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Location: Australia
Balance testing release r4297
For a few months we've been planning to make a "balance testing release" where we can test out some ideas to improve the balance of the game (specifically multiplayer since singleplayer balance can mostly be adjusted other ways). This topic will outline the experimental changes made and allow you to provide us with feedback regarding the changes. We are using the same mailing list as we do for the release candidates (betas), but if you are not on that list and you want to participate in the balance testing please send your email address to contact@kamremake.com.
This release is based on r4179 with minimal changes, so you won't see any new features and (hopefully) no new bugs. This release is all about balance.
Server admins: If you could host a server in this release we would really appreciate it! Hopefully once we have a server running there will be enough people playing this release to do some serious testing.
If you participate in this balance testing please give us your feedback, preferably through the forum (email is ok if forums are not your thing, but we prefer the forum so other users can comment on your feedback). Krom and I are only able to play a limited number of games so we really need your help in judging the success or failure of these changes. Please write considered answers, not just speculation. As always everybody is welcome to his own opinion, personal attacks/insults will not be tolerated.
NOTE: The changes made in this patch are NOT final, this is simply an experiment to see whether the changes improve the game. Some of the changes may need to be tweaked or may not be used at all.
Issues addressed in this patch
Shields bonus
We have made units with shield (including knights/scouts) have +1 defence against bowmen/crossbowmen. Axemen/swordsmen are currently not used much because lancemen/pikemen are much cheaper and still good as a "meatshield" for archers. Knights/scouts are not used often because of high price (horses are slow).
Bowmen aiming delay
We have reduced the aiming delay for bowmen. Previously it was 0.8-1.6 seconds (same as crossbowmen), now it's 0.4-0.8 seconds. Currently bowmen are rarely used, crossbowmen are so much better.
Market loss
We have reduced the market loss ratio from 2.5 to 2.0. This means when you trade, 50% of the resources you put in are kept as a "tax" by the merchants, the other 50% buy the resources you asked for. Previously these values were 60% tax and 40% for trading. Now that the prices more accurately reflect the value of resources (all trades are about equally unappealing) we think we can reduce the amount of goods lost in trading without making the market overused.
Note: Due to rounding some trade rates might be unchanged and others might change dramatically. If you see anything which doesn't look balanced write about it here.
Issues NOT addressed in this patch (but hopefully addressed soon)
Storm attack
Storm attack is not practical, especially in MP with lag delays. We have ideas to make storm attack last longer and be easier to aim (tell them where to storm to, rather than clicking button at the right moment which is not possible with MP lag)
Chasing archers
Killing fleeing bowmen/crossbowmen is hard, even with knights, as they keep going away from the hits unless you flank/surround them. After warrior/group refactoring we can make attack orders be followed through if the enemy steps away so they are pursued (within a few tiles)