Let's discuss new video from lead game designer

dbukalski

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Apr 8, 2015
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2,015
If this is their playtesting no wonder rally is so bugged. They just deploy troops and cross their fingers. They dont even know rally button exists or how messed up it is
 

Redgar

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Apr 9, 2015
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May be if he used new AI rally, he'd lost his army even faster ))) But I'd like to know if there is anyone on the forum that claims playing fair and having at least enlightement max walls?
 

This game is laggy

Dude, where's my village?
Joined
Apr 26, 2015
Messages
219
John doesn't seem to notice the bugs exhibited in the video. Here's what I posted in the video comment, but reproduced here for your convenience

me said:
Bugs I see in the video
  • 0:26: cavalry on the far right is doing ranged attack (4-5 unit distance).
  • 0:37: the same cavalry again. Instead of attacking the closest corner of the castle (bottom), he attacks from a further position (right corner)
  • 1:02: some of the cavalries take the longer path along the road (instead of the shorter path between farms and pyramid) to the mortar. Before they arrive, the other cavalries that took the shorter path has already destroyed the mortar.
  • 1:42: the general is attacking the wall even though there's an opening opposite of her.
  • 2:15: instead of attacking the defenders from her current position, she moves past the defenders before turning back to attack.
  • 2:19: now she moves away from the defenders to do ranged attack (even though she is a melee unit). What's odd too is that even ranged unit don't have to move back to attack - it's almost like the general can only attack from a very specific non-melee distance. Up until 2:30, she is just moving in an odd pattern attacking the defenders.
  • 2:44: cavalry defenders attack your cavalry over the wall at a long distance (health bar above your cavalry means that they are indeed doing damage to him)
 

This game is laggy

Dude, where's my village?
Joined
Apr 26, 2015
Messages
219
Seems like if you have multiple links in your post, it gets automatically tagged "Unapproved". Interesting. Can others see my post/links?
 

mwedwards

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Apr 24, 2015
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115
Poor choice of tactics. No use of rally. Bad attack start location.

A good look at what's going on in the minds of the game designers. We hear a lot about "design intent" in the monthly update notes -- here we can clearly see that John prefers an attack strategy in which one places high value on achieving the 50% victory star first, expects to lose 75-100% of his troops with high confidence in the ability of the AI to do most of the work. To John, this was a great example of the sort of defensive gameplay he is looking for and believes the customer wants. To me this exemplifies everything that is wrong with this game. It should be designed to prioritize achieving 100% defensive building and town hall destruction first, with 10% losses and careful micro on behalf of the player, to enable a steady cadence of 4 & 5-star victories every 4 minutes or so without wasting any crowns in the process. As a player willing to purchase crowns, this is more or less what I am looking for in this type of game, and John's design intent is steering it in the opposite direction. Rival Kingdoms so far appears much better aligned with this model and that's where I'm spending my mobile RTS gaming dollars these days...
 
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Redgar

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Apr 9, 2015
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1,394
Yes, I was kinda dissappointed too how they manage priorities and communicate. It looks like they're in parralel universe or smth. I think their top priority is to finish industrial age.
 

DestroyerArcher

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Apr 14, 2015
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122
Unbelievable, didn't even notice unit stupidity, just focused on talking about factory units and not even a SINGLE rally. No wonder unit AI is absurdly dumb.
 
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