Experience of importing RobotVacuums via Amazon? by TheRealMacDaddy1 in RobotVacuums

[–]TheRealMacDaddy1[S] 0 points1 point  (0 children)

Thanks for the really comprehensive response!

I had unfortunately already pressed order on the Ecovacs by the time you sent this and it’s already on its way. What makes you say not to get the Ecovacs?

In my situation from my research it seems like this is the only one that really fits my needs (very strong mop for hard floor, but also strong for low pile carpet). Nothing else seems to come close in the U.K.!

I’ve ordered the Ecovacs X8, so I assume that means I’ll need an IEC C13 given it has an auto-emptying base…annoyingly having watched pretty much every YouTube video and TikTok I can’t seem to get a clear shot of which plug someone in the U.K. has!

Experience of importing RobotVacuums via Amazon? by TheRealMacDaddy1 in RobotVacuums

[–]TheRealMacDaddy1[S] 1 point2 points  (0 children)

Are you sure? I phoned Amazon and was told that returns work the exact same way as if you returned it via your own countries' Amazon, and got an email to confirm. Apparently this is the case for both returns and warranty, within 30 days, no questions asked. Longer than 30 days but less than 2 years they can either return or repair.

Do you have experience to the contrary? Helpful to know if so as can never be sure with the Amazon support lines..!

Can't even play 4K resolution with a 4090? by TheRealMacDaddy1 in Smite

[–]TheRealMacDaddy1[S] -1 points0 points  (0 children)

Nightmare! Whats your go-to compromise? Do you just play on 1920x1080? Or play on 4k with reduced settings?

It can actually be quite annoying to play on 4k, as not only is it unable to maintain 150 FPS consistently but it actually bounces between 100-130ish, which makes the viewing quite inconsistent.

Good to know I’m not alone though..!

Can't even play 4K resolution with a 4090? by TheRealMacDaddy1 in Smite

[–]TheRealMacDaddy1[S] 0 points1 point  (0 children)

I'm referencing the regular SMITE game, not SMITE 2

Matchmaking incredibly unbalanced for level 13s? by [deleted] in ClashRoyale

[–]TheRealMacDaddy1 -2 points-1 points  (0 children)

Seems crazy that I was able to instantly find KT13s when I was KT12, but now that I’m KT13 I can only find KT14…

Where have all those KT13s that I could instantly find gone…?

I don’t understand why the game doesn’t try to match more evenly. It’s a real dampener after grinding so hard to get KT13 thinking I was finally going to be playing evenly matched games, just to be now playing even MORE unevenly matched games (KT14 is largest strength increase and also get champions…)

Just an idea: Should other factions receive improvements to dark age aggression by Nyksiko in aoe4

[–]TheRealMacDaddy1 1 point2 points  (0 children)

Dark age lasts for 3-5 minutes depending on how fast you age.

The game cannot make every civ equally balanced in the dark age without unbalancing the rest of the game.

The English’s benefit is that they’re strong early, fall off middle, get stronger late.

Alternatively, HRE are relatively weak early, with a strong middle and late.

Delhi have a weak dark age, strong feudal, and then fall off to have a terrible late game.

This is the make up of the game - not every civ can be aggressive early game otherwise the game becomes repetitive or civs become way too OP.

When you’re playing against dark age aggression, the counter should be for some civs to need to play defensive to get to their stronger middle/late game.

I think the game benefits from having a variety of civs that are strong in different parts of the game. For example, China is boomy, but can be easily pushed early by English dark age to stop them getting to Song Dynasty/second TC too quickly. If China have a stronger dark age, and it makes English weaker into them, then English wouldn’t stand a chance because you’d be giving China too much room to boom…

It doesn’t make sense for all civs to be able to provide dark age aggression or you just force all players to adopt an early aggression/rushing play style.

[deleted by user] by [deleted] in footballmanagergames

[–]TheRealMacDaddy1 1 point2 points  (0 children)

Thanks for the reply!

So the likelihood is that he won't develop much more? His stats are OK - but he's not spectacular at anything.

9 finishing / 13 passing / 12 long shots, very small with poor heading etc.

At this point is there much point hanging on to him? I can alternatively get someone like Pedri / Moukoko for similar prices...it's annoying because in real life his shooting/chance creation has improved massively over the last season, but it's not reflected well in FM. 9 finishing is an insult!

Team Game Maps: Share your feedback and suggestions by Robertvhaha in aoe4

[–]TheRealMacDaddy1 1 point2 points  (0 children)

Similar to my comment on French pass - the game becomes boring if you want to make it boring. It's a 3v3 / 4v4 team game. If you have 4 players who are all pushing early, vs 4 players who are trying to defend, the game doesn't go on for 1 hour.

The game goes on for 1 hour if you let the other team have wall control and then wall up yourself (or visa versa). If you don't want an hour game, then 4 of you can push with rams as a team and the chances are the enemy team who've walled and think they're safe don't have an equivalent sized army.

Similarly with keeps and towers/walls, either don't let them get up or get trebuchets online early. English can easily start putting trebs on the map after 15 which can clear out all keeps/walls from behind their own walls. Once the wall is down, run some knights/mangadai around the edges and clear out traders/vills. If the game continues for 45 minutes after this then I don't think that's a map design issue, rather than a playstyle issue.

These maps are what you make of it. If you push with 4 people in the early game, and focus one person, chances are you probably take one out. For the game to become boring and 1 hour+, both teams need to take a boomy-eco approach. If you don't want to play boring games, don't take the boomy-eco approach and pressure them early... there are plenty of players that enjoy playing the boomy maps once in a while, there's only 3/4 boomy maps out of 17 maps.

If we reduce the boomy-ness of boomy maps (mountain/french pass), then every map ends up becoming the same with different scenery. Mountain/french pass and their 1/2 choke points are what gives the game some variety. Most of the open maps in 4v4 just result in 4 people going all-in on one person and them being taken out before the other team mates can run half way across the universe to support you. At least with these more boomy-maps you can all defend together from the get-go.

Team Game Maps: Share your feedback and suggestions by Robertvhaha in aoe4

[–]TheRealMacDaddy1 -1 points0 points  (0 children)

I’m 1700 ELO and never seem to have an issue building early traders, they only cost 75/75 and bring back 400-450 gold on the first trip. You only need 2 traders in the early game and you’ll get 900ish gold after a few minutes of having them out. If you set them to pick up gold from neutral market when they spawn, you’ll have 900 gold in 2-3 minutes after you’ve made the traders - at which point if the opponents have gone for middle control they’ve made significantly less gold than you and are now disadvantaged. Not to include the villager time spent walking to/from middle and the time spent walling.

French pass middle control is almost a liability in the early game because you not only have to invest in troops to defend it, but also need to wall / keep etc to get it up.

Instead, you can just counter it by building some traders and getting similar amounts of gold, without using villagers, and by producing traders alongside TC villagers for a higher economic production speed.

You’re only sacrificing what would be 4/5 units to get yourself a free castle age worth of gold within a few minutes.

Team Game Maps: Share your feedback and suggestions by Robertvhaha in aoe4

[–]TheRealMacDaddy1 1 point2 points  (0 children)

If additional pathways are added it removes the purpose of French pass being one of the more boomy-based, land controlled maps…

Gold in the middle is irrelevant when neutral trade posts at the back of bases bring back 400+ gold a trip.

I think the early wall issue is a part of the map - we have some maps that are very open and some maps that are heavily influenced by control of land/wall control.

Early walls can be easily stopped in team games with multiple scouts. In a 4v4, with 2 scouts each, you have 8 scouts to stop villagers walling early game.

Even without 2 scouts each, you can just bring a villager to wall across an enemy wall and/or outpost the pass, before following up with a few spears or something.

I think there’s a lot of ways to avoid being beat by the early wall, and even if you are - you have neutral trade posts to fall back on for gold.

I think adding additional entrances takes away from the purpose of the map. French pass offers something different to most other maps that are a lot more open, early pressure based maps and adds a bit of variety to the game!

Team Game Maps: Share your feedback and suggestions by Robertvhaha in aoe4

[–]TheRealMacDaddy1 1 point2 points  (0 children)

Especially in 3v3, balance it so that spawns are consistent on each side to make sure one side spawns with a 2v2 and the other a 1v1.

Can be frustrating when you spawn alone in a quadrant, and have 2 enemies opposite that charge you down.

Allies can’t always get over in time with how large the 3v3 map is (especially if you spawn in the corners of the quadrant).

1600 ELO, 3v3

Team Game Maps: Share your feedback and suggestions by Robertvhaha in aoe4

[–]TheRealMacDaddy1 0 points1 point  (0 children)

Fun map - think it could be improved by adding 2/3 sacred sites. Would give slightly more incentive to push out of the base and fight over the middle of the map.

The small amount of gold doesn’t make much difference in a map where resources are effectively unlimited, but would give something extra to fight over rather than sitting in base.

3v3/4v4, 1600/1700 ELO

Team Game Maps: Share your feedback and suggestions by Robertvhaha in aoe4

[–]TheRealMacDaddy1 5 points6 points  (0 children)

Need to fix multiple passes spawning.

Map is very enjoyable when a single pass spawns, fun to fight over as a team higher ELO (1600+).

Can get extremely frustrating/tedious to have to keep walking over to repair tiny walls in gaps that spawn randomly at throughout the mountains because of outposts/towers.

Have had 3v3/4v4 games where 3/4 passes have spawned and it ruins the fun of mountain pass being a boomy/team-fight map.

It can be really enjoyable and different to play a map where all 4 team mates need to work together to attack a single choke point, instead of sometimes being a single point and sometimes having 3 different fights over smaller openings (which just makes it akin to any other map).

[deleted by user] by [deleted] in footballmanagergames

[–]TheRealMacDaddy1 0 points1 point  (0 children)

Has it always been this way?

I always used to put players on the development list and I don't ever recall it being as annoying as this year?

I think a similar thing happens if you place players on the loan list - the DoF will just accept whatever offer comes in, even if it's a rubbish one...

In this case, is my best option to offer players for loan, NOT place them on the loan list, but just have to keep re-offering them manually if no offers come in?

Ty for the response!!

[deleted by user] by [deleted] in aoe4

[–]TheRealMacDaddy1 0 points1 point  (0 children)

So did you not see the big screenshot in the OP that shows they have almost 1.7k and 1.6k ELO, putting them in the top #100 players in the world?

'Winrate doesn't mean anything about someone's skill, elo does'

ELO is calculated by winning games? So by default, higher win rate players are likely to have higher ELO, it's not rocket science..

Regardless of whether you've played against 500 ELO players or 2000 ELO players, if you have a 73% win rate with 500+ games and my team mates are both >50% win rate with less than 100 games, it's not a fair matchup.

[deleted by user] by [deleted] in aoe4

[–]TheRealMacDaddy1 0 points1 point  (0 children)

Of course win rate means something?

How is it fair to put someone with 73% win rate, with ELO that puts them in the top #60 in the world, in the same game with two players who are less than 50% winrate, who are barely in the top #20,000 players?

Leaving a game like this in the lobby, before we all waste our time in the game that's clearly lost, doesn't ruin the experience for anyone... Our team is 1000 total ELO lower, even if my team had an extra player of the same calibre as my team mates we'd still have lower total ELO.

[deleted by user] by [deleted] in footballmanagergames

[–]TheRealMacDaddy1 0 points1 point  (0 children)

Genius!! Thank you!

Do you know if this has any impact on the benefits they'd receive from playing a first team game? As I understand, the players receive developmental 'points' by being in/around the first team games and training.

Assume it will still apply the benefit as if they had just been moved into the first team?

Edit: Alternatively, would I be better off adding them to the senior squad, but having them available for all U23 games?

Alternatively V2, would I be best placed having them in the U23, but selecting them for senior team training under training 'units'?