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Autor Thema: Discussion About 4.1.2  (Gelesen 6835 mal)

Elite KryPtik

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Discussion About 4.1.2
« am: 19. Aug 2015, 21:27 »
Hey everyone, thought I would go ahead and make this thread for people to post what they do and do not like about the latest patch, 4.1.2. Personally, I think the change to the resource system is kind of unnecessary, but more importantly it completely ruins a couple of factions early games. Isengard, Gondor and to a lesser extent, Dwarves are now so weak early game its actually funny. Rohan Peasant spam can completely shut down and kill Isengard, and prevent Gondor from gaining any map control at all. Same for Mordor orc spam, and its even worse against them because orcs are free.

The changes to trampling synergize with the changes to economy buildings for Rohan, making cavalry pointless in comparison with the effectiveness of peasant spam, which really frustrates me as Rohan is supposed to be a cavalry faction. Something should be done about this, although I don't know what can be done without making Rohan cavalry OP.

I haven't played too much of the patch yet so that's all I will post for now, but I think that this patch has actually worsened, not improved, the balance overall :(
Please remember that these are just my opinions, although they are backed up by the fact I play online quite a bit. Post the things you do and don't like about the patch as you discover them here :)
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

bookworm1138

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Re: Discussion About 4.1.2
« Antwort #1 am: 19. Aug 2015, 23:12 »
i wanted to play against the Dwarves, and now i have. totally satisfied with that

as far as Rohan goes, i feel that peasants should be nerfed a little. also having to shell out 1000 resources just for two resource gathering buildings in my fortress (ie Furnace, Mineshaft, Tribute Camp, House, Stud Farm, etc.) is a bit much, and i'm not 100% on-board with that.
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Adrigabbro

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Re: Discussion About 4.1.2
« Antwort #2 am: 19. Aug 2015, 23:17 »
Haven't tried competitively the new version, but from what I've seen the inner buildings really DO produce a lot of money. I believe you're a bit overreacting when you say there is no balance anymore.  ;)
Additionally, peasants have been weakened by a lot, wouldn't it make up for Rohan harassment potential?

That's no criticism, keep that in mind. But I would like to play some 1v1 with you if you will. I don't mean to judge your skill or mine, I only want to see how all those changes will really impact the game and you seem very well aware of balance matters and strategy.  :)


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Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #3 am: 19. Aug 2015, 23:31 »
Haven't tried competitively the new version, but from what I've seen the inner buildings really DO produce a lot of money. I believe you're a bit overreacting when you say there is no balance anymore.  ;)
Additionally, peasants have been weakened by a lot, wouldn't it make up for Rohan harassment potential?

That's no criticism, keep that in mind. But I would like to play some 1v1 with you if you will. I don't mean to judge your skill or mine, I only want to see how all those changes will really impact the game and you seem very well aware of balance matters and strategy.  :)

I would be happy to 1v1 you any time :)
I'm E_KryPtik on Gameranger, and Elite KryPtik on Tunngle.

I didn't say there was "no balance" I said that I thought the balance has been worsened. Isengard's early game is really super weak now, and your only option against a skilled Rohan is to get lumber mills and rush Bill Ferny to level 10, to get enough resources to maybe just barely survive. Gondor has gates, so they are harder to kill, but complete lack of map control is a nasty thing.
« Letzte Änderung: 19. Aug 2015, 23:36 von Elite KryPtik »
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #4 am: 20. Aug 2015, 04:54 »
I'm sorry for the double post, but this belongs in its own post, because it includes a replay.

After playing some more, I have come to a couple more conclusions. If you are Rohan and are up against Isengard, Gondor or Dwarves, making cavalry is now illogical and inefficient. So this update is a double edged sword, against Rohan and Mordor, your cavalry now dominate, but against any of the other 3 all you can do is spam peasants. Me and my friend just finished doing some extensive testing to see how good the new trample is, with me as Rohan and him as Gondor. Its safe to say any half decent pikes will now instantly kill cavalry. I'll attach the replay below, its very long and includes a lot of testing of what kinds of damage gets inflicted by trampling and damage cavalry receives from trampling.

It also includes a huge battle towards the end, which sticks to the same rules as a skirmish would, even though we were on epic battle mode. We both had 1800 command points worth of troops, who were all fully upgraded and most were max level, and we fought each-other. He slaughtered my entire army and only lost around 3 battalions, showing how weak Rohan melee is late game. However, I then made a huge army of Rohirrim archers, and killed his entire army. The last thing in the replay is a gigantic double siege of both of our bases at once, where I demonstrate just how weak Rohans siege warfare is in both defence and attack. It takes around 30 Onagers to breach Gondors walls, and when he sends bombardment ships to destroy my base there is nothing I can do about it, because Rohan has no wall mounted catapults. A lot of great showcases of things I've been saying on the forums for some time in this replay, I hope the team will find the time to watch it, long as it is :)

1 final note, Rohan needs some kind of a scout power, they are the only faction to not have this and it hurts them pretty badly late game.
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Golem

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Re: Discussion About 4.1.2
« Antwort #5 am: 21. Aug 2015, 15:41 »
I definitely agree, I don't get why Cavalry was nerfed, they're just not efficient at the moment, same with Heroes, who are struggling to beat even a group of gondor soldiers, right now the game strategy for all the factions is just to spam archers and throw in a couple of swordsmen and pikemen and you're good

Adrigabbro

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Re: Discussion About 4.1.2
« Antwort #6 am: 21. Aug 2015, 16:07 »
No, heroes are definitely not weak. Don't expect to pay 1000 for a medium fighter and get a beast who can solo kill armies. Try out Gimli or Aragorn, among others, and come back arguing heroes are too weak.


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Golem

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Re: Discussion About 4.1.2
« Antwort #7 am: 21. Aug 2015, 21:54 »
Well, I just tried Gimli and he lost to two regular gondor pikemen units, same with Mouth of Sauron. I think Heroes should get buffed a bit, but their price should be increased to balance it out, it's just not worth it to get any of the late game heroes, because upgrades like fire arrows and forged blades benefit a lot more.
Anyway, this is just my opinion, and I find the Cavalry problem more important, as it has a huge impact on Rohan's gameplan

Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #8 am: 21. Aug 2015, 22:11 »
Yeah, the global nerf to hero health was completely unwarranted in my view, the only heroes that were OP were dwarf heroes.
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Adrigabbro

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Re: Discussion About 4.1.2
« Antwort #9 am: 22. Aug 2015, 09:55 »
Well, you can't just put a fight with level 1 Gimli and two troops and then wait and see. That's not how it works.  :P Heroes are supposed to merge inside your army, no matter their role. Plus once you get level 5 with Gimli, he's totally the beast you are waiting for.


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Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #10 am: 22. Aug 2015, 17:42 »
I'm well aware of how to use heroes, I'm just saying in general that I don't think the hero nerf was necessary, same with the change to cost on economy buildings.
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Gandalf The Gray

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Re: Discussion About 4.1.2
« Antwort #11 am: 22. Aug 2015, 18:35 »
they should nerf the peasants and buff the rohirims
« Letzte Änderung: 23. Aug 2015, 15:33 von Gandalf The Gray »

Adrigabbro

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Re: Discussion About 4.1.2
« Antwort #12 am: 23. Aug 2015, 13:35 »
Back on inner resource buildings, now that I've played more games, I like the idea behind it (which was explained by Lord of Mordor in another topic if I'm not mistkaing) but I agree it is a little too much.
A simple solution would be to decrease the cost from 500 to 400 and the amount of resources earned in the same time.


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Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #13 am: 23. Aug 2015, 18:48 »
The old system worked just fine, 350 for inner and 250 for outer. All this new system does is hurt the early games of Gondor, Isengard and Dwarves. Mordor and Rohan are able to basically shut down all expansion of these 3 factions now, and I can tell from the way Lothlorien currently plays that it will be the same thing with them too.
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Adrigabbro

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Re: Discussion About 4.1.2
« Antwort #14 am: 23. Aug 2015, 18:59 »
It also helps a lot the players who tend to play more defensively or are under siege in general. That was the point of the change and I think it was needed. I'd simply say it was a bit too much. Down to 400 for inner buildings, I don't think the three factions you mentioned would be hurt badly.


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Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #15 am: 23. Aug 2015, 20:21 »
This change is not balanced. Any skilled competitive player is now able to use Rohan or Mordor to easily shut down and defeat Isengard very fast, and quickly get siege to deal with GOndor and Dwarves. Expanding outwards is an essential part of the game, but Gondor and Isengard lack the ability to make troops to counter the early game spam, so they rely much more on inner farms. Having so few of these early game makes it basically impossible for them to win against somebody who knows what they are doing as Rohan or Mordor.

Now, I'm also not trying to insult anybody here, or say anybody sucks, I am just stating facts. I have played with several of the best players who play the mod, and I also consider myself to be one of them, once again not trying to be rude or brag. In every game I have had Isengard or Gondor v Rohan or Mordor, all my outer farms get destroyed very quickly, and I had to rely on inner farms to come back. Now that they cost 500, that gives the other player the ability to get waaaayyyy more resources than you, and ultimately it is having the opposite effect of its intention to promote sieges, because more people just ragequit now when they see how impossible it is for them to have any chance of coming back. The old system was better.

If the cost was changed to 400, then the amount generated would also need to be changed, and so it still would not make sense. Outer farms being cheaper and generating more, and inner farms being more expensive and generating less, is the way it should be and has always been within the BFME1 style. The game was much more balanced for all factions early game when it was like this, and changing it has just made Mordor and Rohan OP. The team also keeps nerfing Rohan because of this, which is extremely frustrating, because their only chance to win comes in early game. Once an enemy has amassed pikes or elite infantry, Rohan has no chance of winning.
« Letzte Änderung: 23. Aug 2015, 20:25 von Elite KryPtik »
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Adrigabbro

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Re: Discussion About 4.1.2
« Antwort #16 am: 23. Aug 2015, 21:27 »

Gondor can actually get a shit tons of troops early on (at the expense of mid to late game though). Regular soldiers are not really expensive, they are trained quite fast and can last a long time thanks to their fighting formation. The problem with Gondor is that you have to build as many farms as possible early on, but those farms are not helpful outside the outcome. Indeed, you can't recruit cavalry early because it is too expensive so the discount doesn't help, compared to Mordor whose discount is extremely usefull.


I haven't played a single 1v1 in 4.1.2 so far, I'll trust you on that.


I disagree. I think it would make sense. If outer farms are both cheaper and generate more, then map control becomes even more important and once you are behind you can hardly come back.


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Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #17 am: 24. Aug 2015, 00:06 »
As you stated, yes Gondor CAN spam troops, but those troops are not at all valuable past early game, and it hurts your economy more to do this in my view. Also, cavalry start is 1 of the most dangerous starts for Gondor, if done skillfully you can do a frightening amount of harassment and creeping, because Gondor cavalry are very strong and hard to kill with their formation. Like you said though, its nearly impossible to keep hold of your outer farms for the discount, which makes the cavalry unaffordable.

As for your final statement, yes it would make map control more important, but you have to realize it also gives more resources. If you are able to get just 2 or 3 outer farms and keep them for a short time, you actually are set up better for a siege than you are in the current method, because those farms were cheap, and generated enough resources to allow you to get something of an army and maybe a couple heroes, along with all your inner farms. I know this to be true, because I have played every version competitively except 4.0, and have seen the way the changes to the economy buildings impact all stages of the game. The old system worked far better to allow the defending player to get some wall defenses and a bit of an army to try and hold the enemy off with, while also ensuring that people who just camp in their base will lose, which is the way it should be. You should NOT be able to just sit in your base and survive.
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Lord of Mordor

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Re: Discussion About 4.1.2
« Antwort #18 am: 24. Aug 2015, 01:01 »
The question for me is what the systemic problems are here. Is it a problem that factions have to conquer settlements at the start to set up their economy and fight for them before they can build up their castle economy? I wouldn't say so, that's actually what we wanted. The focus of the game is meant to shift over time, starting with the settlements and then slowly moving to the fortress as the main point of contention. A lategame fortress should produce enough that you actually have to siege it, and for that siege to be exciting the defender must still have a chance to win if he plays well. On the other hand of course you shouldn't be able to bunker from the start because then the game stops being dynamic, which is why we tried this new system of fortress economy being strong overall, but also expensive and not as efficient on a production per cost level. The idea is that you have to conquer settlements to get started, but later on outposts and fortresses emerge as more valuable targets (note that outposts have the same powerful but expensive economy as the fortress, so there's still a significant part of the economy outside the fortress).

So I'd say the main problem here is the fact that two factions, Rohan and Mordor, can put out so much manpower in the early part of the game that no other faction can compete with it. That can never be healthy for gameplay, regardless of the economy system. We want early fights for farms, and we want them to be interesting with both the attacker and defender having a chance. That seems to require weakening Rohan's and Mordor's early spam to a more reasonable level. In Rohan's case, this will probably have to go along with compensating lategame buffs like a dismount for the Royal Guard. In Mordor's case I'm not so sure, they already have quite a few very powerful late game options after all.

Why are Gondor soldiers useless later, by the way? Upgrades are there precisely to let units like them stay relevant throughout the game.

The cavalry change was not meant as a nerf, it's an experimental entirely new system. Previous feedback has been that cavalry can't even get rid of basic archers because their trample deals to little damage and if they stick around in melee to finish the job they get murdered. Now, Rohirrim kill Gondor archers by trampling them once. It follows quite naturally though that one group of Rohirrim shouldn't be able to oneshot entire armies of archers, hence the stronger slowdown. The details of this can easily be adjusted, but I think it's potentially a more interesting system than being able to trample lots of units with one group while dealing little damage to each of them.

Heroes are still stronger than they were with the release of 4.0, we just took back a part of a recent and quite significant health buff. That is because we got feedback that people were simply spamming heroes and there wasn't much you can do about that. I've also heard from some very proficient players that even with the new economy and the hero nerf, Gondor can still sit back in its base, get enough money to spam heroes from just their internal structures and beat the enemy with that. This is part of what makes this balancing job so difficult: We don't have a playerbase of hundreds of thousands of people to analyze general patterns, and we often get very different feedback from playgroups that play the game in different ways.
« Letzte Änderung: 24. Aug 2015, 01:50 von Lord of Mordor »
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Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #19 am: 24. Aug 2015, 01:52 »
The question for me is what the systemic problems are here. Is it a problem that factions have to conquer settlements at the start to set up their economy and fight for them before they can build up their castle economy? I wouldn't say so, that's actually what we wanted. The focus of the game is meant to shift over time, starting with the settlements and then slowly moving to the fortress as the main point of contention. A lategame fortress should produce enough that you actually have to siege it, and for that siege to be exciting the defender must still have a chance to win if he plays well. On the other hand of course you shouldn't be able to bunker from the start because then the game stops being dynamic, which is why we tried this new system of fortress economy being strong overall, but also expensive and not as efficient on a production per cost level. The idea is that you have to conquer settlements to get started, but later on outposts and fortresses emerge as more valuable targets (note that outposts have the same powerful but expensive economy as the fortress, so there's still a significant part of the economy outside the fortress).
First, thanks for the response!
Now what I will say to this is that in 4.0, the very first English release of the mod that made me absolutely fall in love with it, the economy system allowed people to get enough money to survive in a siege. I know because I did it plenty of times against my friends, and that might not have been competitive but we were still playing as good as we could. Now, moving on to the updates released, when I really DID start playing competitively on Tunngle and such, once again I was frequently able to get enough of an economy to defend if my enemy got map control. So my question is this: if the old system worked fine, why change it? I know that your aim is to get people to try and defend in a siege, but the fact is that a lot of people just can't be bothered. Sadly, a lot of people don't like long drawn out games like myself and a few others, and just want to quickly finish a game in 10 or 20 minutes. If the economy system hadn't been changed, there wouldn't be any need at all to nerf either Rohan or Mordor, which brings me back to my point, why change something that works fine?

So I'd say the main problem here is the fact that two factions, Rohan and Mordor, can put out so much manpower in the early part of the game that no other faction can compete with it. That can never be healthy for gameplay, regardless of the economy system. We want early fights for farms, and we want them to be interesting with both the attacker and defender having a chance. That seems to require weakening Rohan's and Mordor's early spam to a more reasonable level. In Rohan's case, this will probably have to go along with compensating lategame buffs like a dismount for the Royal Guard. In Mordor's case I'm not so sure, they already have quite a few very powerful late game options after all.
Mordor doesn't need any nerfs to their orc spam, that is how they are meant to be played, with extreme aggression. The difference between Mordor and Rohan is Mordor actually has extremely good late game units, while Rohan really doesn't. Instead of just making Royal guard better, Rohan needs a new unit or abilities to contend with pike spam, and there have been many suggestions for this. Ranging from making the Military Camp Rohirrim stronger, to adding new cavalry units that can resist pikes better, to making abilities that reduce pike damage. Of course, you could also add some elite infantry units, but since you(the Edain team) have stated that you want Rohan to be a cavalry faction, which really makes quite a lot of sense in their lore, something should be done to help their cavalry more appealing late game, over peasant spam. Also, this is a little off topic, but I think the best way to help Isengard survive early game would be to simply reduce the cost and recruitment time of Scouts, and also make them a little weaker, along with reducing the cost of the Wildmen Hut and Wildmen themselves. I would say scouts should be 200, Wildmen Hut should be 250 like all other external buildings, wildmen should be 150 and wildmen axe throwers should be 250, and finally torches upgrade should be 100 for normal wildmen, 150 for axe throwers. Now, these units should be about as good as a peasant spam, with scouts being a little stronger, Torches should make Widlmen about as good as Drafted Peasants.

Why are Gondor soldiers useless later, by the way? Upgrades are there precisely to let units like them stay relevant throughout the game.
Useless as compared to the other units Gondor can get. Gondor Soldiers with upgrades are much weaker than say Tower Guards or Rangers, even the fiefdom troops are better. I would define their uselessness as thus: A full Gondor army made up of basic swordsmen and archers is much easier to kill, and much weaker, than a full army of tower guards and rangers.

The cavalry change was not meant as a nerf, it's an experimental entirely new system. Previous feedback has been that cavalry can't even get rid of basic archers because their trample deals to little damage and if they stick around in melee to finish the job they get murdered. Now, Rohirrim kill Gondor archers by trampling them once. It follows quite naturally though that one group of Rohirrim shouldn't be able to oneshot entire armies of archers, hence the stronger slowdown. The details of this can easily be adjusted, but I think it's potentially a more interesting system than being able to trample lots of units with one group while dealing little damage to each of them.
I never intended to imply that I thought the cavalry change was a nerf, what I said was that it was a double edged sword. It has made cavalry next to useless against Gondor, Isengard and Dwarves, while making them extremely strong and useful against Mordor, Rohan and the forthcoming Lothlorien. I personally think a happy medium should be found, where cavalry can instakill archers by trampling, and deal heavy damage to swordsmen, but also be able to trample pikes without instantly dying. I really like the new slowdown mechanics, and I think they fit well. The current system, both damage and trample deceleration, is really the same as vanilla BFME. I didn't have a problem with this, just the hero nerf and economy system. Also, I don't know who said cavalry dies if they stick around for melee, that's how I beat people as Rohan in my early days of the mod, trample once then melee it out.

Heroes are still stronger than they were with the release of 4.0, we just took back a part of a recent and quite significant. That is because we got feedback that people were simply spamming heroes and there wasn't much you can do about that. I've also heard from some very proficient players that even with the new economy and the hero nerf, Gondor can still sit back in its base, get enough money to spam heroes from just their internal structures and beat the enemy with that. This is part of what makes this balancing job so difficult: We don't have a playerbase of hundreds of thousands of people to analyze general patterns, and we often get very different feedback from playgroups that play the game in different ways.
Well, I will just say this, my games against Gondor are rarely a hero rush situation. Usually, the Gondor player fights to try and keep outer map control, spamming weak Gondor Soldiers, and this costs them the game. I myself don't spam heroes either as any faction until I have a reasonably strong army, because even before they were nerfed in 4.1.2 they weren't as good as an army, at least in my view. To my knowledge, hero spamming only happened with Rohan, Gondor and Dwarves, and that was only when statues were 100 and could give 50% off. With the new(excellent) changes to the heroic statues, I never saw another player hero rush again. I also understand that you probably get lots of different feedback from different sources, but I'm going to stick to my guns on this one, I think the only heroes that needed a bit of a nerf were Dwarves. In this new update, just fighting in large scale battles will get heroes killed, even if they are in the middle of your army and all your enemies heroes are dead. The lack of health substantially decreases their role. Maybe instead of weakening their health, you could weaken their armor against other heroes? That way you could get your heroes to participate in big epic battles without dying just from the normal units.

Nice to have a serious discussion about this with a team member, I hope you'll continue the discussion :)
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Isilendil

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Re: Discussion About 4.1.2
« Antwort #20 am: 25. Aug 2015, 08:24 »
I play Edain for 3 years and I can tell that you took a huge step backwards, than forward. In Edain 3.8.1 much more the best gameplay and the atmosphere of game. In Edain 4.0 all on another
, there isn't enough freedom in this gameplay and all game on some captures of positions. I am sure that many fans of Edain will agree and agree with me to this day. If you respect opinion of the fans, make the right decision. At the moment you move back and Edain 3.8.1 though old, but much more the interesting version, than 4. I write surely that much don't like Edain 4 as I am the administrator in community of fans of Edain from all CIS countries and constantly I notice discontent to Edain 4 and sympathy for Edain 4
Our community - vk.com/edain_mod
The text is written by means of translate.ru. In advance I apologize for mistakes.

korner

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Re: Discussion About 4.1.2
« Antwort #21 am: 25. Aug 2015, 08:43 »
I play Edain for 3 years and I can tell that you took a huge step backwards, than forward. In Edain 3.8.1 much more the best gameplay and the atmosphere of game. In Edain 4.0 all on another
, there isn't enough freedom in this gameplay and all game on some captures of positions. I am sure that many fans of Edain will agree and agree with me to this day. If you respect opinion of the fans, make the right decision. At the moment you move back and Edain 3.8.1 though old, but much more the interesting version, than 4. I write surely that much don't like Edain 4 as I am the administrator in community of fans of Edain from all CIS countries and constantly I notice discontent to Edain 4 and sympathy for Edain 4
Our community - vk.com/edain_mod
The text is written by means of translate.ru. In advance I apologize for mistakes.

I would say at least 80% of people on this board here WANTED to have the game in the style of BFME I with the fixed building locations.
Therefore I think the team acted according to the wishes of the community (and also their own preference), not against it.
If people on your board don´t like it - I´m sorry for them, but that´s life...

Most people here like the changes very much (me too). Of course it´s now a totally different game then before.
But if you want the old gameplay experience you can also install and play 3.81, which was also a very stable, bug-free version. That´s no problem, feel free to play the old version if you prefer.

Elite KryPtik

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Re: Discussion About 4.1.2
« Antwort #22 am: 25. Aug 2015, 17:41 »
I play Edain for 3 years and I can tell that you took a huge step backwards, than forward. In Edain 3.8.1 much more the best gameplay and the atmosphere of game. In Edain 4.0 all on another
, there isn't enough freedom in this gameplay and all game on some captures of positions. I am sure that many fans of Edain will agree and agree with me to this day. If you respect opinion of the fans, make the right decision. At the moment you move back and Edain 3.8.1 though old, but much more the interesting version, than 4. I write surely that much don't like Edain 4 as I am the administrator in community of fans of Edain from all CIS countries and constantly I notice discontent to Edain 4 and sympathy for Edain 4
Our community - vk.com/edain_mod
The text is written by means of translate.ru. In advance I apologize for mistakes.

The majority of people I have talked to in while playing online have stated that they prefer this version to others, because it is more strategic and skill based. I personally was just waiting for the English translation so that I could understand what I was playing, and I would have played the free build bfme2 style, but I massively prefer the bfme1 style.
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