@@nicolasmora9331 the early game gold/lumber income lacks definition. the income graph is too low in the early game, and too steep/stable in the late game, and therefore makes the map unfriendly to new players. it lacks defensive definition as well, most towers are progressively uni-dimensional. the other day i uploaded a 24w video of plague where i won with average gold that was 15% less than my normal games, i uploaded in the timeframe when blizzard bugged the upgrade mechanic of the game being the difference of the previous-minus-next upgrade; this changed the graph into a contemporary steep early game - making early game income higher and facilitated a better blueprint of cohesion, without changing the late game income at all, and even making it needless in most cases. in summary: when blizzard did this bug mistake, the game had a 1:0.9 gold ratio, but higher cohesion levels. this application had a better orientation in the behalf of game theory and cohesion, and was far more friendly to the newer player. this change also made the game easier, further proving that the difficulty, was a failure of map design. my question is, how did i win plagu e(an impossible biome) with 15% less gold overall on average - than all my other games combined? i can answer that easily with a single graph and a few video timestamps, and when i tried to do so, i was met with animosity by the lackey of the map maker, which was later escalated to me getting banned. the result? well, you can see how much of a failure this current version is.
Already making use of shelters. Man i suck at this.
Monster defense i guess especially if u play blood elves
i played monster defense, it has the exact same problems.
@@xadionwc3what problems do you mean? I also played it
@@nicolasmora9331 the early game gold/lumber income lacks definition. the income graph is too low in the early game, and too steep/stable in the late game, and therefore makes the map unfriendly to new players.
it lacks defensive definition as well, most towers are progressively uni-dimensional.
the other day i uploaded a 24w video of plague where i won with average gold that was 15% less than my normal games, i uploaded in the timeframe when blizzard bugged the upgrade mechanic of the game being the difference of the previous-minus-next upgrade; this changed the graph into a contemporary steep early game - making early game income higher and facilitated a better blueprint of cohesion, without changing the late game income at all, and even making it needless in most cases.
in summary:
when blizzard did this bug mistake, the game had a 1:0.9 gold ratio, but higher cohesion levels. this application had a better orientation in the behalf of game theory and cohesion, and was far more friendly to the newer player. this change also made the game easier, further proving that the difficulty, was a failure of map design.
my question is, how did i win plagu e(an impossible biome) with 15% less gold overall on average - than all my other games combined? i can answer that easily with a single graph and a few video timestamps, and when i tried to do so, i was met with animosity by the lackey of the map maker, which was later escalated to me getting banned.
the result? well, you can see how much of a failure this current version is.
@@xadionwc3 what upgrade mechanic do you mean? Dont know about that bug. But I get what say, early income may be a problem.
@@nicolasmora9331 no point in talking about it. The ones who should listen won't.