Wait a sec, you are telling me you've never seen anyone lose with a so-called "unorthodox" strat? btw no I was (and am) being entirely serious but if this is the best reason you can give maybe I should resort to sarcasm.
Grid covers the whole map with these ugly, block-like lines so already the game looks like some minecraft rts. Can't imagine someone thinking mandala doesn't go right along with grid.
30 min for the second time is a bit excessive imo. Maybe just 5 min every time unless it's chronic (10+) then 20min or so.
I think the 5 min is good enough because it means the person who just alt-f4 won't be matched back with the same people who he just screwed over.
Yes and no. Most programs I write are object-oriented and I don't really need an overall vision to start writing my class structures. I don't know how aoe4 engine is written but it the idea is to potentially use the same engine on multiple games the structure of the program must be independent...
That's sorta just how good programs work. When you insert too many specific details of your final game into the general framework of the program you end up with a mess of bugs whenever you try to cahnge anything. Exhibit A: aoe2DE
What I don't understand is the following:
1. DE tg elo is broken
2. We can't choose our maps/etc. in DE for the sake of protecting the oh so accurate elo
Hell I'd even argue the top of the 1v1 ladder isn't that accurate as [some] players routinely snipe / dodge each other to inflate their elo...
I disagree strongly on this:
1. You can't expect everyone to strive to be pro and if they don't they aren't allowed to have a balanced game. You mentioned earlier the lower levels look to the pros for ideas/inspiration/etc. so this is even more true then: if the game is only balanced at pro...
I disagree. I don't think having a map opt-in system increases queue times, especially if the majority of players would opt-into most of the maps (as you seem to believe).
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