unbalanced as the actual state of things, but at least you would easily be able to mp without monostack.

I personnally never said that it would solve balance, I just said It would add unit diversity in an already unbalanced meta.

static ridge
scenic blade
#

Monostack if its an issue is better solved by verbal agreement

static ridge
#

trying to figure out the meta might be fun, but the result is going to be a crushing blowout

pliant lintel
indigo yarrow
static ridge
scenic blade
static ridge
#

which i guess is to say, nature dominates because animals

scenic blade
pliant lintel
green turret
# pliant lintel Right, but don't variety in the mp community's possible map settings that are eq...

MP people who want a weird map really don't need these settings to upend the meta. But the standard rules exist for a reason. A community has an agreed upon set of rules they want to play with and refine their skill in. They know what's good and what's not, and not good content is wasted, left unused. The default rules of the game act as this standard and this is what most players see most of the time - this is the environment we're trying to find balance in

static ridge
scenic blade
#

For example vanilla insanity is well insane which is why its commonly banned in vanilla skirmishes or limited

scenic blade
pliant lintel
#

And i maintain my doubt and my absence of will to defend such a rework if it would go against Timmy's needs. And that's often what mp people venting against monostack basically ask for.

pliant lintel
static ridge
scenic blade
#

I mean a lot of builds are viable in evolved multiplayer

#

Good portion of them are monostacked but team fights bring nice variety of units

static ridge
scenic blade
#

Like geomancers and golden golems

static ridge
#

oh sure, pyre templars + shrine of smiting was already mentioned

scenic blade
#

Mythics skip the whole enchants require ent to be useful

static ridge
#

that makes sense, mythics are separate from the enchantments forcing you to go for one unit type so you can afford to pick "off type"

scenic blade
#

Another good mixed build is bone dragons with umbral misstresses

static ridge
#

damn i guess buffing t5s really does solve monostacking.....

pliant lintel
#

Mythics are nice to add on top of an opti build.

pliant lintel
scenic blade
#

Early mixed build would be fury with shield

pliant lintel
#

And why it becomes such an obvious subject of controversy for the aow players that even sp players started to try and find solutions to it.

scenic blade
#

Its the nature of the game if you dont want it ban enchants and mythic units and play like that

pliant lintel
pliant lintel
scenic blade
#

Bone dragons are quite strong and good for timing attacks they are probably the most viable dragon in multiplayer

green turret
# pliant lintel Reworks are possible, but I don't believe in a anti monostack enchantment and un...

Let's be frank. Timmy doesn't give a quarter of a crap about what's balanced and what's not. He will take the available toys and go turtle in a castle whatever you do. Timmy will mass 15 shrines because it's what he wants to do and by god he will make that work because AI keeps throwing stacks of T2 units at him.

But when Timmy becomes a big boy, he will grow to appreciate the depth of the game and the power he can gain from replacing one stack of the shrines with faithful units. Then he will thank you for brainstorming a solution that doesn't require monostacking T5s to reach the maximum possible power

scenic blade
pliant lintel
#

If dragon become hard to make powerful against Ai, I would find it problematic.

scenic blade
scenic blade
#

I was speaking in general manner

green turret
pliant lintel
#

I got mauled in sp because that was my first aow ever and I had only played HOMM3 a long time before.

pliant lintel
green turret
#

Yeah, because they're the hardest T5 to monostack xD

pliant lintel
scenic blade
#

Dragons in current meta sre in weird space t5 dragons are not built much. Barbarian dragon lord can be pretty scary, righteous judges are pretty good and bone dragons are good in pair with some pther summon

#

I would take monostack of t5 balors or reapers over dragons any time

green turret
green turret
#

I once had an idea to gate T5s behind SPIs. E.g. you'd need to build actual Dragon Lairs around your cities to be able to field dragons. How cool would that be?

pliant lintel
scenic blade
green turret
#

Well, very cool and very problematic for balance, so that's not gonna happen

#

But still

runic pewter
green turret
#

Can we also make animals dragons? They need the buff

runic pewter
#

just buff animal tag

#

or hell, fuse them

pliant lintel
green turret
#

...actually, giving dragons Animal and moving Draconic Fury (renamed) to the animal tag... thinkRat

scenic blade
#

Dragon transformation is probably the strongest transformation in game

runic pewter
#

right now?

green turret
#

But that clashes with high/low maintenance

#

Needs work

scenic blade
#

Yea mainly because you keep the bonuses once it triggers

#

So you self harm your heroes to create them into monsters free 30% damage increase

green turret
pliant lintel
#

This has become the absent aow4 balance thread

scenic blade
#

Self harm and heal

pliant lintel
#

๐Ÿ˜

scenic blade
#

Its bit toxic

runic pewter
#

eh i like it

green turret
runic pewter
#

except I believe most dont wanna SPI tetris

green turret
#

WHAT

#

BLASPHEMY

runic pewter
#

Ik. Weird ppl

green turret
#

Ugh, I tried to read Neko's forum post again

#

Can't get past the first section

#

Skimming is the best I can do

runic pewter
#

its ok, grandpa

green turret
#

Some of these ideas really have merit, but would require significant reworks

#

Presenting them as a simple solution is ridiculous

green turret
static ridge
green turret
#

It will do you wonders

pliant lintel
#

Well. I'll go sleep people, thanks for the nice debating.
My very personal conclusion is : monostacking is an illusion, complaints about it are mostly venting, so why not make high tier units more engaging if you want, but nothing really drastic is really needed apparently that can't be solved by house rules for those that are really bothered.
And so there is no real Timmy vs Mp opposition, because both want strong t5 and can play with enchantment stacking. And both like units to be fun to play against and to play with, so both want some level of balance.

indigo yarrow
scenic blade
#

Calamity are trash though

pliant lintel
#

So Neko got bashed for wanting to solve a problem that isn't really one, and that's precisely why he got bashed.
Ah yes he also is a bit provocative on the edges, and is very bad at diplomacy. But still he tried to solve other peoples' problems because their venting took much space.

#

That's all for me, goodbye everyone.

green turret
green turret
steep aspen
green turret
#

Then why the hell do you complain about MP players bitching about things when you have them blocked?

slim thunder
#

lol

gleaming shell
# static ridge also it's worth noting that not every planetfall t4 went with the "actually a su...

Because Planetfall was designed for (in the words of Jordi) "The core strategy audience".
It is actually a better game in many ways that could've been merged with AoW 4.
Instead, they deleted everything they'd built in favour of catering to Little Timmy.
And the backlash on this was apparent from the very start of AoW 4's life span actually.
People were immediately up in arms over how basic the design of everything was.
So the developers started adding more complex units, spells, effects, and such.
All of this information can be found and confirmed either on the forums or Discord.

#

As for the original post. Neko is trying to solve a problem he thinks exists in multiplayer.
While being a single player exclusive player and blocking all of the multiplayer people.
Then he also has 0 evidence of his solution possibly working in practice (like via a mod).
But bashes me for showing how Skirmish Mod's limits prove my theory in practice.
And entirely disrespects my 2 years of AoW 4 modding and multiplayer experience too.

#

Why should we ever trust that such a person has a valid theory and wants the best for us?

#

And don't worry, I'll go post this over on the forum just so more people see the hypocrisy.

static ridge
#

but yes aow4 is simply a game with different objectives than pf had

slim thunder
#

Calling fans of AoW 4 and its format "little Timmy" is pretentious.

gleaming shell
#

The game has openly been said to be built for a casual audience.
This is a term often used to refer to such an audience.
If you take offense to it, then so be it. But it's not offensive in nature.

runic pewter
#

i mean, tbf, nothing is offensive in nature - its usually the context it is said

wooden cave
#

Honestly I don't think mainstream 4X are for "hardcore" audience either. Civ might've been, but there's more casuals now than anything

gleaming shell
#

I don't think there was a need to make Planetfall again, exactly in the same way.
But I find it very strange to drop all previous learnings entirely for this game.
There has already been a lot of backpedalling and updating to cover feedback.
I just feel that many things could've been avoided by looking back a little more.

runic pewter
#

Jordi did say they were experimenting to see what kind of audience they can have and still keep the lights on

green turret
green turret
green turret
# slim thunder Calling fans of AoW 4 and its format "little Timmy" is pretentious.

There were always little Timmies in the AoW audience, playing for the wow cool things. Some Timmies grew to appreciate the depth of the games while others dropped it due to the cognitive investment needed. AoW4 is catering towards these Timmies more than the previous games through streamlining and simplification, both in the presentation and mechanics, that's an undeniable fact.

Calling the casual casuals little Timmies is not an insult, it's just an intuitively understandable descriptor. They buy the game, play a bit and either drop it or become big Timmies - but no matter the outcome, they're the lifeblood of the game

static ridge
#

to be clear though there is nothing wrong with being little timmy or, necessarily, catering to him

#

as i said before little timmy is extremely powerful, do not provoke his ire

static ridge
gleaming shell
green turret
#

Which makes you a bit of a problematic standard bearer for the balance cause tbh xD

gleaming shell
#

It is pretty interesting to read through that entire forum post and see it claim to be a magical solution.
Suddenly nothing ever needs another buff or nerf. The developers can go wild with their imagination!
Every issue we've ever suffered from will cease to exist and we can all fix our own problems with ease.

green turret
#

At least we know you're objectively wrong because you aren't a top shogun player or working in AI

gleaming shell
#

Sorry, my best gaming achievement is being Grandmaster in TFT.

#

I guess I did hit Celestial in Marvel Rivals and Diamond in StarCraft II's 1v1 ladder back in season 1.
Which was before they implemented any ranks above that. So it was "the peak"for that moment.

green turret
#

Rofl xD

gleaming shell
#

Bow to me, mortals. For I am Sir Flexius Gigantus. Beware my large e-peen and cower in its shadow.

green turret
#

Ok, at least you're sort of self aware about it

#

But that was still exhibitionism

gleaming shell
#

Experience does matter though. As does being involved in the community and showing your knowledge.
When someone who openly dislikes multiplayer tries to give a magical solution, I can't help but be critical.

green turret
#

Yes, and that's where your balance modding and my MP playing experience come in. Flexing in completely unrelated areas is just that

#

...though if you think about it, starcraft is kind of relevant in a monostacking discussion ๐Ÿค”

#

And actually so is total war

#

...well, non-skirmish total war at least xD

indigo yarrow
#

Yeah how easy it is to doom/mono stack is directly related to how good the economy is in the game.

green turret
indigo yarrow
#

I generally seem them used a bit interchangably, like I've seen doomstacks in total war just be monostacks of a high tier unit.

green turret
#

Hmm... Fair. I suppose monostacks are just super boring doomstacks xD

gleaming shell
#

The developers have shown themselves capable of taking feedback and improving the game.
They've done so on multiple occasions without causing huge disruptions to how we play.
There's always someone who gets upset. But the general consensus tends to be "good job".

They just seem to refuse to budge on solving the issue with unit enchantments for some reason.
Which is even weirder, considering they generally claim that "most people don't play that way".
So I have to ask the question, who is being hurt by changes that impact only a subset of people?

I still refer to a very old post that Lennart once made, regarding freedoms vs constraints:
https://forum.paradoxplaza.com/forum/developer-diary/dev-diary-20-roadmap-2023.1591014/
This was before the Watcher Update, one of the best updates the game ever had.
And notably, the only update that was performed without any DLC association.

#

But somewhere along the line, after Watcher Update. They strayed from this plan.
We started receiving more and more game breaking options in every new DLC.
With the "clean-up crew" chasing them to fix things in free updates, from 2 DLCs ago.

green turret
#

Doomstack is an issue that stems from having to force as much power into a limited number of unit slots as possible.

Monostack is an issue that stems from the optimal way of forcing that power into limited number of unit slots being forcing as much power as possible into a single unit type

indigo yarrow
#

(generally for similar reasons in warhammer anyway, a leader/ faction buffs up one type of unit to an absurd degree that there not a whole lot of reason to train other units)

gleaming shell
#

Another thing of note is that Lennart was replaced as the Game Director by Tom Bird.
Granted, the man has been with the studio since the 1980s. He's probably gonna retire xD.

green turret
#

Yep. Why rock paper scissors when you can imrick dragonspam

gleaming shell
green turret
static ridge
green turret
green turret
#

/jk I have zero knowledge or interest on the intrastudio politics

#

Hm, that doesn't sound right. When you construct this kind of a sentence, when you merge "knowledge on" and "interest in", which conjunction do you use? The first or the last?

indigo yarrow
#

Probably in, as you can have knowledge in something.

green turret
#

Hmm, true... But regardless I think the rule is to pick the conjunction of the last element of the list. Consider "I have no interest nor opinion on that topic"

#

So yeah, I should've used "in" either way

runic pewter
runic pewter
steep aspen
#

FYI the thread looks like this to me
๐Ÿคฃ

gleaming shell
#

Imagine being proud of that.

green turret
gleaming shell
#

Yeah, I only eXplore awsum

sterile bough
#

i have to make a pop corn eating animation

#

Multiplayer comunity try to play the most efficient posible, non multiplayer comunity will not necesary do that but humans like to do thing the best they can and nobody want lose a game, at least not intentionally and so they will try to improve at playing the game and that improvement get them closer and closer to the efficient way of playing which is what multiplayer comunitty played, thats why multiplayer cant be ignore when balancing the game cause thats the finish line in the process of trying to play the game better. People by intention or just by playing the game a lot ,will improve and that get them closer to the efficiently of multiplayer.

scenic blade
#

Multiplayer still plays by specific set of rules so you will improve somewhat by playing singleplayer but once you get into multiplayer expect to lose few games till you get the hang of it

gleaming shell
#

None of the rules used in multiplayer have an impact on the baseline game design or balance though.
The only required rule is the rule of engagement, everything else could technically be removed entirely.

#

That is to say, balance is the same for single player and multiplayer. It's just a matter of skill and goals.

scenic blade
#

In auto vs AI summoning is incredibly powerful while in manual they are ok but not as good as in auto

gleaming shell
#

Yet we frequently get people complaining about multiplayer balance requests.

lapis dagger
#

as someone who only plays single player i want to throw my two cents in
Balance is important in any type of game, a game being single player does not exclude it from having broken and overpowered strategies that affect the game overall health, i was one of the first to complain about the grace status from tome of prosperity i also complained about how stupid strong stormbringers were at their release, and tome of cleansing flame losing its global fire conversion was a good riddance
sometimes multiplayer may be a bit to repetitive with the balance discussion but thats just it

gleaming shell
#

It wouldn't be repetitive if the issues were addressed sooner than after 2 years awsum

steep aspen
gleaming shell
#

MP never pushed for Hero Classes. We didn't even know they were being created.

lapis dagger
indigo yarrow
#

I think that was just a general ask to give a reason to actually make heroes that build different. Even the recent magic class changes was less out of MP asks and more because they didn't really have strong themes. (Especially ritualists whose overall theme could be summed up as "stuff supports do")

steep aspen
steep aspen
gleaming shell
#

The only input we gave was the same as everyone else, during the Open Beta.

lapis dagger
steep aspen
lapis dagger
#

I would rather see the same people posting on the forums about the same broken startegy , them tirumph take their time from developing new classes, units tome etc to use said time implementing that suggestion, and also i find myself agreeing with most of the balance suggetions made by the dedicated multiplayer in this server more often them not

steep aspen
#

if they want to make it work for both they need to test it on both sides. so continuous effort is required.

static ridge
gleaming shell
#

Just because multiplayer makes it look easy, doesn't mean it actually is.
Something something hours of game experience breeds knowledge.

green turret
static ridge
green turret
#

Btw I think he has us blocked on the forum too

#

Or is at least very good at ignoring inconvenient topics

static ridge
#

oh sure, i ain't posting for him

#

i'm posting for nobody but me

green turret
#

Yeah, yeah

#

But I would give a lot to see his explanation of the three exes

#

Like, a chocolate bar. Or a beer even

green turret
#

Oh my, that thread is still going

#

9 pages and counting

gleaming shell
#

It's a good showcase of how insane seperamos is.

#

He spent around 20 pages (if you tally them, probably) in the other thread doing the same.
We need to perform a poll on the populace in 3 different places and put together a thesis.

#

Only then might our suggestion have some merit and possibly be accepted into Valhalla.

green turret
#

Don't forget that you need to mathematically prove that your proposals are beneficial and count how many players bought the game because of them

#

Meanwhile the guy keeps puking up the exponential cost array as if it proves anything

signal sierra
#

not sure if age of wonders 4 is the game for it, but i do find the ideau of exponental price increases interesting as a pillar to ballance a 4x on

#

or something along the lines. honestly even linear increases is probably enough

green turret
#

Mayyybe if it was built into the game from the base design, but I'd still be skeptical. I'd need to see an example of a game that uses such a system.

What I expect most likely to happen is that with exponential costs the most optimal way to play would still be to find the most broken content (unit, spell, enchantment, whatever) and spam it. The only difference would be that only builds optimized for economy would be viable

#

If core content is not well balanced against each other, blanket exponential costs will just change the best build from "spamming X" to "breaking the economy and then spamming X" - resulting in less choice overall because builds with average economy will be outcompeted

blissful linden
#

Scaling costs are one of those things that just has to be really legible to the player. If I build unit x and y at the same turn in two different cities, then it feels really strange to see unit Y's cost go up when unit X hasn't even been built yet. The scaling logic then also becomes an optimization target, like Badok is referring to.

The real solve to the problem that we shouldn't skirt around is that a varied army should be the thing to optimize for.

#

Unit roles should have clear strengths and clear weaknesses. Obviously harder said than done, because that's obviously the target Triumph were going for

gleaming shell
#

That issue is caused by their own rule of limitless enchantments.

#

The one they refuse to break because of player freedom concerns.

green turret
#

Monostacking specifically? Yeah. It's part army size limit, part enchantment applying either to melee, ranged or magic, part unlimited enchantments, part small count of high tier units

#

After all, power concentration is the name of the game

#

If we had a variable army size limit (eg 10 slot stacks, but T3s take two slots and T4/5 three each - spitballing, don't hound the numbers specifically);
or each enchantment affecting every unit type in some way
or limited number of enchantments (this one is well liked because it also solves the problem of enchantments being bland individually)
or more units in high tier tomes (then we'd still have e.g. all melee, but at least it would be two or three kinds of melee)

Or any combination of the above, then the monostacking problem could be alleviated a bit

gleaming shell
#

"This one is well liked". The forum warriors say otherwise ๐Ÿ˜‚

slim thunder
#

I find mana to be extremely easy to horde, even with stacking enchants. Maybe the key is just making enchantments cost more upkeep?

green turret
#

Tried that

#

Then you will keep them off and turn them on before key battles

gleaming shell
#

It also rewards strong economical cultures and traits very hard.

slim thunder
#

Well, shucks.

blissful linden
green turret
# slim thunder Well, shucks.

Higher base cost could work if enchantments were applied (semi) individually on units, then you could have a pimped out main stack and auxiliary armies with just one enchant each... Nah, that would still have all enchantments stacked on the doomstack. Nevermind

green turret
# blissful linden Isn't that fine, though? It means they're occupying space in your spellbook

It's a tradeoff, I guess. But one, banking enchants on the whole is seen as undesirable behaviour - at least by the devs, hence why spell slots are limited (which I agree with, it's stupid); and two: it rewards you disproportionately. If you keep a late game enchant banked, you essentially have the book slot saving you ~100 income in mixed gold and mana (and that's before the hypothetical price increase). This is a big deal that's worth investing in the channeling chamber (which you want anyway) and keeping two spell slots occupied by enchantments at all times

#

And you can pop it at any time, fight a key battle, dissolve the spell and charge it up again for the fraction of the upkeep cost

blissful linden
signal sierra
#

if i were doing exponential costs and wanted to keep it readable, i would probably do buildings (or something) that turned (resources) into (melee token, which allowes you to maintain 1 melee unit) and then just make each building after the first in each city cost more and more.

#

or X tiers of melee units

blissful linden
#

Banking enchantments also feels weird, because it means you're less effective at clearing out armies which contributes to ranking up units more effectively and reliably

signal sierra
#

or whatever made sense for the game i was using it for

green turret
#

Correct. Again, it's a tradeoff, it's not for free - but the benefit massively outweighs the opportunity cost

blissful linden
#

Hmm, interesting anyway. Banking enchantments doesn't seem like the optimal move for me anyway, but you've said you've tried it

green turret
signal sierra
#

yeah, based on my pattern recognition from tabletop and other video games banking enchants would be optimal, (though might not be if you could be caught by supprise regulairly)

green turret
#

It used to be the go to tactic on release before we got limited spell slots (and I believe enchantments were more expensive back then, but not sure about that)

signal sierra
#

how predictable your fights are is a big factor too

green turret
#

Yup

#

And the game's design of "big fights tend to decide wars" lends to this behaviour

blissful linden
#

Or at least competitive groups, my group has more skirmishes, though we also slow research and game pace way down since we like drawn out campaigns

signal sierra
#

though i suppose you could make enchantments expensive up front, and not by upkeep XD.....

#

which would make some odd play patterns i am sure

green turret
gleaming shell
#

They would then cast most of their enchantments right before a big battle. Because they didn't need them sooner.

steep aspen
signal sierra
#

shrug. depends on how much work it is. i hear the sphaghetti code is barely hanging on as is, and certain things are... hard for interesting reasons.

green turret
#

It's inherited from PF, I don't think it was ever patched

steep aspen
green turret
# signal sierra whats wrong with this?

Nothing, really, just a silly little bug that lets you cast an enchantment on turn start, benefit from it for whatever battles you have, and cancel it at the end to recover full mana cost ๐Ÿ˜›

steep aspen
static ridge
# green turret Mayyybe if it was built into the game from the base design, but I'd still be ske...

Nah there'd be some soft range of number of units that is optimal to build for, and then you'd make a different unit. The primary difference is you'd be finding your favorite 3 OP units instead of just 1. That is, strictly speaking, an improvement over monostacking but would still fall victim to "every single damn build uses pyre templars, and the other 2 units are just things that play well with pyre templar builds". In a balance sense it would still be susceptible to a meta forming and being warped around the most powerful options, but the difference in conditions would change behavior and if you are exclusively looking at monostacking that particular issue would be solved. the idea of it being a silver bullet for balance issues is beyond laughable though, the OP stuff would still be the primary determinant on what people's actions are, just a bit more obfuscated.

Personally I probably wouldn't find the result to be as fun to play mostly as a consequence of how heavy handed a means of forcing players into army diversity that is. It's like strapping yourself into the clockwork orange ludovico technique machine because you're having trouble staying awake - yes, I bet you will remain awake through a lecture now, but that doesn't make this a desirable solution.

signal sierra
green turret
#

...or was it actually the other way around? You pay the mana cost but recover cp? I don't remember anymore

blissful linden
signal sierra
#

yeah, i don't think you can do exponential build cost without an intermediary resouce of some kind? you can do exponential upkeep though.

green turret
static ridge
#

lmfao

runic pewter
static ridge
runic pewter
#

ahhhh using the wrong term lol

#

was searching vectra or corgi Lul

gleaming shell
#

Well, this is not a very stable individual posting.

#

I don't even know why he'd name you at all.

runic pewter
#

what the hell did i say that warranted that response???

#

closest thing i said was DEVELOPERS said an avg player has 2 minors and 1 major. Nvr mentioned enchants

static ridge
#

dude doesn't like you and threw on a "and screw that guy too" because he 's lumped you in with The Bad Crowd

runic pewter
#

now i gotta respond pengPls

signal sierra
#

what the hell does that quote even mean... is jordi a proponent of 3 enchant stacking? or... is "jordi's boywife" expected to have different opinions?

runic pewter
#

Oh, u dont know

#

Do u see where it says "Corgi of Alexandra"?

signal sierra
#

im the wife?

runic pewter
#

No lol

#

look at my name

green turret
#

No lol

runic pewter
#

do u see where it says Corgi of Alexandra?

signal sierra
#

yeah

runic pewter
#

It used to say Jordi's Boywife

signal sierra
#

Ah, okay

#

so its just refering to you

runic pewter
#

yup

#

Which, I mean

#

we know WHY he referred to me by Jordi's Boywife. Lord Vectra isnt a hard name to remember Lul

green turret
#

I can imagine how that was unclear, I meant to answer to Tree and point at Vectra pengPls

runic pewter
#

plot twist

#

TrembleTree is my alt acct

signal sierra
#

naw, i just homewrecked you

runic pewter
green turret
#

Gasp, Jordi's getting a reverse harem?

signal sierra
#

honestly, i do think in general there is.... something "wrong" (at least for me) to the general.... feel and texture of the game. compared to Aow 3 or plannet fall, i find myself mono stacking more (despite the fact that monostacking is plenty good in both those) so even on a "roleplay" level there is a.... faction texture problem... or something...

#

i would be willing to try enchantment limits or expo costs, or whatever else. but the issue is i don't think either of those "fix" it without more extensive context based changes that don't work as toggle options

green turret
#

Yeah, I know what you mean. I believe that in pursuit of the most modular approach possible the devs got a bit lost and, paradoxically, heavily restricted by the freeform format of the game.

If you want an average player to partake in the enchantment system, you need to make sure they stumble into at least one in their build path. So you put on average one enchantment per two tomes. But then you need to make sure a player who happens to pick a build path with one enchantment per tome to not be dramatically overpowered, so you can't design the enchantments to be too impactful or gamechanging

#

There's a bunch of related issues, this is a very interesting design conundrum

signal sierra
#

necromancy almost feels like the only proper "playstyle", its a good direction

#

it gives you additional considerations in resources and alternate troop production

#

(contained in the tomes)

#

the cultures have been getting better of late for providing an "experience"

#

which i am quite happy for

#

the fact that all research in a tome is flat is also intersting

#

like, orderless, non hirarchacle

gleaming shell
#

Most of them have 5-8 in the current game, before even reaching T5.

signal sierra
#

yeah, i think 3 limit could be okay. i liked plannet falls mods system a lot

gleaming shell
#

I'm not saying enchantments themselves wouldn't need to be changed.

signal sierra
#

(more than enchants)

gleaming shell
#

Just that this is the best base solution to apply right now.

#

The developers need to stop being stubborn sobs about it.

signal sierra
#

the interesting thing is i remember the devs saying "dragon affinities being class limited is an intentional, thematic choice" but as far as i could see, the answer was "we don't have the ui for it" and then they got the ui for and changed how it worked

#

i don't get why they didn't just say "we don't have the ui for it yet"

runic pewter
signal sierra
#

yeah. i guess so. still though, i don't actually belive anyone actually thought "yeah its cool that dragons are class limited like that"

#

maybe i am wrong

runic pewter
#

depends how deep that players believes in limitations

green turret
# gleaming shell Right. But that is just solved by having a limit on enchantments, such as the 3 ...

Sure, but then you run into the redundancy problem. The research is set in such a way that most old stuff remains usable and useful in specific scenarios (except units, lol).

If you can only keep 2 or 3 enchantments active, all previous ones will become obsolete and useless, a waste of research (which imo is acceptable, but there are some Ferrins that would disagree).

If you try and design the enchantments to be more or less equal on the power level/usefulness across tomes and only climbing in complexity, you could avoid this problem by giving you options, like "My melee guys set people on fire and can raise temporary obstacles. I now unlocked a regeneration enchantment for them - which two of the three do I want against enemy XYZ?"

#

Just limiting enchantments is not enough, you need to rethink the entire system from the ground up

signal sierra
#

(for design or theme reasons)

gleaming shell
#

Yeah it would require work. But it would at least solve the boring meta we have.

#

While also improving the quality of the game for the more casual audience who want "cool stuff".

signal sierra
#

yeah, i am kind of shocked that there was any amount of backlash against the hero change. the hero skills are specific and impactful now. like yeah i guess you can't combine anything with anything. but... eh?

#

i guess tome hero skills were cool.

green turret
#

Yeah, and I agree - but this is a large pain point for the theme/RP crowd. I don't want to lose my fiery blades when I pivot into, idk, order, I want my units' core identity to be fire wielders - but I feel bad when I could instead have a T4 enchantment that gives me more damage, but no fire

gleaming shell
#

But then you have people like seperamos who spew boatloads of nonsense, not even related to the suggestion.
Bro begins talking about affinity tome paths and quests and complaining about the item forge and hero reworks.

green turret
#

So you'd probably need to go the "all enchantments are more or less equally useful over the course of the game" direction and tackle all the design problems associated with it (e.g. how to not make early game enchantments OP?)

gleaming shell
green turret
#

There are radicals in every group, fact of life

gleaming shell
#

Or something something realm trait that allows you to ignore the limit.

#

We already have one that removes affinity requirements for tomes btw.

#

I don't see how such a trait is any different from magical limits.

signal sierra
green turret
#

Cool, and now for every low level enchantment you need a secondary, higher tier replacement, with the associated vfx def cost. And where do you put them? Do they unlock automatically? Do you get an option to upgrade them? (how?) Are they in a separate tome of similar theme?

gleaming shell
#

We already have Fiery Arrows and Meteor Arrows.

#

There are other similar examples throughout the game.

#

But we also just have way too many enchantments tbh.

signal sierra
#

strict "mechanical upscale of previous effect" (if you want to make all enchant options more of an option for lategame in a limited enchant slot meta)

green turret
# signal sierra you could make tomes have researches which appear later than their tier. like on...

Yeah, that's one solution, but it would likely require a bit of a rework of the research system - we probably don't want upgrades to progress through the tome, else you're left with few toys if you choose to upgrade your old ones.

As for vfx - you could skip them, but that's shoddy mod approach. It would look much more serious if higher tiers of the same not only have the higher numbers, but also looks to match

#

I'm not saying this is unsolvable, just really, really complex

static ridge
signal sierra
#

on... which concept?

green turret
#

The freeform "design your own tech tree" concept, I believe

#

Yeah, I'd love to listen in on the design discussions

signal sierra
#

man am i just failing my literacy skill checks today? (i guess i have covid, so that doesn't help XD) But... where in that text do you talk about designing your own tech tree XD

green turret
#

Hopefully they're not conducted in Dutch pengPls

gleaming shell
#

Regardless of what happens. Something needs to happen.

signal sierra
#

yeah. but people hate change, they just like "more"

green turret
#

But then they need to account for the myriad of parameters that can be optimized for when you can pick your own techs and find ways to keep them in check

#

Like for example we used to be able to recruit champion level T4s with the right combination of tomes and faction traits

#

(which did btw make monostacking even worse xD)

#

And I btw agree that that game state was worse than the current one, but I would've gone the opposite route and made it easier to apply bonus ranks to a wide selection of units

signal sierra
#

i... agree yeah, probably. rank bonuses are good to be available

green turret
#

Poor Neko, missing such an interesting conversation pengPls

static ridge
green turret
#

๐Ÿ”ฅ

signal sierra
#

Eh. replace has to happen with "i would like to happen"

static ridge
#

i would like a pony

signal sierra
#

sure, and i support your right to tell me that XD

#

I have 0 bellife in the power of the conversations to enact change

#

they are strictly entertainment products

green turret
signal sierra
#

What color would you like your pony?

static ridge
signal sierra
#

nice choice

gleaming shell
#

But to me, that is not what Age of Wonders has been up to now.

signal sierra
#

yeah, but its closer to what age 4 was at launch, and is a viable identity for it

#

its not the one i prefer, of course

gleaming shell
#

So if the game decides to go in that direction, it will lose old fans.
Will it gain more new ones? Probably. Corporate would be happy.

#

But I don't think player numbers would plummet if we had limits.
Not like some of the doomers over on the forums are claiming.

#

So long as enough attention is given to making the system fleshed out.

signal sierra
#

yeah, i agree with that. i also have the impression that removing limits are easier as mods than making sensible limits

gleaming shell
#

More importantly, it is easier for the developers to balance the base game experience around limits.
As compared to trying to balance it around a limitless environment.

steep aspen
runic pewter
gleaming shell
steep aspen
static ridge
gleaming shell
#

Player feedback after E&A was that stuff was mechanically boring. So they added more complex stuff.

#

They need to stop treating their players like drooling vegetables incapable of reading ๐Ÿ˜›

runic pewter
#

well ye, bc they need the feedback first. Jordi said they were throwing their hat into the void to see what they can catch

gleaming shell
#

Like that whole discussion we had about not taking a battle you would probably lose with MC.

runic pewter
gleaming shell
#

Basically, they went overboard in the "simplistic/casual" design of the game and pulled back.
And I think they can pull back a bit more and reach the best middle ground for this game.

runic pewter
#

sorry, what are we discussing here? Enchant limits, I presume or....?

gleaming shell
#

No, general design.

runic pewter
#

ah ok. I just forgot where we left off kek

gleaming shell
#

But limits in general make for more interesting gameplay choices, and the feeling your choices matter.
Imagine if form traits had no limit, that'd make no sense. Enchantments are the same thing for me.
The slight difference being that you do need some investment to actually get them unlocked.

#

Imagine if unit medals had no limit (like AoW III). Or if tomes weren't capped by affinity (realm trait btw).

runic pewter
#

Speaking on unit medals

gleaming shell
#

There are plenty examples of limits in the game, to keep the gameplay interesting.

runic pewter
#

I think I like @green turret's idea of less medals

green turret
green turret
#

Uhh now to recall what I proposed there SwampTroll

runic pewter
#

All u said, afaik, is make it so there are 3 medals instead of the current amount bc u said if one side loses legends and other wins, even if the legend-loser can create an army to make a comeback, the gap from sheer stats from medals would make it harder

green turret
#

Oh yeah, part of my musings about the ranks and comebacks. In a nutshell, I want players to be able to recruit high quality (ranked up) late game units to replace their high quality (exped up) they might have lost to diminish the phenomenon of players FFing after a single major loss.

Whether by reducing the power ceiling of the ranks (or flattening the curve at least) or by introducing ways of getting extra ranks in the late game (e.g. T4 TH improvement, end of the common empire tree branch, an SPI with a high upkeep, a city mode that halves draft gain in exchange for an extra medal, common research that unlocks with the first T4 tome) so that it's easy to eventually get at least a couple extra ranks, but hard to max them out (basically have them at the end of separate progression systems)

runic pewter
#

THINK interesting idea

static ridge
#

eliminate xp

green turret
#

It's one of my peeves with the BM and Support rank rewards. You pretty much can't get these units to unlock their ability upgrades if you recruit them after the exploration phase is over

green turret
static ridge
#

sigh it probably wouldn't convince me to play the game no

runic pewter
#

mod idea downloaded

slim thunder
#

I'm sure this has been brought up, but I'm curious as to what the perceived issue might be.

What if enchantments were treated as unlocking new equipment in Planetfall, and every unit had multiple slots for enchantments to create new production patterns? That way, enchantments can be limited by the slots a unit has.

indigo yarrow
#

People found that system to have a lot of micromanagement in planetfall.

#

Endless legend 1 had a similar system, you got (and researched) basic equipment for your heroes and units.

#

They mainly had an issue with every time you got a new mod/equipment set you then had to spend a pretty decent chunk of your turn updating units.

#

And then whenever you got a new unit you had to update them with the equipment/mods you had.

slim thunder
#

Fair enough. I still think it'd be an elegant solution that most 4x fans could cope with.

I really didn't like Planetfall. But I did think that feature was neat-o.

indigo yarrow
#

Yeah it's one of those systems that is actually pretty neat to get into but also can just kind of feel like doing chores a lot of the time.

gleaming shell
#

And that is still the suggestion I'd advocate the most for.

#

The basic idea is to have some kind of UI element like this.

#

But I have some forum warriors telling me how this will destroy the game ๐Ÿ™ƒ

indigo yarrow
#

I do think it would still run into similar issues on learning one in PF and EL had, it would probably have less of an issue because it would be similar to updating EL units but with like 3 items instead of like 7 I think.

gleaming shell
#

This is the best compromise I can offer between "single unit enchantments" and "blanket enchantments".

#

The only other alternative I can personally come up with is to group echantments.
And then you have to make a limit of for example only 1 per group may be active.

#

But I don't like how that plays out. It removes a lot of the strategic aspect.

green turret
#

I mean, dividing enchantments into e.g. "Offensive", "Defensive" and "Utility" has some merit. You can even add a bit of a twist and give different classes different enchantment slots (e.g. Fighters have [Offensive, Defensive, Wildcard], shields [Defensive, Defensive, Offensive/Utility], Supports [Defensive, Utility, Offensive/Utility] and so on). This actually adds some depth to the system and further differentiates unit types

#

I started writing up design for a mod that would do just that, but then I saw how much work that is and stopped pengPls

gleaming shell
#

^ That's more of a combination of both of the above.

#

I meant just "You can have 1 enchantment of group X" for the global cast enthusiasts.

#

Even though I absolutely hate the fact that casting an enchantment is global.

static ridge
#

the problem with PF's unit mods was that you had to apply them to every damn unit, and could have multiple of the same unit where each individual instance has different mods (and therefore different capabilities). this was really annoying to keep up with and keep track of, so streamlining that system to be empire-wide was a smart move in aow4. obviously, there's all these other issues i don't want to reiterate, so being able to customize per unit role brings the advantages of slot limitations without bogging the game down with per-unit micromanagement

royal sandal
#

I think they'd need to rework more than that to make an enchantment slot system work, don't want cultural enchantment having to compete with spell tempered shields.etc & you'd have the harsh inversion of the current balance where it'd feel really bad to go Nature /Materium where you could only have one of the many ranged enchantments on at a time.

#

hypothetically, for like AOW5 or PF2 though, I could see a "make your own enchantment" like how the item forge works, where you choose bonus damage types and additional effects for point costs maybe, with higher tiers unlocked by highest tome level or specific research)

#

(so you get some limitation, but can still get stronger over time, and retains customisation)

gleaming shell
gleaming shell
#

I'd prefer if they were just all removed and made baseline at this point.

#

Why am I researching and casting this? What's the point? I always want it.

royal sandal
static ridge
#

part of why i don't think it's in the cards for 4, practically speaking

#

aow5 wishlist item

gleaming shell
#

You know they had one, in the alpha, right?

#

@static ridge

#

This was a per-unit version, basically from Planetfall.

#

Could've been easily modified to become per-class.

runic pewter
static ridge
# gleaming shell <@160206726010896385>

I wasn't aware of that specifically but I just don't think the tome and enchantment design as-is works great for slapping that limitation on top. That makes sense as something they experimented with in an early version of the game before things were as set in stone. I don't think it's reasonablr to expect them to do a whole design pass over every enchantment on top of implementing the slots.

gleaming shell
#

Well, if I don't keep complaining, any future game won't change it either.

#

They'll give us the same crap in the next entry and I'll just peace out.

vast hamlet
#

Just a question: how enchantment limit is to fix monostacking? I would expect that players will just find 3 that best fit for a given unit and go with that.
The only solution I would expect to work would be paper-rock-scissors approach. So monostack would loose to a mixed army of the same tier regardless of enchantments applied. But that would probably require a significant enchantment rework and fight system rework.

#

And are we sure that limit of 3 is the optimal number?

gleaming shell
#

^ That's what enchantments with no limit do.

gleaming shell
gleaming shell
#

Basically there will no longer be 1 specific unit that you buff insanely hard.

static ridge
# vast hamlet Just a question: how enchantment limit is to fix monostacking? I would expect th...

monostacking stops being the optimal way to concentrate power through tech as you can only have 3 enchantments on a single unit, instead of "as many as you can pick up across your entire build path". this means that adding additional units to your army composition no longer comes at the expense of raw power, as once you have the 3 enchantments you want in your build path the rest of your build path can be devoted to other things (such as other units and associated enchantments), instead of "more enchantments for the mono unit"

#

the basic thing to understand about the monostacking phenomenon is this:

suppose i have 9 tomes in my build path, 2 of each tier + 1 t5 tome. for simplicity, let us assume that each tome provides one enchantment, and that these enchantments each only apply to a single unit type.

theoretically, a mixed army composition of half shocks and half shields should counter an army of only archers, both shocks and shields are intended counters to archers (shocks close distance rapidly, shields trivially provide lots of defense against archer attacks).

however, because shocks and shields do not share enchantments in this scenario, there are only 5 enchantments applied to the shocks and 4 enchantments applied to the shields. meanwhile, the archer army gets to apply all 9 enchantments to every one of its units. on a unit by unit basis, the archers have twice as many enchantments as their opponents do.

because the archers have twice as many enchantments, it no longer matters that the unit roles they are fighting theoretically counter them - 2 archers with 9 enchantments each kills 2 shields with 4 enchantments each, that's just the power of a 5 enchantment differential. the only way the shields can compete is to kick out the shocks and have the build take tomes that give shield enchantments instead of shock enchantments, so the shields can also have 9 enchantments.