Can't believe how much you misinterpret my words.
Focusing on what you can change are precisely the decisions you can make, it isn't about fault but about choice. This includes choosing to accept your emotions, acknowledging the cause and applying the solutions, which are entirely your own.
Only if they enter combat, so you'll need to know the return per second fighting, Ill let somebody else crunch the real numbers.
So you actually want them to fight longer, so you want to engage in pitched battles against cavalry or militia, and not (as one might assume) raiding against low-hp...
Focus on things you can change.
You cannot change your opponent's decisions, but you can change your own. Frustration with things beyond your influence is natural, accept it like a log passing in the stream.
No need to balance civs, there are plenty of ways to balance the map generation and settings of EW.
Remove pre-built buildings except for farms and houses, the placement is always an issue anyway and takes away player agency.
Reduce nearby resources while increasing neutral resources, this...
Lol, you miss the point, I am talking about the quality of the rms scripts; there's so many better map scripts out there but unused; just look at all the excellent maps in tournaments.
I shouldn't have to learn to play any other map type than I want, because the map pool should and could be...
All of this talking about matchmaking algorithms and player morality. The fix lies with the maps.
First we need more higher-quality maps in the pool. The next step would be to create map-specific ladders: open, closed, water and nomad.
Besides water I felt the map features had very little effect on how games were actually played, i think this is due to the standard primary/secondary resources being too plenty/closeby (gold/stone).
Its a shame when in the end the game gets played on an 'o-o' pattern, only between players...
This looks amazing!
Not a fan of Atacama, Hideout and Gold Rush, and I would consider Cross/Four Lakes a classic. That said, since you're not using the official DE versions but will do some edits, im positive the maps will be fun, balanced and competitive!
Gl & Hf!
I'm through with the idea that splitting ranked queues by maps would "split the player base"; it already is this way!
- Arabia (open land/hybrid)
- Arena (closed land/hybrid)
- Islands (open water/hybrid)
- Nomad (land/hybrid)
Let players queue up for any map type, and have ranked elo match...
Precisely; I remember reading a dev blogpost from a LOL dev, explaining why they didn't value win rate data quite as much for balancing. They looked at other metrics like pick/ban rate for example and they didnt have "all heroes/civs at 50%% win rate" as a balancing strategy. It was a very...