Topic: Tempo Training Tournament
hessenfarmer |
Posted at: 2020-04-20, 11:23
Well, I would say we should aim at balancing all 5 tribes economically for the early game (Although we might not fully reach the goal). For this some may need a slight push some may need a little drawback.
Here I agree only partly. if you make everything very fast you end up with what was once called speed widelands. And not everybody me including would love the need for fastclicking game. That is for what I always loved widelands, settlers Anno and so on, having time to think and click and having a beer while playing as well.
Being late on the first hero would only leave you a chance if you are faster on the second and third and the next ones. Which is only the case in very rare corner cases. Mostly in a fight of different tribes. If both are playing the same tribe a 10% early advantage of a player should give him the chance to built up his economy any further while the other player is still struggling with its first hero.
Agreed. However we shouldn't use balance in this context. The hero making abilities should be balanced between the tribes. Costs should be balanced as well. The rest is player ability which can't be balanced. Top Quote |
king_of_nowhere |
Posted at: 2020-04-20, 12:12
yes, we can't just take the times at face value. if we did, i just managed to go below 30 minutes with empire, so we should buff barbarians instead. but i'm not proposing that, because barbarians are fine. however, i am of the opinion that marble economy is a bit too clunky. the problem is that you start with a small production capacity, because you only have 2 wine farmers. and you cannot increase your marble production without spending an inordinate amount of marble already. so it is very slow to increase marble economy. and since the greatest marble cost is wineyards, you spend a lot of marble to get more marble... and then you don't need it that much anymore. Like, production of marble is low in early game and high in late game, but request of marble is high early and low late. I would even consider removing the marble columns from wineyards and wineries and adding them to bakeries and breweries. marble cost of the economy would even be slightly higher, but it would be easier to start marble mass production. I think it would allow a more natural development of building material economy: first secure a steady supply of marble, and then use it for the rest of the economy. But perhaps it is too big a change in flavor for some. I'm not sure I like how it would change the feel of the tribe myself, and I'm the one proposing it.
I considered something along those lines. Like, the target is 3 heroes, and the total time is the sum of the three times at which one gets all of them.
Agreed that we would not want to make things too fast. I also like to have time for breathing (though playing competitively while holding a beer is a bit too much. We may want to introduce a 0.5 speed for that). but the game should not be slow because someone put a brake on it. it should be slow because you have many pieces in your economy to complete and improve. So, if you cannot make a hero immediately because you first need to make a gold mine, that's what we want out of this game (i myself suggested to change some prices for atlanteans to get there). If you need more famrs to get a sustained production, that's good. but if you cannot make a hero fast because you only have a trickle of marble, and you cannot get more marble because all the marble-producing buildings cost lots of marble themselves... or if you have all your economy in place, but you must wait because there is one worker that needs a lot of promotions and works very slowly... or if you have all your economy in place but you must wait for a building that's ridiculously expensive... those feel like artificial limitations. And I'd say we are already in a good place. especially compared to a few years ago. we removed a lot of artificial limitations (mostly the barbarian blacksmith needing a staggering 24 experience to level up)
actually, it is the case if your opponent took too many shortcuts and doesn't have a fully developed economy. which doesn't usually happen only because if one has the skill to build up the economy for a fast hero, one generally also knows what he's doing.
and that's why i proposed some defender bonus. because right now, whether the slight advantage is a faster hero or some more half-trained soldiers, the correct thing to do is to kill your opponent with your early advantage without letting him develop. but this is for another thread
Yes! this actually sums up economical skill much better than my attempts at explaining. Top Quote |
king_of_nowhere |
Posted at: 2020-04-20, 12:20
I managed to improve a lot on empire time and get to 29:45. turned out, the key to it was on one hand to build lots of quarries (the only way to get marble without spending more marble first) and on the other to reduce marble use as much as possible and recycle any marble column that can be recycled. Some more minutes can surely be shaved from this time, but not too many. there really is no way to get much more marble fast enough. The hard limit should be around 25 minutes. I also tried to build up more marble economy, with a toolsmith and two more wineyards, but could not go below 35 minutes. it just took so long to set up the initial production that it would offset any later advantage. of course, that would be the best way for a long game, though. Top Quote |
hessenfarmer |
Posted at: 2020-04-20, 12:56
I have never challenged your observation about empire marble production and I won't do so. I just wanted to emphasize 2 things: we have 5 tribes to balance as far as possible and we should consider the whole picture of all tribes (including 2 and ongoing hero production) for balancing.
That is the reason why I don't do Multiplayer that much ;-). However making it so fast that we really need 0.5 speed does sound weird. So I believe we could agree it to be playable on normal speed, without the need to click once every second or even faster.
But most of these things seem to be more severe in the special setup of this tournament. E.g. I would build the colosseum only if I can afford it and stay with the arena so long which gives you some evade without gold in a normal game (learned this in last years tournament). However I am fully with you we should consider buildcost in this special case (and maybe others as well that just need to be discovered)
What is interesting about the numbers provided so far is that depending on players abilities and experience the times for each tribe are not that different (around 40 mins for me, 30 mins for you, with an advantage on the atlantean side for everyone) so this means we made a good job so far in balancing I believe and we could use the results now to improve even further.
Exactly.
and it is not forgotten
Unfortunately it is easier to explain as to do Top Quote |
the-x |
Posted at: 2020-04-20, 13:25
Nice, 29:45 is really good i think. The hard limit around 25 - maybe a bit longer about 27 Also had the same thing with marble its areal lot, though it also makes fun to optimize the economy to marble. If you see my first build orders you will get the opinion that marble is the only thing that counts, like the toolsmith with frisians. I am so excited forf the times, and liking to post mine also but only if world also tooks place, since there are many things he wants to copy since i have some new ideas how to optimize eco to perfection. Top Quote |
the-x |
Posted at: 2020-04-20, 13:32
I just opened a thread for this topic: https://www.widelands.org/forum/topic/4822/?page=1#post-32606 So we can have here the Tournament Themes
I dont think the game should be aiming at "to kill your enemy" In first place its a strategy game, a game where you build up and maybe more about collecting ressources and saving areas like in mentioned in "Makrobalancing". Today all the maps are build with almost infinte gold ressources (same as Iron) so many startegic possibilities are lost in the game. Top Quote |
niektory |
Posted at: 2020-04-20, 18:32
I'm pretty sure it is: Wrong ratio of Granite:Marble produced by Empire Marble Mine #3863 Top Quote |
king_of_nowhere |
Posted at: 2020-04-20, 19:07
a strategy game is a game where you have to defeat your opponents. you defeat your opponents through stragtegy. in the vast majority of strategy games the final purpose is to kill the opponent with military (the one exception i know, the civilization games, where you have other victory conditions like science victory. but you still must have an army if you don't want to be annihilated by someone else). in a strategy game you build up, and what you build up is military power to defeat the opponent. Top Quote |
WorldSavior Topic Opener |
Posted at: 2020-04-20, 23:00
I vote for fixing that bug before b21. If one changes two lines only slightly, the stone program gets executed only when stone is needed, and this should solve the problem. It also improves marble efficiency by 50% like i suggested. This would reduce the problem that imperial buildings are so expensive.
No, even without the bug, the buildings are too expensive because of the marble. Wanted to save the world, then I got widetracked Top Quote |
king_of_nowhere |
Posted at: 2020-04-22, 23:46
i realize the barbarian time can actually be improved by several minutes. one has to make a second metal workshop and upgrade it to war mill before the blacksmith is ready. that way, when the blacksmith has finished gathering experience, there is already the war mill ready. no need to lose time to finish it. this way it will be possible to go below 30 minutes. i don't think i will want to actually do it, though. i'm feeling lazy Edited: 2020-04-22, 23:47
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