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First off I don't believe this actually feasible: Starcraft has spent years trying to perfect the balance between just 3 races, Polytopia has at least 5 (12 regular and 4 specials). But second and more importantly it's making the game less fun. Is Cymanti OP in many scenarios? Sure, but it's very distinctive in play style, which is fun to both master and learn to counter. Was the original Tridention OP? With dash and range and escape absolutely, but it was also Aquarion's fun alternative to the late game knight-swarm mechanic with a cool move-snipe-move rhythm. The recent nerf to deny them use of roads is just annoying. Was the Navalon's persist a meta-breaker? Possibly, but it was cute as heck and fit in perfectly with Elyrion's vibe. If y'all are sick of losing to Cymanti I'd much rather see multi-player game modes where you could pick allowed/excluded tribes than continue down the current path towards where all tribes play the same.

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4 months ago - /u/Zoythrus - Direct link

I can explain a few things here:

  1. So, the Specials are all slated to get proper reworks and adjustments in time. What you see in the PotO update were to get them down to a baseline so that we can properly redesign stuff. What they have/do now is more of a temporary thing until we can properly examine them.

  2. Aquarion was never meant to use Roads in the first place, and them being able to do so was a bug. We fixed the bug, so it's working as intended.

  3. If whales go, Navalons go. That's just how it is.

  4. Sometimes nerfs are just necessary.

4 months ago - /u/Zoythrus - Direct link

Originally posted by archy2000

If you see your community complain endlessly about cymanti, why not disable the tribe until it's fixed? It's ruining the game and making the community super toxic.

Why even have game mechanics if you are gonn have a tribe just ignore most of them anyways? It's not "fun variety". It's just annoying.

Trust me, we do see you talk about them.

While we don't want to disable them (due to like, people paying for them and whatever), I can say that we are planning to take a look at them and other aspects of PotO.

4 months ago - /u/Zoythrus - Direct link

Originally posted by femto_one

I find it difficult to believe that Aquarion's ability to use roads was just a "bug" since it was present for upwards of 7 years. I can entertain an argument that road usage is inconsistent with the aesthetic/lore of the tribe but one could make a similar argument about knights--their horse and armor should make them too awkward/heavy to crew a boat, but under the current rules they can hop into a Rammer or Scout and move faster than a Tridention on water, while a Tridention is stuck moving a 6th the speed of a knight on land w/roads. In most games this alone isn't going to change who wins or loses, but it could easily add many extra turns to an endgame.

So, hard to believe, I know, but it's the official stance. Amphibious units have the "Swim" trait that gives them -1 movement on land. But, it was accidentally coded as a terrain penalty and not a flat value, so roads negated it (as they negate terrain penalties). We don't want Amphibians/Tridentions to be zooming around on land, and want to keep them more firmly planted in the water (while also being Amphibious).

4 months ago - /u/Zoythrus - Direct link

Originally posted by Dramatic-Yam179

Are tribes going to get more things that make them unique other than starting tech, because i really like the idea of Cymanti and I feel like it would work if other tribes had some more unique things about them. I really like that Polaris can freeze units and has a da vinci tank, I think that's awesome.

No.

Midjiwan wants to keep the unique abilities, techs, etc all in the domain of "Special" tribes.

4 months ago - /u/Zoythrus - Direct link

Originally posted by ElfheimXhosa

These are very good thoughts

I don’t want to police you, as a game designer, but in my opinion games do better when buffs are prioritized over nerfs. Buffs keep everyone in line by ensure there are options to counter other busted units of strategies. Nerfs do their job but can have the unintended side effect of crippling existing counters to other strategies that are now OP.

I used to play a tf2-esque shooter called Plants vs Zombies: Garden Warfare 2. It is different as Team Plants has a different set of characters than Team Zombie. It was asymmetrical. Balancing is much more difficult and it shows. Imagine if every single tribe was a special tribe with different units, and a nerf on one tribe did not impact the rest like a nerf on the swordsman would impact all tribes.

When pvzgw launched in early 2016, Rose on plant team was considered overpowered, but in my opinion there were a myriad of design problems regarding the zombies that she kept at bay by being broken. It wasnt good, but it was something.

Particularly, a the superhero zombie class had a variant (Electro Brainz) that allowed you to shoot at a plant player, chain the shot to someone else, and end up dealing more DPS (In the hundreds, where the average health of a character was about 130) to the nearby plants than the one you’re actually shooting.

The superhero class is also supposed to be a mobile, close range brawler with the beam only serving to tickle enemies at mid range and prevent wounded ones from escaping. Not a distance shooter. But this is how most folks played him.

This strategy is what kept the rose from completely ruining the game. But by nerfing her but not the zombies to keep them in line, the game was an exhausting gang-bullying simulator from February-June of 2016.

They solved this not by nerfing the zombies (Aside from Electro Brainz, his interaction was a bug) but by buffing most of the plants, including lesser used ones. Allowing for more fun and engaging gameplay.

Basically, when everyone’s super, nobody is.

This 9 minute video (Albiet, using Fighting Games as a base) explains my thoughts pretty well.

https://youtu.be/bsC8io4w1sY?feature=shared

Oh, trust me, I'm well aware of the "no nerfs" idea.

But sometimes, they have to happen. We consider the PotO update as temporarily reining things back so we can develop. Roads, as a concept, did too much and Huts were the strongest of the 3, so we had to dial them back. Now we have the space to add new stuff and add buffs.

4 months ago - /u/Zoythrus - Direct link

Originally posted by Secariel

From a gameplay perspective, I think Aquarion's water dominance is somewhat overshadowed by the fact that contesting objectives on land is the only way to win. What do you guys think about this?

We do have an "Aquarion rework" planned.

Part of this "land dominance" thing was somewhat mitigated by the new Coastal spawns. We don't want the game to be "fully land" or "fully water", but a blend of the 2

4 months ago - /u/Zoythrus - Direct link

Originally posted by mupb

Zoythrus I just want to say thank you for being so involved with the community and letting us know about what is happening in our beloved game, and ik there has been a fair bit of push back on the update but I think that all changes are good. For the first time in a long time the game feels fresh and new, not every game has a script and I really appreciate that. Thanks for all you and the mijiwan team do.

And I'm happy to help!

4 months ago - /u/Zoythrus - Direct link

Originally posted by Archangel3967

Will Elyrion get a new special naval unit now that the Navalons are gone? Or will they just have to stick to boats?

No clue.

We have no particular interest in replacing the Navalon, though.






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