Responding To THE VIPER! & Pathing Follow Up

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  • čas přidán 11. 06. 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...
  • Hry

Komentáře • 37

  • @Z4n4rK
    @Z4n4rK Před měsícem +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 Před měsícem +3

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

  • @L3monsta
    @L3monsta Před měsícem +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 Před měsícem +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  Před měsícem

      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 Před měsícem +1

    keep these good works! your contents deserve more

  • @SaladEsc
    @SaladEsc Před měsícem +2

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

  • @newbossbro3180
    @newbossbro3180 Před měsícem +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  Před měsícem

      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.

  • @julianxamo7835
    @julianxamo7835 Před měsícem +3

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

  • @Uberpanik
    @Uberpanik Před měsícem +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

  • @rurouniad
    @rurouniad Před měsícem +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  Před měsícem

      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 Před měsícem

      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.

  • @stefanandrejcik571
    @stefanandrejcik571 Před měsícem +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

  • @patonnight
    @patonnight Před měsícem +2

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

  • @kmule1337
    @kmule1337 Před měsícem +1

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

  • @shangri-la-la-la
    @shangri-la-la-la Před měsícem +3

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

    • @AdmiralWololo
      @AdmiralWololo  Před měsícem +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 Před měsícem +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.

  • @SteveNoBeard
    @SteveNoBeard Před měsícem +2

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

    • @AdmiralWololo
      @AdmiralWololo  Před měsícem

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

  • @PNWer_of_Souls
    @PNWer_of_Souls Před měsícem +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.

  • @LordTameo
    @LordTameo Před měsícem

    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  Před měsícem

      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.

  • @arbitrandomuser
    @arbitrandomuser Před měsícem +1

    was this a problem on the non DE version also ?

    • @AdmiralWololo
      @AdmiralWololo  Před měsícem

      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 Před měsícem +1

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

    • @AdmiralWololo
      @AdmiralWololo  Před měsícem +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 Před měsícem

      @@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 Před měsícem +4

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