jb

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Viewing 30 posts - 31 through 60 (of 69 total)
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  • in reply to: About problems with goblins. #120660

    jb
    Member

    wetland foraging (healing on wetlands)

    Is that a tease, a spoiler, a rumor, or other? lol

    in reply to: Heal and Sustain Balance Discussion #120638

    jb
    Member

    I also like the idea of implementing a Rest Heal. I don’t know the specific numbers that would work best, but I support the idea.

    My only caveat is that I would prefer an all or nothing approach. if you move 1 hex, you lose the ability to Rest Heal.

    EDIT: I would also consider NOT allowing units with Fast Heal to Rest Heal. It might stack too much. In other words, EVERY unit would get Rest Heal, but units with Fast Heal can move and still gain the bonus.

    in reply to: Heal and Sustain Balance Discussion #120178

    jb
    Member

    I think it’s a bad idea to make any balance changes based on auto-combat.

    Making changes to auto-combat is fine though.

    in reply to: Building – Market place ? #116683

    jb
    Member

    Another option would be to not have the market increase the gold generation of the city directly, but instead to increase the %bonus from producing merchandise at the city in question. (I’d also prefer a %bonus on harbors rather than a flat gold increase if harbors are going to receive an income bonus.)

    Very good idea. Simple and useful. I’m still of the mind that putting this building in the Harbor tree gives additional incentive to actually build a harbor.

    in reply to: GOBLIN Balance Discussion #116673

    jb
    Member

    The problem is that no less then 3 ranged goblin units r blight based. This isn’t a cosmetic problem and it appears on t1 units. I see no problem adding “contaminate” to Skewer and Marauder as well, unless you have an explanation of why it will be a bad idea.

    Its not about ‘punishing’ the T1 melee units…its more about making Warg Riders more useful. Give them a little something extra to really get them into the recruit rotation. If every melee unit has it, it loses its uniqueness.

    I currently skip T2 cav whenever possible. I would certainly start to include them if they had a unique role.

    Also, start small and see if needs to be expanded.

    in reply to: GOBLIN Balance Discussion #116440

    jb
    Member

    Well, I misremembered the way Noxious Vulnerability works…its -2res not -20% blight.

    So, I’m not totally against some type of melee Contaminate …just not for ALL units. The Warg Rider and Beetle rider though (goblin cavalry) to make them unique and more useful.

    in reply to: GOBLIN Balance Discussion #116403

    jb
    Member

    I think #joey1776 made an interesting suggestion in the GOBLIN Balance Discussion thread that I will develop here. Every Goblin melee unit, including racial varieties, will receive an effect called “Contaminate” or something along these lines as part of their melee attack at baseline. It will roll against a defense modifier of 8 and thus have a rather low chance to work against higher tier units. When a target unit fails to resist it inflict 20% blight weakness, but here is the catch – this effect can stack up to 4 times, thus having a cumulative impact of -80% blight resistance.

    The irregulars already have this for their ranged attack (no need to invent a new effect). Inflict Noxious Vulnerability. The problem is this attack is ALL blight so it has no use vs units with 100% resistance. This could be solved by giving the attack +1 Physical Damage. It may not do damage, but it has a chance to add the vulnerability. Combined with Blight Doctors weakness it stacks rather nicely. (no need for innate stacking)

    in reply to: Building – Market place ? #116376

    jb
    Member

    I like the idea of adding +10g to the Harbor. A Trading Port upgrade could up that bonus +20g.

    Trading Port would allow trading gold for mana (or mana for gold) at a 4 to 1 rate. i.e. sell 40g and get 10 mana.

    in reply to: Poll for next aow3 expansion #115448

    jb
    Member

    I would like to see a new campaign.

    A Co-Op campaign would be even better.

    in reply to: AoW3: Golden Realms Expansion Revealed! #114767

    jb
    Member

    Cool. Good work Triumph.

    I hope Markus Persson has no regrets.

    cheers

    in reply to: New Unit Proposals #112440

    jb
    Member

    How about a racial Tier 2 unit that gives each race some more uniqueness

    Yes, please!

    Goblin: Butcher
    Tier 2 Pikeman, preferably with round attack and lifestealing. Gods, i loved this one in AoW2.

    My second favorite AoW2 unit

    Orcs: Doom bats
    Tier 2 Monster, a flier with around standard tier 1 melee stats, and lifestealing.

    My favorite AoW2 unit

    Excellent examples, hehe.

    in reply to: Rebalance of existing elements in next patch. #111834

    jb
    Member

    Don’t get me wrong, designed maps are potentially superior and more entertaining than random maps, I just object to the idea that the balance can’t be squared with random maps.

    Good point. Even though RMG balance will never reach perfection, it can still be improved.

    But as Garresh said

    This is why many of us MP players are advocating *against* sweeping changes unless they’re beneficial all around, like the dispel and disjunct changes. I want the problems I deal with fixed, but not at the expense of everyone else.

    in reply to: Rebalance of existing elements in next patch. #111828

    jb
    Member

    - random starting spells; you might have a bad starting position but you start with a summon spell while your opponent has to waste time researching a damage spell

    This is really an interesting one. Because my instinct (and heart) tell me starting spells should be changed for balance reasons. But my brain tells me this goes against the very thing I just preached about (‘dumbing’ down SP for MP balance sake). lol

    in reply to: New Unit Proposals #111816

    jb
    Member

    I also like the idea of the T2 Ballista. Those stats seem just about right to me.

    I would also consider adding hurl fire bomb to Trebuchet units with the purchase of a new specialty building (similar to Rider’s Hall etc).

    in reply to: Rebalance of existing elements in next patch. #111802

    jb
    Member

    Regarding timers:

    I think battle timers are an excellent idea.

    I think a pause button is an excellent idea (everyone needs a bathroom break).

    I would also suggest a progressive world map timer. As your city count and army stacks grow, more time might be needed.

    PROGRESSIVE TIMER EXAMPLE:
    turns 1-10 = 2 min
    turns 11-20 = 3 min
    turns 21-30 = 4 min
    etc etc etc

    In my opinion (and this will vary for each player) 3 minutes is not enough time to manage (6) cities (3) scouts and (3) hero stacks. That’s only 15 seconds for each decision and is bound to cause lapses in strategy.

    in reply to: Rebalance of existing elements in next patch. #111797

    jb
    Member

    There are a lot of good ideas in this thread in terms of fine-tuning units/classes. However, if you read it at once it can make it sound like the game has major balance problems.

    The reality is in my games on the RMG, the starting position is more important than my class/race. Give me a good starting position over my pick of class any day. Or put it another way, if you gave me a choice between a nice starting position and a random leader vs. a bad starting position and my choice of leader/class, I’d take the former any day of the week.

    And as Jomungur said, RMG is responsible for other things too. At some points, we have to realize that RMG is just not compatible with perfect balance as most people understand it. RMG is balanced when you take a large enough number of runs, but this is not what players here want, they want all map to be balanced, and for this, only custom map can suite their wishes. Balancing the game around the flaws of the RMG is not the way to go.

    These are such excellent points. I think this extends to other factors too. For example, the Warlord lack of a scout is a problem (because other races get all the free pickups)…but free pickups is a direct result of RMG. Dwellings, Inns, and even Quests all fall into this category to some degree. Favorable terrain boasting gold/mana/production are further examples.

    My background is from another game called Battle for Wesnoth. Its random-map-generator is nowhere near as good as this one. But, energy and time wasn’t focused on making RANDOM better…because well its random and the nature of the beast is it’s going to create some unbalanced situations at times. Rather, all competitive gameplay is based off of pre-created maps which are considered balanced for all factions. Some of them are mirror maps, some are not. Clever asymmetrical design is not easy and requires some gifted mapmakers.

    Balanced maps should be as much as staple for default MP as 4pl Medium sized or 2pl small sized.

    Scouting becomes less an issue of ‘where’ and more an issue of ‘what’. After playing the map a few times, everyone knows there is a north city, a center city, and a south city…but which one is my opponent aiming for and how intensely is he pursuing it? Those would be the new scouting considerations.

    I am an MP guy. My first posts (a year before the game came out) asked about MP save system lolol. That said, the RMG should belong the to SP players. They deserve all the quirks and imbalanced situations the RMG can create. Highly competitive MP players should be able to have their own playground without compromising the (imbalanced) fun of others. And the way to do that is to have semi-official balanced maps.

    “But jb, how can you possibly create a map balanced for all factions/leaders?” Great question. It’s not easy, and requires a talented map maker. Perhaps I will give it a go myself at some point soon.

    My point is, before we start changing the behavior of things like Dwellings and Inns (the VERY thing that SP players feared are being suggested here), lets get the foundation in order. After the MP tournament concludes, perhaps we can have a competitive map-making contest. When 3 or 4 of the best maps are considered balanced, then we’ll have a controlled laboratory to test/prove/disprove some of the balance theories that are currently being debated.

    *****************************
    Another strong balance point is the removal of FFA (free for all) play. Yes, its fun. Yes, the politics and backstabing and power swings are awesome. But its impossible to have a balanced FFA game. 1v1, 2v2, 3v3, 4v4 are pretty much the only options for fair competitive play.

    A common complaint of SP players is that MP balance hawks (guilty myself) sweep all the fun out of the game. And, to a small degree, they are right…because balance requires things to be orderly. I generally think that MP players improve the game with tiny changes that go unnoticed by SP players…but some of the suggestions are just too dramatic in my opinion.

    I just hope that when folks ask for a change to the game, they think about how it effects others.

    I forget who said it, but some forumer said the game is an ecosystem and that is very true!

    in reply to: Rebalance of existing elements in next patch. #111451

    jb
    Member

    The Rouge/Theocrat summon ideas are getting ridiculously complicated.

    I’ve already stated I think its a poor idea, and now its just getting silly.

    I don’t want to summon an Exulted or a Succubi. I especially don’t want a summonable Shadowstalker. Most of all, I don’t want any strange combo of gold/mana summons. I don’t want to change the rules of summon locations or create exceptions for specific units or cities with specific upgrades.

    Keep it simple and work within the existing ‘laws’ of the game.

    I know some folks here do want it, so I feel obligated to voice some decent. Finally, and I don’t mean to be rude, but I hope the half dozen vocal proponents of such ideas see how silly they sound and think about more reasonable changes.

    in reply to: Rebalance of existing elements in next patch. #111085

    jb
    Member

    I don’t see why this conversion would be “cumbersome.” As an interface thing, I see it as you would select the spell and cast it on the unit in question. If you had a group of eligible units, you’d separate the one you wanted, and cast it on them, pretty much the same way you would use death march currently…

    Lastly, we are talking about 2 lesser units which already have this mechanic (as in, simply a way to accelerate the process, using resources) and 1 tier 2 unit which doesn’t, so I don’t see how it’d would unbalance things. For the Rogue that’s 2 units out of the 14 he will command (class + race) and for Theocrats that’s one.

    I am not interested in seeing a mechanic like this implemented. Even if the process was smooth and it was perfectly balanced, I just don’t like the idea. I would rather work within the current game structure before introducing new mechanics.

    Balance changes work best when they are simple, and this idea feels too much like a gimmick.

    No offense intended, just my thoughts.

    in reply to: Rebalance of existing elements in next patch. #110139

    jb
    Member

    Regarding Goblins vs. Machines.

    One consideration is to reduce the 100% blight resistance of machines from 100% to 40%. (esp. wooden machines maybe not the golem/cannon).

    If we don’t think of blight as purely poison but also consider it a rot-like damage type.

    Another consideration would be to give some goblin types (Warg Riders?) the actual Rot ability, useable only vs machines.


    jb
    Member

    In my experience from other games, the focus on MP balance is actually healthy for SP games. It tightens up the system in ways that typically go unnoticed by SP players.

    I understand you may be feeling like you are losing your voice, because the squeaky wheel gets the grease etc…but all that will change when map makers start putting out user made scenarios/campaigns. The SP content will far outweigh the MP stuff in the end.

    in reply to: Costal Cities Rework. #108952

    jb
    Member

    I like the current water movement rates. I have mixed feelings about water combat.

    I would enjoy seeing coastal bombardment from ships to land battles. The ships don’t need to be visible in the battle. One idea: a free ‘volley’ of damage from the ships. Perhaps one volley/per turn…for as many turns as ships are adjacent. In a sense it would work like the opposite of the proposed city defenses.

    in reply to: Trespassing #107410

    jb
    Member

    I may be wrong, but this is how I understand it.

    Trespassing is a gamble. If the AI doesn’t ‘see’ your units there is no penalty. If however, you trespass and the AI sees you it may incur a negative penalty.

    in reply to: MP Lobby [Feature Requests] #106791

    jb
    Member

    Hi, sorry to bump my own thread but I was hoping for a Dev response. Specifically for Observer mode.

    There is currently a very cool tournament in progress, but we can’t watch any of the games.

    To quote myself:
    4. Allow players to observe a game, even if they are not playing in that game. i.e. Let players watch others play. This one is probably a bit more tricky to implement as it would require new syncing. I cannot stress how much value this has added to the Wesnoth gameplay experience. Essentially, it allows you to hang out with your friends online. Or it allows you to learn from others. An intimidated newbie can watch and learn…thus becoming more comfortable jumping into MP.

    in reply to: Rage Quitting Thanks to Dumb Save Interface. #106781

    jb
    Member

    It’s so minor, I almost don’t want to bother making a comment, but I have a solution so I feel obligated. The “problem” is accidentally overwriting a save. I once overwrote a save by accident and its not fun, but again its such a minor thing.

    Here is how the behavior of the dialogue box should work to prevent overwriting a save:

    You have made unsaved progress, are you sure you want to load?

    Yes- Allow loading.
    No- Return to game/nothing happens

    in reply to: Development Journal: Mystical City Upgrades #104827

    jb
    Member

    Very cool. But also scary.

    Regarding city defenses…can units 6+ hexes away from the walls be immune to random targeting? Would like still protect the weak units and have some safe zone.


    jb
    Member

    Raise Militia is interesting because you can use it on an ally city, and they get the irregular, not the caster.

    in reply to: MP Lobby [Feature Requests] #102039

    jb
    Member

    -Additionally, when hosting a game the cursor in the chat line is flashing. A flashing cursor typically indicates ‘ready to type’. It doesn’t work this way…even though the cursor is flashing you still need to click on the chat line to enter chat.

    in reply to: This game is actually insanely well balanced. #80163

    jb
    Member

    Getting near the 80 hour mark. The more i play the more I love this game. It reveals itself like layers of an onion…each layer with more nuance.

    in reply to: Clarity on income structures & domain #80155

    jb
    Member

    Thanks.

    in reply to: Please don't balance the fun out of AoW3 #64535

    jb
    Member

    I don’t understand how an unbalanced game is considered more fun.

    Whatever enjoyment you get out of unique differences destroys replay value. It might be fun for a while, but in the long run balanced is more fun.

    Please balance the game.

    cheers

Viewing 30 posts - 31 through 60 (of 69 total)