Wall discussion

Do walls have a place in RTS?

Yes
53
79%
No
14
21%
 
Total votes: 67

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Great Britain britishmusketeer
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Wall discussion

Post by britishmusketeer »

Walls are quite controversial recently and lots people have been saying they are too weak.

Personally I think they don't have any purpose in RTS. In an RTS economic plays should be countered by making something happen with your units. However with walls this is often not possible. If the opponent has a full wall and units that outrange yours, there is no way to push through. In the garja-dyddy91 aztec vs japan game for example, garja went for a 8 min timing sending shipments that would get the greatest mass at that point. When he reached the wall however he was unable to punish dyddy for his economic play with the cree because dyddy invested 50w in making himself invulnerable until he chooses to leaves his base. Obviously removing walls could be a balance concern for japan however that could be easily fixed by something like increasing 2 villagers to 3. Walls can also be used for things such as preventing raids, trapping enemy cav, blocking agra forts ect which are all things that imo shouldn't be possible. Another large issue currently is the fact that walls upgraded to bastion are not nerfed at all which doesn't make sense because it is available in age 2 whereas the siege necessary to deal with it is not available until age 4. Since walls have lots of issues and abuse possibilities whilst making games more stale, and without having any advantages, I would propose removing walls from the game or making them available in age 5.

Thoughts?
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United States of America n0el
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Re: Wall discussion

Post by n0el »

Walls or the ability to wall have a place. Almost all rts games have this ability.
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Re: Wall discussion

Post by Hazza54321 »

walls should be only for late game, like fortress age plus
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Great Britain britishmusketeer
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Re: Wall discussion

Post by britishmusketeer »

n0eL wrote:Walls or the ability to wall have a place. Almost all rts games have this ability.

Walls. The ability to have a wall in place(buildings) is the way you are supposed to protect your base imo and buildings are obviously more expensive and actually worth something if you lose them.
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Italy Garja
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Re: Wall discussion

Post by Garja »

Walls have a place but they're just to buy time. Wood wall that is.
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Russia yurashic
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Re: Wall discussion

Post by yurashic »

britishmusketeer wrote:Thoughts?


People should build more walls in general.
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Re: Wall discussion

Post by deleted_user »

I think walls are fine. And I think they should buff their hit points from .5RE to .75RE in the EP.
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United States of America iCourt
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Re: Wall discussion

Post by iCourt »

Hopefully Dsy or _H2O doesn't mind me posting this conversation here, but I found it rather intriguing and worth the community discussion regarding walls.

[spoiler=Click to Read]
Dsy wrote:Hi!
You seems pretty cool so i want to ask a question about programming possibilities. I hope its not bothering for you but i have no skills to check that. :)
Is it possible to ceperate wall corners cost from the big one walls?
iCourt wrote:<Unit id ='611' name ='WallConnector'>
<DBID>895</DBID>
<DisplayNameID>34894</DisplayNameID>
<EditorNameID>34895</EditorNameID>
<ObstructionRadiusX>1.0000</ObstructionRadiusX>
<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\wall\wall_tower.xml</AnimFile>
<ImpactType>Stone</ImpactType>
<PhysicsInfo>house</PhysicsInfo>
<PlacementFile>wall.xml</PlacementFile>
<Icon>buildings\wall\wall_icon_64x64</Icon>
<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
<RolloverTextID>34893</RolloverTextID>
<ShortRolloverTextID>34892</ShortRolloverTextID>
<InitialHitpoints>3000.0000</InitialHitpoints>
<MaxHitpoints>3000.0000</MaxHitpoints>
<LOS>1.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<BuildPoints>2.0000</BuildPoints>
<Cost resourcetype ='Wood'>5.0000</Cost>
<Cost resourcetype ='Gold'>0.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<AllowedAge>0</AllowedAge>
<Decay delay ='0.0000' duration ='0.0000'></Decay>
<Armor type ='Siege' value ='0.0000'></Armor>
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>AbstractWall</UnitType>
<UnitType>MilitaryBuilding</UnitType>
<UnitType>ColonyBuilding</UnitType>
<UnitType>Building</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<Tech row ='0' page ='1' column ='0'>Bastion</Tech>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>ColonyBuilding</Flag>
<Flag>wallBuild</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='0'>Delete</Command>
</Unit>

I believe it is possible, but setting it to 0 could cause other balance issues. But in theory, yes you could set the price for the pillars to 0 wood.
Dsy wrote:Thanks!
So basicly "pillars" and the "main wall" have 2 different ID which makes it pretty easy to set them different price.
My plan would be other. Players usually delete pillars nowdays to reduce wall cost. (only in sup)
Its kinda bad because its not really the way how players should use the wall. It force force players to learn this delete ability and use it evey matchup which makes game walling looking technically bad designed.
We could avoid it with set different price to "pillars" and "main walls"(idk how to say this part in english).
For example: Pillars change wood cost to: 1
Main wall change wood cost to: 10
In this case wallers pay normally for walls and makes deleting pillars unnecessary. It makes it user friendly.
Btw my main plan would be 5/45 wood but community is pretty conservative and fear about changes.
I made a post compare outpost to walls and 5 walls which cost 50 can be same effective as an outpost which is 250. And waller players just make it worse by deleting and make 5 wall cost 25 wood...
Its an unused price/value screw right now.
iCourt wrote:Walls actually have 7 different ID numbers associated with them.

<Unit id ='611' name ='WallConnector'>
<Unit id ='482' name ='CWallGate'>
<Unit id ='374' name ='WallStraight1'>
<Unit id ='405' name ='WallStraight2'>
<Unit id ='406' name ='WallStraight3'>
<Unit id ='407' name ='WallStraight4'>
<Unit id ='375' name ='WallStraight5'>

Villagers can only build 3 of these however.

<Train row ='0' page ='255' column ='1'>WallStraight2</Train>
<Train row ='0' page ='255' column ='1'>WallStraight5</Train>
<Train row ='0' page ='6' column ='8'>WallConnector</Train>

I have absolutely no idea what 1, 3, and 4 do. My guess would be they are associated with the single player campaign in some way. Most likely the walls/gates used over trade routes as you could not rebuild them. I'd have to basically create my own mini fan patch to enable them to see.

As for your idea, I understand the sentiment from watching some of the tournament games. I would agree there is some issues with how walls are designed, and the pillars are an issue. I can bring this up with the patch team as I'm in conversations with them currently, however this is a balance change at the same time. People still may delete wall segments even with that change. Another option would be to make them so you couldn't delete the pillars, however that could cause other issues.
[/spoiler]
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Re: Wall discussion

Post by fightinfrenchman »

Getting rid of walls would be ridiculous, that's just changing the game to make it suit you better.
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Netherlands Mr_Bramboy
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Re: Wall discussion

Post by Mr_Bramboy »

n0eL wrote:Walls or the ability to wall have a place. Almost all rts games have this ability.

Yeah, except the biggest RTS of all time..
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No Flag thebritish
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Re: Wall discussion

Post by thebritish »

no walls=no patch players
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Great Britain britishmusketeer
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Re: Wall discussion

Post by britishmusketeer »

Mr_Bramboy wrote:
n0eL wrote:Walls or the ability to wall have a place. Almost all rts games have this ability.

Yeah, except the biggest RTS of all time..

I think he was talking about using buildings as walls which you can do in sc2(assuming that's what you are talking about)
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France [Armag] diarouga
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Re: Wall discussion

Post by [Armag] diarouga »

You can wall in sc2.
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Great Britain britishmusketeer
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Re: Wall discussion

Post by britishmusketeer »

[Armag] diarouga wrote:You can wall in sc2.

thats what i just said...
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Hungary Dsy
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Re: Wall discussion

Post by Dsy »

No need to delete them, just rework.
First there is a way to remove advantage by using the "delete pillar glitch". It should be implement to the game. (set different price for; pillars/ 1 wood cost and straight walls/ 10 wood cost)

Second it should cost more. But lets just fix the glitch first which remove the advantage by using a game bug.
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Re: Wall discussion

Post by n0el »

You can wall in sc you can wall sc 2, you can wall in RA. You can wall in aoe2.
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Re: Wall discussion

Post by Cometk »

deletion of pillars isn't a glitch, it's the use of a hotkey that can be changed in the hotkeys menu. it takes game knowledge, macro, and even still it can be done poorly... lotta players end up with gaps in there walls because they make them incorrectly.
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Re: Wall discussion

Post by britishmusketeer »

n0eL wrote:You can wall in sc you can wall sc 2, you can wall in RA. You can wall in aoe2.

you can also wall in aoe3 without walls
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Re: Wall discussion

Post by n0el »

True.
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No Flag Magnam
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Re: Wall discussion

Post by Magnam »

I would say that walls have their place in aoe3. The maps are way too open to remove walls completle and u don't really have a nice grid like sc2 or aoe2, so walling with buildings is pretty annoying and by far not as effective as it is in sc2.
I like the idea to make a wall limit before age4. So that u can only place like 5-10 pieces or sth like that and after age4 u can place as many as u want.
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Re: Wall discussion

Post by deleted_user »

I like your avatar, love that album.
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Re: Wall discussion

Post by Dsy »

Cometk wrote:deletion of pillars isn't a glitch, it's the use of a hotkey that can be changed in the hotkeys menu. it takes game knowledge, macro, and even still it can be done poorly... lotta players end up with gaps in there walls because they make them incorrectly.


Its a glitch. And the main problem it requires micro and game knowledge but it shouldnt.
A newcoming players shouldnt be to force using walls like that. How disappointing to hear "you need set your hotkeys to delete unnecessary pillars which is built by ur brainless villagers, but even then you need to do it good or otherwise there will be gaps in your walls"

Or: Click on walls and use it!

Decide you which is user friendly.
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United States of America Cometk
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Re: Wall discussion

Post by Cometk »

what is your solution?
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Re: Wall discussion

Post by momuuu »

fuck walls and all that they stand for
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Hungary Dsy
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Re: Wall discussion

Post by Dsy »

Set different price for; pillars/ 1 wood cost and straight walls/ 10 wood cost.

In this case new players arent forced to learn glitch. They are fine without that.

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