As someone who has watched all of the Trench War videos, I'm going to put my opinions on what are the issues at hand. Note I am currently a little tired so I might not be articulating in the same fashion my ideas, but hopefully it'll sound coherent. 1. Tanks: In these runs the first tank spawner is unlocked in only 50 seconds and by default releases 2 tanks, which is I think far too overpowered since it leads to the tanks crushing the infantry far too easily since the can't build enough numbers to fight them off since avg of 4 mg or mortars vs 2 tanks is particularly unfair kind of matchup. So, a fair few are the tanks overrunning the other side 'fore they can mount a meaningful resistance. If you want to keep the tempo the same, then A. Increase the amount that the other infantry spawn so it isn't mostly rifles resisting steel beasts supported by minuscule heavy weapons or B. bring back anti-tank units to counter, if the tanks roll out this fast then the restoration of AT would at least prevent a WW2 blitz in a trench war. 2. Barrages: It seem to be particular powerful them ten pounders, I remember in one (Think the 6th run in this if memory serves.) where half of the bunker's health was obliterated by the artillery. I can't tell if the problem is that if they're too inaccurate yet strong or. 3. Bases/Bunker: They seem to be forged in the finest cardboard and kindling compared to the past. Maybe this is rose tinted glasses, but I remember when they could take nearly a minute of beating from a horde of huns and still have some fight left once the reinforcement arrives. These fortifications seem overly fragile which compounds the barrage and tank rush problems aforementioned. I recommend increasing funding to the engineer corps to prevent repeats of these. 4. Tempo: I think this might be the potential root cause that created the above symptons. It may be speculation on my part, but I think you made these changes to in effect. Try to make Trench War a far faster pace and to get to the big grand clashes that attract many to it. But I think this has led to indirectly to leading to matches becoming far more quick decisive curb stomps due to how the reforms have been implemented as the vehicles are now far more easily overrun the infantry that typically had the first few minutes to develop a good composition of elite and mass units to prevent early vehicle rushes to be a threat. There are many ways of tackling this depending on how you want to, do you want to keep the faster tempo? If so then find a way to buff the infantry and military overall at the start somehow, like making the numbers bigger with a few units to country tank and aircraft rushes (More of a minor note but I think plane and zeppelins seem a bit too strong IMO since infantry appear to be better at anti-air than tanks, so if not addressed might end up being the new big problem.) If you don't want the faster tempo, push tanks more later and maybe make vehicles as a whole more expensive of the strength of the default of the average marble weaker so they can get 2 tanks or planes. TLDR: The problem isn't that it's one sided, but the design RN leads to too many easy, short one-sided curb stomps. Now I want to personally write about two things that aren't important, but I want to throw my two cents on them. 1. Bodies: I feel like they get in the way too much and are frankly put an eyesore that makes it hard to see the battlefield, and this is just with the comparatively shorter fights, let alone full matches. It might also negatively affect movement tho it's hard to say especially compared to the above matters at hand. A compromise might be to have the bodies slowly over time to emphasize that this is a grand long brutal slog that as the battle rages one the fallen rust, decay and are ripped by the crossfire as temporary cover into oblivion. 2. Music: I'll just blunt why is it EDM? IDK I feel confused why the main BGM of this genre which is fairly calming and relaxing is "Hallo Verdun, let's make some bloody noise to knock ze whole place down!" Personally, I feel like it'd be interesting to have more classical music or even real-life WW1 music since all songs before 1925 are in the public domain to more fit with the era of this game and style. Even if some of the records are a bit old and scratchy that's what I'd call immersive. Hopefully some of this will provide some interesting information sir. Overall, still enjoy my time watching these.
I appreciate the feedback! There is definitely much to fix; just on the last two points: 1. Bodies will be removed again, was just an experiment 2. Historical reasons, I guess. The overall "marble races/battles" niche favours this music, and the balance of ease and reliability makes it a solid choice, even if it isn't the best. I'd like to put more appropriate music, but I don't have much time available to me and I do prefer to spend time programming instead of selecting music
@@lostmarbles3d Maybe instead of bodies you can have splatoon-esque paint splashes? Also I 100% favor the edm, it's the perfect type of music for brain-turning-off videos like marbles.
No, it does not release 2 tanks by default. It means 2 are needed for 1 tank. For example, if a marble numbered 116 enters, it will release 116/2=58 tanks.
@@ISoldßinLadensViagraOnEbayఔ I know, I have eyes. But I meant that every marble spawns in with 4 already meaning without any splits or edition when they land tanks, they can make two tanks by default if not more usually.
I've only watched the first 2 matches so far (plus the previous Trench War video), but my best guess for why some of the games are ending so quickly is the new "All Shoot"/"Barrage" functionality, where it also makes all the tanks shoot. Since tanks do a *ton* of damage to the enemy HQ, this ends the game in victory for whoever is the first to get 3 or so marbles to hit "Barrage", since both sides are guaranteed to have a decent number of tanks because of the way the "cutoff wall" works (for a long time before then, the only thing marbles in the third "basket" can hit is the Summon Tanks bin, so all the marbles that get there summon tanks). The fix can therefore be as simple as removing tanks from the All Shoot functionality, or making them not do tons of damage to the enemy HQ (either only when following All Shoot, or in general since they're so strong anyways), or limiting their range during All Shoot (so they can only destroy the enemy HQ if they've earned it by fighting their way close enough), or removing Summon Tanks from the start of the third "basket" and replacing it with something else, or something like that. EDIT: Also, suggestion idea: try removing the trenches from 1 side to see what the effects are. How important is the "Trench" part of Marble Trench War? Do they actually give that much of an advantage?
Not a big fan of the dead bodies staying on the map. It was fun the first time, but I don't want it every time, it doesn't add anything and it fills the trenches.
I know I'm 6 months late commenting on this, but I'm finally watching the whole series and catching up, and personally, I hope that at some point in the future, there's a realization that vehicles are too easy to mass. Personally, I think the solution to this is to make tanks have a minimum crew of 4, planes a crew of 2-4, and zepplins a crew of 6, as well as make them like the officer, where they will only spawn one per pass-through for large marbles. This ensures that vehicles return to a moderately rare occurrence, since they were fairly uncommon in actual trench warfare, and this would put the focus back on the trench part of the game, where infantry masses are the key to victory. Trenches could also use an overhaul, I think. They're both too symmetric and too geometric. For a field at this scale, the trenches would be vaugely parallel lines with each other, just far enough apart that you can't shoot from one to the next. Infantry should have enough gravity that they will *always* fill a trench when a spot is available, and only march forward if their trenches are filled or if an officer comes through. Machine gunners and mortars could also "displace" riflemen in trenches, to improve defenses over time, and they'd maintain those defenses even during a push. In the same way that these defenders can displace riflemen, anybody should be able to displace corpses out of trenches, so the trenches don't fill up and the bodies become a macabre sandbag defense. Vehicle corpses should have a mortar-sized explosion on death, so their corpses don't clog the map, while also helping to clear either the forces they pushed into, or their own push force. Now I realize the vehicle suggestions make them sound weak if not massable, but their is a solution to this. Planes and zepplins can only be hit by other planes and zepplins, and tanks are practically undamageable except by mortars or other vehicles. This ensures that victory can only be achieved by a properly balanced army that is massing infantry, while also maintaining counter defenses.
Ooh hey, good to see that giving the spawning marbles wasn’t a bad idea! It’s a lot harder to predict where the marbles are gonna land now that’s for sure. Granted I made a big oversight and really should have predicted marbles could get stuck on top of the launchers like around the 6:00 mark. Funny enough I did think about adding a little slopped part over the top of them but I was all like “but that’s silly and pointless right? Why did I even think about that?” Lo and behold, it’s always the little things that sneak up on ya! Admittedly I spend most of my time watching the spawning so I really ought to have figured it out. Round 6 was BONKERS,… dear god I want to know what that last second nearly 2 thousand fighter plane spawn would have looked like! As for bias, I definitely wouldn’t say that one side always wins. Certainly not with any more of a guarantee than flipping a coin 20 times and always coming up heads! If I did have to hazard a guess the only real flaw in the simulation is the tank meta. Even at two times the cost the first time the tanks become available whoever manages to get the most of them out there in the field at once always has an advantage to the point where it does look unfair. Ignoring all else for example the aerial units are too “expensive” in terms of distance required to reach than is practical. Most units can still fire on them, they’re not that much faster than any others while being fragile. By comparison tanks are huge and bullet sponges so their effectiveness scales slightly higher than 1:1 with numbers. Only one round was won by aircraft breaking through as opposed to tanks doing most of the work in all the rest. On the subject of musical selections, I think it’s quite fine. It might not match the right tone but the,… tempo? Energy? One of those at least or whatever fits the helterskelter of these battles.
if one side has a statistical edge, it's because of the layout of the trench map (unless you've messed about with the stats of different marble colours) easiest way to fix that would be to just mirror the map ...a more interesting option would be to create (or otherwise acquire) a few different maps, like 5 or 6, then have a pachinko type minigame at the beginning to pick which map is chosen and what side a colour ends up on
also you might wanna consider making the wall above the selector cannons slanted, or some other way of stopping marbles getting stuck above the cannons
Always wondered, the small number under the 100% at the bottom of the screen, is that how many marbles that color has lost, or how many of the opponent's they have killed? I've never quite spotted which way around it is.
Idea: place a semicircle around the marble shooters in the selection area, so marbles can't get stuck on top of the shooters. It should be small enough not to interfere with the shooters, but large enough to prevent marbles from getting stuck.
Ok this might just be me seeing things but sometimes in the older videos I swear I have seen marbles with high or low numbers sometimes just never spawn things. im not talking about stuff that has defaults of a certain amount can be spawned just sometimes I watch 100 fall something like machine gunners while the camera is at the spawn point, and only 10 appear. again might just be me seeing things wrong as its happened before.
@@Lodit24 True, but if you're suggesting removing all the audio then maybe it should be changed to something better. Like why a bloody trench war is using EDM?
@@jamesfoz6400 "The overall "marble races/battles" niche favours this music, and the balance of ease and reliability makes it a solid choice, even if it isn't the best. I'd like to put more appropriate music, but I don't have much time available to me and I do prefer to spend time programming instead of selecting music" - reply from lost marbles to another comment can't say I like the music very much either, but I just mute the tab and it's fine
As someone who has watched all of the Trench War videos, I'm going to put my opinions on what are the issues at hand. Note I am currently a little tired so I might not be articulating in the same fashion my ideas, but hopefully it'll sound coherent.
1. Tanks: In these runs the first tank spawner is unlocked in only 50 seconds and by default releases 2 tanks, which is I think far too overpowered since it leads to the tanks crushing the infantry far too easily since the can't build enough numbers to fight them off since avg of 4 mg or mortars vs 2 tanks is particularly unfair kind of matchup. So, a fair few are the tanks overrunning the other side 'fore they can mount a meaningful resistance. If you want to keep the tempo the same, then A. Increase the amount that the other infantry spawn so it isn't mostly rifles resisting steel beasts supported by minuscule heavy weapons or B. bring back anti-tank units to counter, if the tanks roll out this fast then the restoration of AT would at least prevent a WW2 blitz in a trench war.
2. Barrages: It seem to be particular powerful them ten pounders, I remember in one (Think the 6th run in this if memory serves.) where half of the bunker's health was obliterated by the artillery. I can't tell if the problem is that if they're too inaccurate yet strong or.
3. Bases/Bunker: They seem to be forged in the finest cardboard and kindling compared to the past. Maybe this is rose tinted glasses, but I remember when they could take nearly a minute of beating from a horde of huns and still have some fight left once the reinforcement arrives. These fortifications seem overly fragile which compounds the barrage and tank rush problems aforementioned. I recommend increasing funding to the engineer corps to prevent repeats of these.
4. Tempo: I think this might be the potential root cause that created the above symptons. It may be speculation on my part, but I think you made these changes to in effect. Try to make Trench War a far faster pace and to get to the big grand clashes that attract many to it. But I think this has led to indirectly to leading to matches becoming far more quick decisive curb stomps due to how the reforms have been implemented as the vehicles are now far more easily overrun the infantry that typically had the first few minutes to develop a good composition of elite and mass units to prevent early vehicle rushes to be a threat. There are many ways of tackling this depending on how you want to, do you want to keep the faster tempo? If so then find a way to buff the infantry and military overall at the start somehow, like making the numbers bigger with a few units to country tank and aircraft rushes (More of a minor note but I think plane and zeppelins seem a bit too strong IMO since infantry appear to be better at anti-air than tanks, so if not addressed might end up being the new big problem.) If you don't want the faster tempo, push tanks more later and maybe make vehicles as a whole more expensive of the strength of the default of the average marble weaker so they can get 2 tanks or planes.
TLDR: The problem isn't that it's one sided, but the design RN leads to too many easy, short one-sided curb stomps. Now I want to personally write about two things that aren't important, but I want to throw my two cents on them.
1. Bodies: I feel like they get in the way too much and are frankly put an eyesore that makes it hard to see the battlefield, and this is just with the comparatively shorter fights, let alone full matches. It might also negatively affect movement tho it's hard to say especially compared to the above matters at hand. A compromise might be to have the bodies slowly over time to emphasize that this is a grand long brutal slog that as the battle rages one the fallen rust, decay and are ripped by the crossfire as temporary cover into oblivion.
2. Music: I'll just blunt why is it EDM? IDK I feel confused why the main BGM of this genre which is fairly calming and relaxing is "Hallo Verdun, let's make some bloody noise to knock ze whole place down!" Personally, I feel like it'd be interesting to have more classical music or even real-life WW1 music since all songs before 1925 are in the public domain to more fit with the era of this game and style. Even if some of the records are a bit old and scratchy that's what I'd call immersive.
Hopefully some of this will provide some interesting information sir. Overall, still enjoy my time watching these.
I appreciate the feedback!
There is definitely much to fix; just on the last two points:
1. Bodies will be removed again, was just an experiment
2. Historical reasons, I guess. The overall "marble races/battles" niche favours this music, and the balance of ease and reliability makes it a solid choice, even if it isn't the best. I'd like to put more appropriate music, but I don't have much time available to me and I do prefer to spend time programming instead of selecting music
Honestly I like the bodies idea I think it's not the Best greatest rn but it's got potential
@@lostmarbles3d Maybe instead of bodies you can have splatoon-esque paint splashes?
Also I 100% favor the edm, it's the perfect type of music for brain-turning-off videos like marbles.
No, it does not release 2 tanks by default. It means 2 are needed for 1 tank. For example, if a marble numbered 116 enters, it will release 116/2=58 tanks.
@@ISoldßinLadensViagraOnEbayఔ I know, I have eyes. But I meant that every marble spawns in with 4 already meaning without any splits or edition when they land tanks, they can make two tanks by default if not more usually.
wake up babe the new Marbles: Trench War movie just dropped!
Friend, your worries are unnecessary. Honestly, your mechanism is very balanced.
I've only watched the first 2 matches so far (plus the previous Trench War video), but my best guess for why some of the games are ending so quickly is the new "All Shoot"/"Barrage" functionality, where it also makes all the tanks shoot. Since tanks do a *ton* of damage to the enemy HQ, this ends the game in victory for whoever is the first to get 3 or so marbles to hit "Barrage", since both sides are guaranteed to have a decent number of tanks because of the way the "cutoff wall" works (for a long time before then, the only thing marbles in the third "basket" can hit is the Summon Tanks bin, so all the marbles that get there summon tanks).
The fix can therefore be as simple as removing tanks from the All Shoot functionality, or making them not do tons of damage to the enemy HQ (either only when following All Shoot, or in general since they're so strong anyways), or limiting their range during All Shoot (so they can only destroy the enemy HQ if they've earned it by fighting their way close enough), or removing Summon Tanks from the start of the third "basket" and replacing it with something else, or something like that.
EDIT: Also, suggestion idea: try removing the trenches from 1 side to see what the effects are. How important is the "Trench" part of Marble Trench War? Do they actually give that much of an advantage?
That last round was like: "I let you win 8 battles. Now I'll show your place"
With the addition of corpses, a medic would be a cool marble role addition!
battle of necromancer's
Not a big fan of the dead bodies staying on the map.
It was fun the first time, but I don't want it every time, it doesn't add anything and it fills the trenches.
I know I'm 6 months late commenting on this, but I'm finally watching the whole series and catching up, and personally, I hope that at some point in the future, there's a realization that vehicles are too easy to mass.
Personally, I think the solution to this is to make tanks have a minimum crew of 4, planes a crew of 2-4, and zepplins a crew of 6, as well as make them like the officer, where they will only spawn one per pass-through for large marbles.
This ensures that vehicles return to a moderately rare occurrence, since they were fairly uncommon in actual trench warfare, and this would put the focus back on the trench part of the game, where infantry masses are the key to victory.
Trenches could also use an overhaul, I think. They're both too symmetric and too geometric. For a field at this scale, the trenches would be vaugely parallel lines with each other, just far enough apart that you can't shoot from one to the next. Infantry should have enough gravity that they will *always* fill a trench when a spot is available, and only march forward if their trenches are filled or if an officer comes through. Machine gunners and mortars could also "displace" riflemen in trenches, to improve defenses over time, and they'd maintain those defenses even during a push.
In the same way that these defenders can displace riflemen, anybody should be able to displace corpses out of trenches, so the trenches don't fill up and the bodies become a macabre sandbag defense. Vehicle corpses should have a mortar-sized explosion on death, so their corpses don't clog the map, while also helping to clear either the forces they pushed into, or their own push force.
Now I realize the vehicle suggestions make them sound weak if not massable, but their is a solution to this. Planes and zepplins can only be hit by other planes and zepplins, and tanks are practically undamageable except by mortars or other vehicles. This ensures that victory can only be achieved by a properly balanced army that is massing infantry, while also maintaining counter defenses.
Ooh hey, good to see that giving the spawning marbles wasn’t a bad idea! It’s a lot harder to predict where the marbles are gonna land now that’s for sure. Granted I made a big oversight and really should have predicted marbles could get stuck on top of the launchers like around the 6:00 mark. Funny enough I did think about adding a little slopped part over the top of them but I was all like “but that’s silly and pointless right? Why did I even think about that?” Lo and behold, it’s always the little things that sneak up on ya! Admittedly I spend most of my time watching the spawning so I really ought to have figured it out.
Round 6 was BONKERS,… dear god I want to know what that last second nearly 2 thousand fighter plane spawn would have looked like!
As for bias, I definitely wouldn’t say that one side always wins. Certainly not with any more of a guarantee than flipping a coin 20 times and always coming up heads! If I did have to hazard a guess the only real flaw in the simulation is the tank meta. Even at two times the cost the first time the tanks become available whoever manages to get the most of them out there in the field at once always has an advantage to the point where it does look unfair. Ignoring all else for example the aerial units are too “expensive” in terms of distance required to reach than is practical. Most units can still fire on them, they’re not that much faster than any others while being fragile. By comparison tanks are huge and bullet sponges so their effectiveness scales slightly higher than 1:1 with numbers. Only one round was won by aircraft breaking through as opposed to tanks doing most of the work in all the rest.
On the subject of musical selections, I think it’s quite fine. It might not match the right tone but the,… tempo? Energy? One of those at least or whatever fits the helterskelter of these battles.
if one side has a statistical edge, it's because of the layout of the trench map (unless you've messed about with the stats of different marble colours)
easiest way to fix that would be to just mirror the map
...a more interesting option would be to create (or otherwise acquire) a few different maps, like 5 or 6, then have a pachinko type minigame at the beginning to pick which map is chosen and what side a colour ends up on
also you might wanna consider making the wall above the selector cannons slanted, or some other way of stopping marbles getting stuck above the cannons
It's rotationally symmetric
Always wondered, the small number under the 100% at the bottom of the screen, is that how many marbles that color has lost, or how many of the opponent's they have killed? I've never quite spotted which way around it is.
the meaning of that number is the number of opponents killed.
it's that side's kill count, source: i watched really closely
Thank you both!
Idea: place a semicircle around the marble shooters in the selection area, so marbles can't get stuck on top of the shooters. It should be small enough not to interfere with the shooters, but large enough to prevent marbles from getting stuck.
@55:52 - where did orange's 400 riflemen go?
I think you should add the repair option that restore some of the base health.
This is what i need to fall asleep to at night ❤
How difficult would it be to have the tanks fracture upon death? Or, pherhaps, have the biplanes fall apart (cockpit, both wings, wing struts, tail).
Kinda starting to feel like the tank spam means it's not, well, a trench war :/
Possibly a second rifle spawn towards the end of the row would be good? Infantry just seen lacking
Ok this might just be me seeing things but sometimes in the older videos I swear I have seen marbles with high or low numbers sometimes just never spawn things. im not talking about stuff that has defaults of a certain amount can be spawned just sometimes I watch 100 fall something like machine gunners while the camera is at the spawn point, and only 10 appear. again might just be me seeing things wrong as its happened before.
ok after rewatching this in the 2nd fight I can fully confirm the split marble math is 100% wrong
The split also adds 1 to prevent marbles going into halves
Dang, Christmas came early this year, boys
I always get pissed because the color I root for at the beginning of a video always loses. This video is somewhat cathartic.
where download this game
Had to stop watching after the 3-4 round. My boys got robbed
pls dont remove corpses later, maybe just have the cleaner uppers
W
I dislike the fact that the corpses stay around. I preferred it when they disappeared.
yep
Bro is this a game??
THE TURKS ALWAY WIN
ITS HARD BEING TÜRK NCS U FOGHT ENTIRE WORLD BUT ITS HARDER NOT TURK BCS U FİGHT TÜRK
Replace the music with the sound of gunfire. please, My ears are bleeding.
There's this neat little thing called a mute button
@@Lodit24 True, but if you're suggesting removing all the audio then maybe it should be changed to something better. Like why a bloody trench war is using EDM?
@@Lodit24 I play this video on PC. If I mute one video, all other video will be automatic muted. I use New Tab to open video on youtube.
@@jajamarujumbo You should be able to press ctrl+m to mute a single tab, I get what you mean though, it's a little annoying for me too
@@jamesfoz6400 "The overall "marble races/battles" niche favours this music, and the balance of ease and reliability makes it a solid choice, even if it isn't the best. I'd like to put more appropriate music, but I don't have much time available to me and I do prefer to spend time programming instead of selecting music" - reply from lost marbles to another comment
can't say I like the music very much either, but I just mute the tab and it's fine