The_Biz
Squire
posted 09-24-12 01:41 PM
CT (US)
1005 / 1201
don't really need an AoK port to modern times. the game was simply designed too technically well at release, unlike starcraft which had horrible pathfinding, huge UI limitations, and other problems which could easily be improved in a sequel.
they would have to make a full remake with a new engine and beautiful graphics which requires a huge budget.
as for multiplayer, the community isn't really that big, and the game is too broken in terms of balance / competitiveness. if they make a brand new game, then they could get enough popularity to just live off the casuals who want to build up slowly and fight with huge armies, but i don't think that type of multiplayer lasts.
AoC is played like Starcraft (build orders, reliance on unit micro, predictable games, requiring lots of speed) but without the balance / matchmaking / pace.
they would have to make it way faster and have near-perfect balance to even compete with Starcraft or they would have to provide a unique experience that appeals more to strategists.
Jetkill Fastmurder
Squire
(id: Mayank Sharma)
posted 09-24-12 09:45 PM
CT (US)
1006 / 1201
3D is not all that bad. I've been playing Medieval 2: Total War for 6 months and I find no problems with its 3D battle map. It helps me plan the battle more, as I can see behind me and as far as my units can see. (The camera is still restricted) I think if done properly, it brings a sense of realism to the battle.
Grubnessul
Squire
posted 09-26-12 05:24 AM
CT (US)
1009 / 1201
IIRC those Paladin like cavalry with lances are heroes.
Alexastor
AoEO Seraph
(id: Kastor)
posted 09-26-12 07:06 AM
CT (US)
1011 / 1201
I think they were meant for Paladins or maybe even French Paladins (the Franks had French Paladins as their UU IIRC).
Fallstaff uses a different graphic than those, btw. If you look closely they are way bigger than the other units.
ES_MattP
VIP
posted 09-28-12 06:38 PM
CT (US)
1020 / 1201
The units turning into other units when doing something was pure "Stand-in" Art... the (final) art for those units and/or animations hadn't been gotten to yet by the art department, so other existing art was used because something was needed so that playtesting could take place with those units.
All part of the iterative development process and not having one aspect of the process (new units, testing play balance) being held back by another part (art asset production).
Jetkill Fastmurder
Squire
(id: Mayank Sharma)
posted 10-05-12 11:41 PM
CT (US)
1024 / 1201
If I am not being too intrusive Matt, may I ask how the salary system at Valve works?