One of the problems I keep seeing people post up is that this game is P2W. I highly disagree. However, there is still the issue between the free players and the premium players that is legitimate. One is that the Epic items are in fact...well epic in what they do. What we need is to maintain the effectiveness of the items in PvE, but keep those items still balanced in PvP.
I propose that they use a similar solution found in Diablo 2. In PvP, damage against another player was reduced by 83% (actually, you only did 1/6th of what it showed). The reason was that the monster HP were roughly 6x as much as a player at the same level would be. Therefore, the damage meant for PvE had to be reduced for the damage on PvP.
My suggestions:
1) Item bonus penalty by 75% when playing PvP. Item bonus penalty should be 40% when co-oping.
This reduces the
disparity between Uncommonly geared vs. Epically geared players, and
changes it from being who has the advantage because of gear, to who has the edge because of gear. Gear should be the cause of a tie-breaker, not the cause of a victory. Also for co-op, this should keep some challenges, instead of a mass macro-stomp. If the Epic players aren't penalized enough, toss a square root in there for good measure.
2) Uncommon gear should be just as powerful, but exceptionally bland. Uncommon items should have a limit of 2 bonuses per item (except for villager weapon which should be the same increase in all the resource types).
Uncommon weapons
should ONLY have increases to damage. Uncommon armors should
only have bonus to HP and bonus damage protection. Uncommon accessories
should only have bonus to train rates, cost changes, LoS, or movement speed. Free players' units will be just as competitively strong and durable against a premium player.
3) Rare gear should allow a greater diversity in the changes to your troops. Specifically, in specializing what they already do or hybridizing them. Rare items should have a maximum of 4 bonuses per item. Example: Rare villager tools may allow one of the gathering stats to be higher than the other stats.
Rare gear should have access to all of the uncommon gear stats in
addition to: unit counter ratio increase, protection against specific
attacks, conversion resistance, etc.. Essentially, whatever role exists, it becomes more specialized, or slightly hybridized. Also, stats that are normally restricted to a certain slot (weapon, helm, armor, accessory) are now found cross-item. Example: Conversion resistance in addition to damage bonus on a weapon. As opposed to a free player, when a premium player uses the proper counter unit, it should be noticeably effective. Or in another case, if mass Gastraphetes fought mass Axeman, instead of only losing 2-3 Gastras, they'll more likely lose 5-6.
4) Epic gear allow other bonuses not accessible through Rare or Uncommon gear, but gives the player the ability to completely shift a function of a unit in a drastically new direction while retaining it's original function more or less. Example: Villager tools would have unique properties such as construction rate increase, repair rate increase, or resource preservation.
Epic gear should access to a lot more different
types of bonuses that is usually significant enough to cause a unit to
change their roles, in addition to boosting them across the board. This will make the Premium players have access to possessing wildcards. Normally prodromos excel at cavalry, but with a new Lance item, they are now effective against infantry instead. Maybe what was 100% effective vs. cavalry, it is now 75% effective vs. infantry and 25% effective vs. cavalry.
5) More items with variety and items with powerful bonuses, but significant trade-offs.
The only thing I find disagreeable about the game so far are the items. I really would like to see more items with many ways to vary your playstyle. AoE:O should really focus on being to customize the civilizations that you want into a playstyle that you want, and with a creativity to boot. One of the fun things about the previous AoE was that there was always a civilization that you could choose that completely matched your playstyle. Due to the uniqueness of the two civilization tech trees and being allowed to choose our techs, we can generate many different types of playstyles, instead of limiting ourselves to one. An example already in the game, do you make your Priestess of Ra an amazing in combat healer, or an economic empowering powerhouse? Should my Spearman have tons of HP to tank for my archers, or more snare to punish cavalry raids and protect siege?It exists in the game, but push it further!
6) Multiple tech trees (well, just 3), but mix it in with the skins!
One of the things that would be nice is the ability to have different sets of how we spent our tech points. I suggest that we have up to 3 saved sets, accessed through a questline at level 20 and level 40. Additionally, the different set that you use also uses a different skin. Level 20 unlocks having a second set and uses the Followers skin (but I don't know what to do about the clubmen itemization...). Level 40 unlocks having the third set and the Mycenean skin. For Egyptians, level 20 unlocks 2nd set and Badari skin. Level 40 unlocks a 3rd set and the Nubian skin.
Otherwise, let one of the Age 1 advisors open up a different skin. Truly, it shouldn't be too hard to program it in or to create new skins for existing models (Work drones, work!)
7) Hope all of ya AoE employees at GPG and MS had a good weekend! Thanks again for your hard work! Do yourselves a favor, drink a mountain dew during compilation.
8) Any wiser players like to comment on this? Please do!
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i totally agree otherwise we would just have to take off all items to be fair and have all players temporarily increase to age 4 but during pvp they wouldnt be instantly increased they would still need get resources
for pvp there still should be a geared option meaning players can use gear
as for items there should be a shop for free items and a shop for premium members for use during questing also a decorative shop for premium and free players but hthere should still be unique items in treasure chests
Great post man!
And they need to focus on pumping out contents. More of the same quest is not content! More models, more bandits, more marbarians, more characters is content! If I were a game desinger for this game, I'd go even more historically inaccurate and pump out more civilizations
|||Thanks for the responses everyone, both disagreements and agreements!
I agree with you guys: Gearless pvp with total access to the tech trees is definitely most ideal, where gear would just be aesthetic.
Specifically, what do you guys think about multiple tech tree sets? Priority, needed, or just nice to have?
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Create a rated geared pvp and rated ungeared pvp, one for the guys who likes questing and also have the time and also like rts, and the second for the ones who likes rts, want balanced pvp games about skill.
Greetings
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