Responding To THE VIPER! & Pathing Follow Up

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  • Опубликовано: 21 окт 2024
  • I respond to some of the commentary from the Legendary‪@TheViperAOE‬, and give a brief overview of how minor reductions to villager collision size might improve villager pathing and efficiency.
    See Viper's Commentary Here:
    • Could lower collision ...
    #aoe2 #ageofempires2
    Song: Pathfinder By Alexander Nakarada, Creative Commons BY Attribution 4.0 License
    www.creatorchords.com
    • Pathfinder - Alexander...

Комментарии • 37

  • @Z4n4rK
    @Z4n4rK 4 месяца назад +5

    it's crazy how 15% is the worst reduction thanks to some math bugs or whatever. Great work as always. I'm eager to see viper react to this now, and you probably do so.

  • @pandaprewmaster325
    @pandaprewmaster325 4 месяца назад +3

    Nice seeing you getting some recognition by other aoe youtubers your ideas and stuff deserve recognition really cool things

  • @SaladEsc
    @SaladEsc 4 месяца назад +2

    I was happy to share the original video with the snek 🤩

  • @L3monsta
    @L3monsta 4 месяца назад +3

    I said it last time and I'll say it again, if there's a way to make walking villagers have a smaller hit box and working villagers (mining, chopping, gathering etc) have the normal size then that would be ideal imo.

  • @innertuber4049
    @innertuber4049 4 месяца назад +2

    I really like the look of the 20%. I can see there being some issues where being able to cram THAT MANY villagers onto one gold pile or woodline would require an entire rework of resource availability on all the maps, in other to maintain the risk-reward, so I don't think dynamic sizing would probably be a necessity. Otherwise, I fully support a change like this.

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад

      I agree, I like 20% and it seems to be the best combination of low-impact and high effectiveness. Dynamic shrinkage is another possible tool that may or may not be needed, but best to start with one change at a time.

  • @vongola8902
    @vongola8902 4 месяца назад +1

    keep these good works! your contents deserve more

  • @julianxamo7835
    @julianxamo7835 4 месяца назад +3

    I was excited when I saw my comment on a Viper video lol

  • @newbossbro3180
    @newbossbro3180 4 месяца назад +1

    Btw have you thought about water map games?
    People hates water because its heavily situational on map and many maps renders water useless to make effort on it. Maybe this suggestion can solve it.
    One way of solving Navy problem is through introducing separate population for boats. So that boats dont block population spaces for land units. Therefore going water won’t be a mistake anymore. 200pop human population and 50 boat population can be one way to address this. Altho won’t necessarily bridge the gap of early game problem of spending too much on it. But will make the lategame much better. Each Dock will make 10 population headroom for ships like Houses.

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад

      Thought about it a bit yeah, will likely be a future topic when I have time. I'd have to think about the pop thing, but I like the idea of more types of ships, water resources, etc, or maybe even a karambit-type ship that takes up half a pop.

  • @Uberpanik
    @Uberpanik 4 месяца назад +1

    One thing general efficiency increase could mess with is build orders.
    Which is a good thing to my mind.
    Unless some broken strategy gets discovered - it would fresh up the meta, even if a little bit

  • @patonnight
    @patonnight 4 месяца назад +2

    It would be cool to see how it affects melee military pathing, specially in those big knight fights.

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад +1

      Yep, that will be coming up soon.

  • @rurouniad
    @rurouniad 4 месяца назад +1

    Imho I would say let’s do small changes first vs big changes and seeing where it lands. I think the devs often implement fixes and new features and only create unintended consequences or undocumented features.

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад

      Works for me. Starting with 10% would be fine and ought to be noticeable, and easy to revert back if there's an unforeseen issue.

    • @rurouniad
      @rurouniad 4 месяца назад

      Also if they need to go further they can. As much as I love this era of balance we are in there are periods where the game is almost perfect balance to busted.

  • @kmule1337
    @kmule1337 4 месяца назад +1

    I'm texting Bill to get your hired as a consultant right NAO.
    Loving you vids and ideas, keep it up!

  • @stefanandrejcik571
    @stefanandrejcik571 4 месяца назад +1

    How about making Fortress, Fortified tower, Fortified palisade walls relevant in some shape of form or even making outposts somehow betetr like uograding them into "Sea towers" but instead they would be called like Fortified outposts or something

  • @PNWer_of_Souls
    @PNWer_of_Souls 4 месяца назад +1

    Not a bad idea, but pathing was not this bad back in HD. This is a direct result of the devs tampering with the og game and the implementation of the Xbox crossover. They should put all the new civs/features back into HD.

  • @shangri-la-la-la
    @shangri-la-la-la 4 месяца назад +3

    Back in my day Daut was top Dog.
    Also don't see much Fire or Fedex anymore.

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад +1

      DauT's a beast of course. Everyone has their favorite, and Viper just had the right combination of qualities to catch my attention, whereas I don't normally care for watching (e)sports very much compared to playing.

    • @shangri-la-la-la
      @shangri-la-la-la 4 месяца назад +1

      @@AdmiralWololo in regards to fun to watch Daut and MBL win that category and sometimes Vivi, Hera and Viper are for more straight up proformance.

  • @LordTameo
    @LordTameo 4 месяца назад

    Wouldn't the dynamic villager size make it impossible to block the unit with scout? I think it's pretty important mechanic in the game.

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад

      Not necessarily; it would depend how it's triggered, and could be set up in a way that it only triggers around your own units, when the unit is identified as being "stuck" when it goes idle for a certain amount of time.

  • @SteveNoBeard
    @SteveNoBeard 4 месяца назад +2

    Now call Vipurr out, get some of dat tasty yootoob dramah! I hear he's 110% washed now a days

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад

      Haha I think there's more drama to be had calling out Hera. Coming Next: Why Hera Should Go Back to League of Legends

  • @arbitrandomuser
    @arbitrandomuser 4 месяца назад +1

    was this a problem on the non DE version also ?

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад

      There were different types of pathing issues; it was better in some ways, worse in others. But early DE pathing was strangely better in some ways than current DE pathing, including villagers blocking and idling.

  • @flyingsteaks
    @flyingsteaks 4 месяца назад +1

    man I really feel like pathfinding is some of the stuff that makes this game not be S tier

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад +1

      Yeah, as much as I'm interested in new content, I really wish they'd put more time and effort into quality control and bug/pathing fixes.

    • @flyingsteaks
      @flyingsteaks 4 месяца назад

      @@AdmiralWololo I think Viper has spoken about this before but when you play like Starcraft 2 and compare that to DE.... it's really bad man, this game with crispy controls would be out of this world....

  • @JuliusCaminus
    @JuliusCaminus 4 месяца назад +5

    I am a Franks picker. We do not apologize for our greatness.

    • @AdmiralWololo
      @AdmiralWololo  4 месяца назад +3

      Every hero needs a villain

    • @JuliusCaminus
      @JuliusCaminus 4 месяца назад +2

      @@AdmiralWololo Raise the Oriflamme.