Probably what the Polaris skin is riding 😏
Nah, friend, that's a Mamoo
Probably what the Polaris skin is riding 😏
Nah, friend, that's a Mamoo
I'm surprised you spent the time to write this and then didn't say what the reasoning is. Even in your reply to the OP below, you don't say why you want them to be identical outside of tech and land. Avoiding confusion for new players would have been a good enough reason, but if you reject it and cannot give a reason of your own, then maybe the OP is correct.
I actually did give the answer in a reply.
So, the official answer is "Midjiwan tries to keep all the Regular tribes as similar as possible both for simplicity but also as a self-imposed challenge for balance." He wants to keep terrain/tech as the defining difference between them.
yeah but how do you balance certain tribes then. most notably vengir and omaji both have decent starting techs but they are pretty bad because of their resources. buffing the starting tech would also directly buff every other tribe and could cause unbalance in the tech tree or you could buff their resources but then it just makes them even more bland and removes any little bit identity they had.
it just feels like the normal tribes need a little something else to
- separate them more from other tribes and encourage a specific theme/playstyle
- have more routs to balance tribes
- add more strategy
That's the fun of it.
Midjiwan considers this "a self-imposed challenge".
Then what is the reasoning if I may be so inclined to ask?
Mainly because we want the Regulars to be effectively identical outside of trch and land.
Since others are being very unhelpful in their replies.... I personally would enjoy your idea but it would have one big drawback of making the game more confusing for new players.
It's common to see people ranting about how the special tribes ruin the game, when what's really happening is that they haven't learnt how to counter them yet. By ring-fencing unique features to special tribes, it enables such people to set up "human tribes only" games with their friends.
I can tell you this isn't our reasoning for not adding unique giants to the Regulars.
You can get the new, limited edition Polaris mug and more at our webshop:
Hey Zothyrus,
Since you replied to this post, I thought I might just seize the opportunity to get my word out to the devs, too.
So, as you mentioned about making the AI smarter, I hope you guys also introduce variety to the strategy that AI uses. Because for a lot of people, single-player is a big part of the game as we can't give the dedicated time required for live games.
As of now, the AI always uses the same strategy of unlocked Swordsmen asap and spamming with it. Even with special tribes like Cymanti, instead of training doomux or hex, the AI just pushes swordsmen. Same with other tribes, AI just follows the same strategy, it's not dynamic? It feels like you're just playing against the same opponent but with different skin.
I hope the AI is made smarter and more diverse.
Thank you, and if you read, please reply with any response so I can be at peace that my word got out to the devs.
The AI actually tries to counter the units made by whatever its current enemy is. We didn't say "only make Swordsmen", it just does that attempting to counter enemy units.
Also, 24 hours and 7 days are time alternatives to Live Games, you know, for slower matches.
Just wanted to add a voice in to say that I love the new update, and I hope you don't get pressured into reverting it. Water warfare now feels meaningful strategically rather than just a rush to battleships. I concur that Juggernauts are very strong when used properly.
Trust me, we have no intention of reverting it.
I understand in multiplayer. But why lose players when you don’t have to?
Because we want to improve singleplayer as well, ultimately. As other games have shown us, improving multiplayer also improves single player, as we want a balanced game across the board.
As I said in another comment, new content we wanted to add was revealing to us some pretty wonky mechanics and balance, things that are OP (battleships, huts, and roads) and UP (the climbing branch of techs, defenders), and so forth. Some things just have to change, and we're doing what we can in the months post-PotO to leave the game better than pre-PotO, even if it takes some time and adjustments.
We’ll ask yourself if you’re making a game for your team or for the people who play it I guess.
Appreciate the responses.
So, both, technically.
All ideas, content, patches, and so forth start with Midjiwan wanting to make the game he wants to play. It's always been that way, since the start and to the end, whenever that may be. It's his big passion project, and he is very passionate about it. People often comment on the love the game exudes, and that's why.
Of course, along the way, people make suggestions. "This is too strong" or "this costs too much", etc, and sometimes, he'll come around to their point of view, just so long as it matches his ultimate vision for the game. He does want to make something people want to play, as well, and based on the numbers, I'd say he has succeeded.
A lot of the naval changes were due to fan complaints. "Battleships are boring," "roads do too many things and need a nerf," "Star inflation is too much" and etc. A lot of the changes were things that Midjiwan wanted to fix anyway, and he agreed with the fans, so he made the changes.
So,...
Read moreI’ve gotten higher stars per turn in perfection games lately than I ever did with custom houses! Granted not everyone knows how to max the tech tree out super quick to make them useful
And you'll get even higher scores after we implement some of the changes we have planned. ;)
Is there a reason we can't have the choice of playing the version before the last update in creative? Why force people who hate the update to play it?
Because, at some point, we all have to move on.
We can't be fracturing the fan base around an "old version" every time we want to update the game. Things like this just need some time, and it'll all be fine.
90% of my games go to a point where the one player have the water full with ships, and the other player have the land full of catapults. No one is willing to get into the range of the other. 5 hours we go back and forward trying to destroy a ship or catapult...
I mean, pre-PotO was no different.
Might we suggest a Glory game next time in order to prevent stalemates?
Well I really hope you guys rebalance the game. I am a huge fan of introducing changes so I was happy for the update at first. However, it completely changed the fundamentals of the game to the point where I felt like it was essentially a different game. Like going from poker to blackjack.
Well, I can tell you that the team loves the update and considers it "the best version of Polytopia yet".
We're trying to fix bugs/design flaws that have been in the game for a while, which ultimately make it hard for us to develop new things. And sometimes, old metas just have to go if they're getting in the way. E.g., we realized just how awful Roads and Naval really were as we tried to develop the Ancients. These were aspects that we were having to "design around" since they were too strong and meta-defining, so we took the opportunity to fix them.
Weird because it’s actually the best part of the entire update. They’re challenging to get to since it forces you to explore different technology veins to make them effective. And you have to pre plan all your placements much more in advance to unlock their full value.
They're actually one of the more complained-about features, in that they're too difficult to actually make a profit from, and we agree.
We still plan to keep the "need tech to make it effective" aspect, but also easier to use to make it more appealing earlier on.
I score in the top 5 every day in perfection and I can tell you that you guys f**ked up roads. You’ve basically removed knights as a strategy from the game. AI has gone to using 90% defenders and just filling the entire map with useless units. Juggernauts pretty strong? Dude, they’re OP as f**k. So are bombers.
I wanted bridges in this game since I started playing it, but the game wasn’t broken. I think devs made a massive error by introducing so many changes at once and now it’s broken. You coulda rolled out each change one at a time every month. And then spend the following month tweaking the addition.
We're testing a patch that should make Perfection a little easier and the AI a bit smarter. :)
Don’t listen just to the negative comments please, I like how y’all did markets!
Well, we're not too happy with how they've turned out.
Don't worry, we're not bringing back Custom Houses, but we do have some ideas on how to make Markets more useful overall.
We know it's not perfect right now, and we're testing a patch internally that should make some adjustments to some of the complaints. I can tell you that Markets are getting adjustments.
Roads and Huts aren't getting reverted, though. We're pretty hard on that, as they were shifting the meta too much.
We are aware of the need for naval, and we're dialing it back a little and pushing things back to land.
Also, a some of our top players consider Juggernauts pretty strong if they're defended and used properly. Maybe too strong.
You know it's not set in stone right? I think it's great they're testing new things. The game needed a lift after all these years. It will take a bit of time and a lot of data to adjust and balance the game.
This is it. We're testing a patch internally with adjustments to meet some of the complaints.