hypothesis: each subsequent age stresses the game design to the point that design requirements start to condradict.
to fix the situation they increased base hit points ... and it's kind of awkward, a different feeling severely provoking the community.
perhaps cwa stressed the design too much, and the final age comporting to the original vision was atomic.
this is inevitable because the basic game isn't an orthogonal scenario like chess or GO, it's fragile because it's thematically more interesting.
each new age demands design changes to relieve the strain on current assumptions; so the real blame is on the designers of CWA.
the rebalance is practically lowering my interest not because of any drama, but that the game doesn't do it's job of smoothly holding my attention.
there is a good history of successful strategy/arcade game fusions ... when i was a child it was ARCHON, it's a known good idea.
it's possible to get this right but it's a moving target, and i suspect the design team really did fumble, and the community is correct.
to fix the situation they increased base hit points ... and it's kind of awkward, a different feeling severely provoking the community.
perhaps cwa stressed the design too much, and the final age comporting to the original vision was atomic.
this is inevitable because the basic game isn't an orthogonal scenario like chess or GO, it's fragile because it's thematically more interesting.
each new age demands design changes to relieve the strain on current assumptions; so the real blame is on the designers of CWA.
the rebalance is practically lowering my interest not because of any drama, but that the game doesn't do it's job of smoothly holding my attention.
there is a good history of successful strategy/arcade game fusions ... when i was a child it was ARCHON, it's a known good idea.
it's possible to get this right but it's a moving target, and i suspect the design team really did fumble, and the community is correct.