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Design Spotlight: Global Age!

G

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Hello Leaders!

I’m Brad and I’m an Associate Designer at Big Huge Games. I previously worked on World War and, for the past few months, I’ve had the pleasure of working on the Global Age! Although the finished product is in your hands, I wanted to share some interesting tidbits about the work that went into this update.

One of the primary focuses of this update was on combat. We wanted to make both gameplay and performance improvements, which were accomplished by the addition of new troops and changes to battle progression saving, respectively. While the progress redesign was important for improving the overall experience on the battlefield, we think the addition of the Mortars, Bazookas, and Transports will provide many new opportunities to construct the perfect army for the way you want to do battle.

My personal favorite of the three new troops is definitely the Transport Mk1 and its fearless Paratroopers that deploy behind enemy lines. We initially wanted the Transport to behave like the Biplane and the Zeppelin: you could re-deploy it as soon as it returned to the troop tray. This proved to be problematic, however, as players could amass a large horde of Paratroopers by deploying the Transport to a position that significantly shortened its return flight. Our first solution for this issue was having the number of deployed Paratroopers be proportional to the number of destructible buildings in the area. Deploying Transports to the desolate forests on the outskirts of a town would be a low-risk, low-reward choice compared to flying your troops right over a populated (but well-defended) urban area. After some playtesting and debate, we opted for an alternative solution: introducing the cooldown as a much more simple constraint to sending three mighty Paratroopers anywhere they might be needed.

When we were playtesting the first iterations of the Mortar and the Bazooka, they ended up feeling too similar to each other. They required similar troop space amounts and both felt like average-ranged units that made things explode (don’t get me wrong, explosions will always be awesome!). To further distinguish these two units, we gave the Mortar the ability to fire over walls similar to the Ballista. This makes them excellent troops to donate to War Bases because they will safely pummel attacking forces from behind your walls. On the other hand, we believed that the Factory was long overdue for a more well-rounded troop that was good at destroying just about everything. The Gatling Gun, Guerilla, and Heavy Tank all fill specialized roles, so the Bazooka seemed like a good fit for having a really high damage bonus against multiple targets.

With the Global Age finished, we’ve already begun work on our newest features. However, we do take time to listen to your feedback, so keep it coming! It’s always exciting to hear your ideas for improvements to the game.


Regards,
Brad Fisher
 

GailWho

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Nice to meet you, Brad. I'm really excited about Global Age. It's been a long wait and so far looks worth it. While I think I'll linger a bit longer in IA taking advantage of the many EA bases I can visit to finish upgrading stuff, I am enjoying taking a peak at the global bases I see to find out whats different. I had my first transport visit me the other day and it was neat watching the paratroopers do their stuff. I think it may have been my attackers first try with it because he was distracted with it as we all are when we get new toys. I managed a nice defensive win in the process. Made my day. Lastly, I'd like to mention I'm very happy with my mortar guys. I call them Morty. They have been very helpful in war on attack and I'll be sure to donate them in our next war. Thanks for the tip. Anyway, great work! Thanks for all you do!
 

Nathan Win

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Welcome to the forum Brad. Not sure if you're new to BHG or your first time posting. Anyway, great insight and thanks for sharing. I was hoping that Global Age was going to be released a little later, but I enjoy seeing how excited all of my almost maxed IA players are. I guess it did bring more activity to the game. Any update on updating War World by adding war replay, war ranking system, ability to challenge another to war, and make the war map more interactive?
 
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S_How

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Thanks for posting this, nice insights to the thought process.

Im really happy overall with the global age update. A lot of new things to try out and strive for. Went off better than I hoped. Although admittedly the fix to force quit was my favorite part lol.

My remaining top 4 wishes in no particular order:

1) War replay sharing
2) War ranking system for alliances
3) Get rid of the crown hackers that have max everything right now
4) Fix to 1/39 medal system at higher tiers
 

Denquin

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I like this update. But as a small little suggestion... Can you guys edit the factory troops design so they look different for each nation, like the barrack's troops? I wanna see if bazooka troops look different in China then in Britain.
 

IzEagle

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A question from developers! From start of event system a couple of different units are tested why non of them is included in this new update?
 

Mr Suplex

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Welcome to the forum and thanks for posting Brad. I love this game and I think you guys are doing a great job and improving it with each patch. I did have a few questions/concerns I'd like to ask you:

1) Mortars are a great idea, but given that riflemen can shoot over walls (why is this exactly?), their role doesn't seem all that distinguished and many feel that riflemen are still the better choice. Is there any consideration being given to removing the ability of riflemen to shoot over walls to better balance the other units in the game and make the indirect fire ability of siege/mortar units a truly compelling ability? Right now I personally think riflemen are being used in much more generalist roles and in much greater numbers than was intended, because they can shoot over walls and basically "stay safe" most of the time. This problem is exacerbated by the British nation bonus of +1 range (and I would love to see what % of the Industrial/Global Age player population choose British), but that is a somewhat different discussion.

2) Are there any plans to fix the Commando? The unit never sees action, and now with the introduction of paratroopers it seems even more useless/pointless. Even the library research to reduce its population cost to 12 will not compel anyone to use this unit, as 12 is still too high a cost.

3) Are there any plans to make the flight path for fighter planes more consistent? I love them and they are great, but their tendency to unnecessarily fly through the path of anti aircraft fire makes them extremely frustrating to use. The bomber AI is good and I think you should consider something like this for planes so we have some consistency in terms of where the planes go.

4) Does the team have any concern about the power of siege weapons on defense? There is alot of debate within the player base about the power of cannons, bombards, etc on defense, and I was wondering if you could share the team's thoughts on this? I personally think the damage these units do on defense is a bit too high, as I've seen entire armies wiped out in a matter of seconds from donated artillery. They are way more potent than any actual defensive structure, which just seems wrong to me. Given how small they are and how easily they can be missed in the heat of battle, I wonder if a small (10-15%) damage reduction on defense might help balance things out. It can be especially annoying to lose your army to a cannon that is between the top side of the Town Center and a wall or other building, which makes it all but undetectable to the player until it is too late.

Anyway, once again I love the game and appreciate you telling us some of the dev team's thoughts!
 
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Nathan Win

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Welcome to the forum and thanks for posting Brad. I love this game and I think you guys are doing a great job and improving it with each patch. I did have a few questions/concerns I'd like to ask you:

1) Mortars are a great idea, but given that riflemen can shoot over walls (why is this exactly?), their role doesn't seem all that distinguished and many feel that riflemen are still the better choice. Is there any consideration being given to removing the ability of riflemen to shoot over walls to better balance the other units in the game and make the indirect fire ability of siege/mortar units a truly compelling ability? Right now I personally think riflemen are being used in much more generalist roles and in much greater numbers than was intended, because they can shoot over walls and basically "stay safe" most of the time. This problem is exacerbated by the British nation bonus of +1 range (and I would love to see what % of the Industrial/Global Age player population choose British), but that is a somewhat different discussion.

2) Are there any plans to fix the Commando? The unit never sees action, and now with the introduction of paratroopers it seems even more useless/pointless. Even the library research to reduce its population cost to 12 will not compel anyone to use this unit, as 12 is still too high a cost.

3) Are there any plans to make the flight path for fighter planes more consistent? I love them and they are great, but their tendency to unnecessarily fly through the path of anti aircraft fire makes them extremely frustrating to use. The bomber AI is good and I think you should consider something like this for planes so we have some consistency in terms of where the planes go.

4) Does the team have any concern about the power of siege weapons on defense? There is alot of debate within the player base about the power of cannons, bombards, etc on defense, and I was wondering if you could share the team's thoughts on this? I personally think the damage these units do on defense is a bit too high, as I've seen entire armies wiped out in a matter of seconds from donated artillery. They are way more potent than any actual defensive structure, which just seems wrong to me. Given how small they are and how easily they can be missed in the heat of battle, I wonder if a small (10-15%) damage reduction on defense might help balance things out. It can be especially annoying to lose your army to a cannon that is between the top side of the Town Center and a wall or other building, which makes it all but undetectable to the player until it is too late.

Anyway, once again I love the game and appreciate you telling us some of the dev team's thoughts!



There is no issue with artillery on defense. Stop your agenda to nerf the artillery. If you can't spot the artillery, that's your issue not the troop. Defense is way under power when people have extra event mercs, regular mercs, and alliance troops. Artillery should be more powerful considering how strong HT,flame tank merc and high level generals are.
 
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Ravenlord

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Morty - really??! That's as bad as calling artillery Arty or Black Watch with pants Panty Boys..... oh, .... never mind.
 

GailWho

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When I had my EA Hussiers I called them hussies. Everyone wanted my hussies for donations. Then when I moved up to IA troops my hussies turned into saints 😇 That was a happy day!!!
 

Brand Marrow

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Thanks Brad.

Nice comments Mr. Suplex...

I also disagree with the 4th point on defensive artillery but definitely on board for points 1 and 2.

Commandos and mortars don't seem to fill a useful niche..
Guess library research will reduce commando space somewhat so maybe I'lll give them another try after that.
And maybe once mortars are fully upgraded they will seem worth it, but with limited range, they generally are getting killed before they can do any good on offense, and it seems like a stretch to use them instead of artillery on defense for the same reason (less range - so killed by rifles)
 

Quang t legend

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? There is alot of debate within the player base about the power of cannons, bombards, etc on defense, and I was wondering if you could share the team's thoughts on this?

Hey, whom do you think has invented splash damage for ballista and cannon? The team of course. Power of arty in defense is good, but I wish the radius to release them is a little larger.
 
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Brand Marrow

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General Win, harsh? Wonder what his alliance players would have to say, bet its strict military discipline, or mayb they're a bunch of rowdy hooligans...and his forum persona is just for show...
 
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Mr Suplex

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There is no issue with artillery on defense. Stop your agenda to nerf the artillery. If you can't spot the artillery, that's your issue not the troop. Defense is way under power when people have extra event mercs, regular mercs, and alliance troops. Artillery should be more powerful considering how strong HT,flame tank merc and high level generals are.

I am addressing the developer, not you. This is not the place for you to debate my comments directed to the developer. If you have something you want to ask the developer, go for it. But don't reply to my comments here, because you are not involved in this particular conversation.

Donated artillery is clearly a hot topic where there are many who fall on either side of the debate, and it is absolutely worth asking one of the developer's his thoughts on it. Why don't YOU stop your agenda of trying to squash any discussion on the topic.

And for the 1000th time, I defeat donated artillery on a regular basis, as I have stated numerous times in this debate. Just because something can be stopped doesn't mean it is not too powerful. Someday you'll hopefully comprehend this simple, but important concept in game design, Nathan.
 
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Nathan Win

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I am addressing the developer, not you. This is not the place for you to debate my comments directed to the developer. If you have something you want to ask the developer, go for it. But don't reply to my comments here, because you are not involved in this particular conversation.

Donated artillery is clearly a hot topic where there are many who fall on either side of the debate, and it is absolutely worth asking one of the developer's his thoughts on it. Why don't YOU stop your agenda of trying to squash any discussion on the topic.

And for the 1000th time, I CAN stop it, as I have stated numerous times in this debate. Just because something can be stopped doesn't mean it is not too powerful. Someday you'll hopefully comprehend this simple, but important concept in game design, Nathan.


How can you change the stats of artillery if they have the same stats on offense and defense without altering their powerful purpose? They have splash damage on offense too but because their primary targets are buildings you don't see the same lethal force on offense. By you asking them to nerf artillery, you're basically nerfing the troop completely. They're design to be a long range powerful troop for offense and defense.
 

Nathan Win

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Not harsh, I'm just direct and frank. @Froggy

@Brand, we're pretty discipline at war in our alliance. Ask Yellowmar, he was in our alliance, visiting.
 

GoldDS

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Don't agree, artillery on defense must be nerfed. Otherwise I also want that heavy tanks receive their splash damage on defense!
 

GoldDS

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Just also want to feedback on the upgrade itself not the numerous bugs and issues it brought.

If we just take the "design" I don't like it at all. Grey in grey, nation uniqueness is getting lost another bit.
The new units don't impress me much. I'm the few tests I could have with the mortars and bazookas I find they are pretty useless.
Mortars are short ranged, so put 3 more spaces on it and take the heavily improved artillery, much more worth than any mortar. Bazookas run carelessly for their preferred targets and get killed quickly, I couldn't see they do much dmg.
Paratroopers I have only seen on attacks on me. Looks yeah and you can steal well protected oil, but I m highly convinced that four triplanes or fighters are 100x more useful than the paratroopers when it is about tactical support for ground forces.
What I appreciate is the buff of machine guns who were pretty useless before. I fully agree with the commandos comments, I tested him a few times in the beginning but he isn't worth a penny. Even with just 6 troops space I m not sure I would use him.

With regards to the massive defense library tech upgrades I'm not sure it it is a positive thing. Feels like defenders spawn out of any building. It s already hard to five star top level bases, it will now become much more unlikely with these defense boosts.

My biggest critics and disappointments are regarding the economics and costs/cool downs. It looked like you either don't care about user feedback or simply don't have any ideas anymore (in that case I would suggest to stop developing the game and never introduce space age).
You literally managed a dumb linear increase of costs and building times, making it nearly impossible for free players to proceed after Industrial Age. This promotes a pay to win strategy of Nexon quite clearly and this annoys me most. What's next then? Blessing for medal protection or air troops training blessing that are just available for crowns?
Not talking about ridiculous wall costs or level 40 generals that are exclusive to either cheaters or insane payers it would be impossible to finish global age within 1.5 years.
Also there was loads of feedback to split blacksmith researches or introduce a second one, you simply don't care again.
Oil is the most limited resource, now there are ridiculous high costs which would translate to at least 20 or 25 million gold/food cost equivalents. You didn't even consider to introduce more oil storage buildings so that it can be looted more effectively.
Farms, caravans, wells are fully imbalanced with that linear production increase that is not in line with the costs. Again no notice by the developers. They don't even care about any request.
You should notice that you completely failed to take care for a balanced resource usage referring to the hundred of millions food each one of us looted in vain as there is nothing to do with it.

Last but not the crap league and medals system. Each normal and reasonable computer game has got a meaningful league or medal reward structure. You don't even care that out of 200,000 players just 1,000 care about medals and leagues or question yourself.
Haven't ever wondered that a ranking system that doesn't consider player levels and individual player stats doesn't give any hint if someone is good or not? Lvl 187 player/cheater can get 38 medals of me as 146 lvl and me in turn just 1 medal for even 5 star revenge? Pls go back at your desks and do the maths again. Either completely revamping the system or turn it off.

To summarise I m pretty unhappy about this upgrade and feel badly surprised. I don't wanna think about the upcoming space release next year, and given the more than ever obvious pay to win strategy I doubt that this game will continue to attract many player but rather will make them move
 
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