KaM Remake gameplay balance
PostPosted: 26 Aug 2012, 13:24
I am worried to start this topic, but i must. I think this question is always the most important as long as we want games to be interesting, compentitive and fun. The thing is that it is very plesaunt to enjoy the game. I think, people always expect fun when playing good well constructed strategy games. In this construction/system the most important thing is balance. For creating a good balance you must understand where is maxima and minima and understand wich elements of a system can help to provide equal interaction between parts of a system.
That was an introduction and now i want you to go throught few details of this quite complicated system - KaM Remake gameplay balance.
Ill try to do this by using the interdependence pricple and ofcourse i will hardly base it on princeple of difference, because it is what makes our world interesting and beautifull and wich holds the system interactions. The unitary system provide the distruction while system wich is based on differency is always consructive. So ill show you few the most important c o n n e c t i o n s wich brakes kind of equilibrium of the KaM remake balance:
- KaM Remake as long as i remember was always something really new and different compare to original game. You want to make game closer to original wich will give even more beauty to the project. So you did few moves in this way. For example, food production is much more important. What is a consequences of this move? Pracicly: You need more farms now to produce different types of wares. Ofcourse you can make sausages and play with the amount of farms you used in previous releases. But it makes game unitary and nondifferent. You can live with 9 farms and have eought decent weapon production if you use sausage strats. On the other hand you cant live on 9 farms when you want to have editional bread and horses. So you need 13 farms now. ITs 13 farms minimum wich is mostly impossible.
What is other consequence food productuion changes. You've taken a lot of time from playes by cutting their strategies in parts. Now they should all find the time for building a food production in the exactly same amount of peace time as it was before. So the actual consequence is that it is impossible to make as big army as it was in earlier releases. So now best players mostly have 40-65 units. When they could have managed 65-110 in release before. So it pulls the mechanism and more consequences comes. For example, less rushes , more macros.
Look now here! On the other hand you improved towers and you want to prevent builder rush. It will brake system so hardly because now players have better towers but less armed units. So how do you suppouse to atack the tower-town if you have that small armies. How do you expect us/players to go throught 10-15 towers? Its nearly imposible and completly not enought fun. I saw how it works. It stopps even the best players.
Earlier there ware ways to train different units for a battlefield. Use swordsman or axefighter, bow, etc. Now everyone clearly understand that xbows+lance cerrier is the most strong strategy and they freely play it in macro style while deffending their macro macro town by towers. So they are not more affraid about rushes, not more affraid about builders. Camping for everyone! Long tiredfull games for everyone. Back again to non-cavalry mode etc... The problem is that now you even made leather in the market 2 times more exepsive wich gives players less chances to make their gameplay as different as it was before. For me it is better to delete marketplace now because those who understands a game knows that this building is completly uselss now.
Guys, the main problem is that the algorithm looks now p a r t u a l y changed, but you need to change balance s y s t e m a t i c l y . Thats the biggest gap in logic. People think they will change a part or a symptom and they will cure or fix the whole thing. Wich is not always working. Please make changes systematicly and slightly/slower and everithing will be fine.
Please argue on empirical checked arguments. I am quite sure we won tournament with Revo because we understand the game very well but not because we are using to make everithing simple by using masses and tower-strategies. I Have a lot of expirience and what i write here was tested by me and i really want you to trust my opinion and be critiical enought to those who is rarely playing Remake(look in "towers" topic).
I also want to ask everyone who have personal problems with me: do not project our relationships in public discussions.Thnks
That was an introduction and now i want you to go throught few details of this quite complicated system - KaM Remake gameplay balance.
Ill try to do this by using the interdependence pricple and ofcourse i will hardly base it on princeple of difference, because it is what makes our world interesting and beautifull and wich holds the system interactions. The unitary system provide the distruction while system wich is based on differency is always consructive. So ill show you few the most important c o n n e c t i o n s wich brakes kind of equilibrium of the KaM remake balance:
- KaM Remake as long as i remember was always something really new and different compare to original game. You want to make game closer to original wich will give even more beauty to the project. So you did few moves in this way. For example, food production is much more important. What is a consequences of this move? Pracicly: You need more farms now to produce different types of wares. Ofcourse you can make sausages and play with the amount of farms you used in previous releases. But it makes game unitary and nondifferent. You can live with 9 farms and have eought decent weapon production if you use sausage strats. On the other hand you cant live on 9 farms when you want to have editional bread and horses. So you need 13 farms now. ITs 13 farms minimum wich is mostly impossible.
What is other consequence food productuion changes. You've taken a lot of time from playes by cutting their strategies in parts. Now they should all find the time for building a food production in the exactly same amount of peace time as it was before. So the actual consequence is that it is impossible to make as big army as it was in earlier releases. So now best players mostly have 40-65 units. When they could have managed 65-110 in release before. So it pulls the mechanism and more consequences comes. For example, less rushes , more macros.
Look now here! On the other hand you improved towers and you want to prevent builder rush. It will brake system so hardly because now players have better towers but less armed units. So how do you suppouse to atack the tower-town if you have that small armies. How do you expect us/players to go throught 10-15 towers? Its nearly imposible and completly not enought fun. I saw how it works. It stopps even the best players.
Earlier there ware ways to train different units for a battlefield. Use swordsman or axefighter, bow, etc. Now everyone clearly understand that xbows+lance cerrier is the most strong strategy and they freely play it in macro style while deffending their macro macro town by towers. So they are not more affraid about rushes, not more affraid about builders. Camping for everyone! Long tiredfull games for everyone. Back again to non-cavalry mode etc... The problem is that now you even made leather in the market 2 times more exepsive wich gives players less chances to make their gameplay as different as it was before. For me it is better to delete marketplace now because those who understands a game knows that this building is completly uselss now.
Guys, the main problem is that the algorithm looks now p a r t u a l y changed, but you need to change balance s y s t e m a t i c l y . Thats the biggest gap in logic. People think they will change a part or a symptom and they will cure or fix the whole thing. Wich is not always working. Please make changes systematicly and slightly/slower and everithing will be fine.
Please argue on empirical checked arguments. I am quite sure we won tournament with Revo because we understand the game very well but not because we are using to make everithing simple by using masses and tower-strategies. I Have a lot of expirience and what i write here was tested by me and i really want you to trust my opinion and be critiical enought to those who is rarely playing Remake(look in "towers" topic).
I also want to ask everyone who have personal problems with me: do not project our relationships in public discussions.Thnks