Some issues that need to be addressed: 1. Mage is broken, the reload time is too fast 2. Fighters get stuck easily, so hexagonal grid might be better 3. The marbles in the plinko are too bouncy, thus contributing to the slowness factor of bringing out more fighters 4. Weapon hitbox issues, plus 2 weapons being stuck to each other 5. Smaller grids mean shorter lifespans for fighters due to how easy they can be eliminated 6. Spawncamping / spawnkilling / being stuck at spawn
about fighters getting stuck - i think you can deal with it in square grid, if fighters are allowed to rotate even when they can't move, and if the fighter is ever staying in square of wrong color for multiple ticks, the square gets set to their color. it still probably can lead to some typses of fighters not being able to progress (for example a spearman would probably not able to have its weapon touch anywhere close to its current square), but it seems more like a sounside of the weapon, as opposed to glitchy sim
For a moment i thought archers were extremely weak...until i started noticing the Green archer murdering all the other marbles. All the other classes are playing the objective while archer, the absolute psychopath, is just trying to murder everything on the field! 🤣
This vid was fun to watch! It feels like blue got worse than they deserved though, their last troop was the first person I’ve ever seen a mage kill in your videos
Good video! I think archers should have a lot more piercing and mages have a bit less, also a shield unit feels impractical, maybe just give it armor that cover half of its body?
My ideas: 1.Chart of fighters and/or squares 2.Nerf mage's zone and reload speed 3.Add some new classes like: Thief:he would throw knifes to the nearest enemy Faster reload then archer but can only conquer one tile at a time
I saw something great today :) I´ve prepared a suggestion for the next marble kingdoms and with this, I believe the fruits just went a little lower^^ Suggestion for Marble Kingoms: New units: Mages - limited to one per Army and/or Castle White Mages (Marble the Grey/White^^) > Supportmages, No Attack of their own, have an Aura with an effect, get level based on the kills other make while under the influence of their aura. With rising lvl the radius of the aura increases. How to determine the aura: A random aura on each new fight (determind by a marble throw^^) Each Mage has a random aura and sticks with it until his death The aura changes random during a fight The aura changes during a fight controlled by a ruleset (would be the coolest but the hardest to balance) Types of aura: heal slow enemys speed up allies pull in enemys push enemys away shield from arrows/projectiles slow down arrows/projectiles flash(?) > rather than a constant aura it´s more an instant with a cd. Incoming enemys make a 90 degrees turn random right or left. Black Mages > Offensive Mages, Spells with high cooldown, have an effect on foe AND friend Spells: could be completely random....somekind of "wild" magic akin to dnd^^. Lvl up increases duration, damage, length, reach of spells Low hanging fruit spells (asset and implementwise): Summon > summons grey marbles with random weapons that attack everyone (or maybe giant "Monster" marbles with horns as weapons that rotate slow mit a lot of hp and damage?) Black Hole > creates a gravity area that sucks every marble in Conespells - Spells leaving the mage in a cone: Push > a wave that pushes everyone away Heat > a wave that applies the burning state - minimal damage to a single target and ignites the target to apply the burning state, a dot effect that does more damage Frost > a wave that applies the frozen state - does a little damage and applies the frozen state that slows everything Poisen > a wave that applies the poisend state - no initial damage but longer dot than fire Expensive spells (asset and implementwise): EarthWall > creates a wall noone can pass (maybe with a timer until it vanishes?) Fireball > shoots a fireball that does minimal damage to a single target and ignites the target to apply the burining state, a dot effect that does more damage. Meteor > shoots a meteor that ignites all enemys in an area and pushes them away from the center Frostwind > applied in a straight line and does a little damage and applies the frozen state that slows everything Poisencloud > a cloud that appears for a time (1 sec at most) and applies the poisened state - no initial damage but longer dot than fire Create Swamp > creates an area that slows every marble that enters Assetwise the whitemage should be the easiest to implement. The blackmage should be harder, because some of his spells bring "states" with them or manipulate the terrain. On the other hand spells like Push/Summon/Black Hole don´t really need that much of additional visuals and instead of dealing direkt damage they have an impact on both sides so it another layer of randomnes without favouring one side specificaly. Effects/states like poisen and burning would counter high lvl heroes. On one hand they kill not in an instant, that doesn´t make them overpowered, but also at some point are really effective against high HP targets
I missed these types of videos. Kingdoms is nice and all, but sometimes you just gotta go back to the basics Suggestions: Mage needs a total rework. In every weapon territory video so far, mages have been super overbearing. Be it a pulse or a ball, mages simply have too much power as is, especially in this video where the extra ball slot on the plinko board is gone As for the hitbox issues, I suggest making it so that instead of a marble being shoved away when the box under it is captured, it is instead permitted inside that singular box until it leaves it. This prevents the issue of weapons not connecting while also keeping marbles from being where they shouldn't EDIT; NEW IDEA: Another idea that could help with hitbox issues is to decrease the size of the boxes compared to the marbles. This will most likely decrease the possibility of a marble bouncing off of a box that was captured a millisecond before turning what should have been a hit into a miss
Another trash battle. Explain why yellow has an archer that can aim towards the enemy regardless of which direction its pointed, while blue's archer cant?
This almost feels scripted. Green gets hit by attacks that pop other marbles but survives almost every time, and other marbles block the hit and still pop.
Some issues that need to be addressed:
1. Mage is broken, the reload time is too fast
2. Fighters get stuck easily, so hexagonal grid might be better
3. The marbles in the plinko are too bouncy, thus contributing to the slowness factor of bringing out more fighters
4. Weapon hitbox issues, plus 2 weapons being stuck to each other
5. Smaller grids mean shorter lifespans for fighters due to how easy they can be eliminated
6. Spawncamping / spawnkilling / being stuck at spawn
about fighters getting stuck - i think you can deal with it in square grid, if fighters are allowed to rotate even when they can't move, and if the fighter is ever staying in square of wrong color for multiple ticks, the square gets set to their color. it still probably can lead to some typses of fighters not being able to progress (for example a spearman would probably not able to have its weapon touch anywhere close to its current square), but it seems more like a sounside of the weapon, as opposed to glitchy sim
@@suncat530 9
@@JustAnotherCommenter yeah and the bow reload time is stupidly op
Yellow, Red, and Blue: How are you still alive?
Green's first mage: I have no idea.
Fr
@@completely-psycho if I won, I win,
For a moment i thought archers were extremely weak...until i started noticing the Green archer murdering all the other marbles.
All the other classes are playing the objective while archer, the absolute psychopath, is just trying to murder everything on the field! 🤣
yup, that's the whole point of the archer. its killbox is probably ahead of its color box, or something.
Green, The Immortal Mage.
Not actually immortal, just got lucky and survived the entire round without dying.
As a person who's favourite colour is green, I see the game as an absolute win.
Unironically immortal, yellow him him dead on and he was like “what’s this? a flesh wound?”
i cant hold laughter from green team basically being Black templars with their "SCREW THE DAMN WIZARDS" moto for the entire game
Could you like add some of the units here to marbel kingdoms i think having greatswords or maces would be pretty cool
Imagine a level 20 mage
imagine a level 20 ratio
Just imagine it theoretically, what would be the max level ratio possible
Great battle by [Winner]!
But I think mage is kinda strong
(spoiler)
1:03 Lime mage (somehow) survived through the entire video and won...
I noticed that too!
I'm calling green this time around, "merlin and his many, many knights"
red won
@@ceres4497wrong vid
Shadow wizard money gang! we love casting spells
Yellow team has fought bravely
Nice video! Enjoyed it. ( This is my first time watching these series )
You gotta see the other ones, those are cool too
@@davicossamuel1911 I just might
This vid was fun to watch! It feels like blue got worse than they deserved though, their last troop was the first person I’ve ever seen a mage kill in your videos
there were actually a few kills by mages in this video! I don't remember when exactly, but I counted at least three.
A graph of the colour's squares would also be insane in this!
Dang blue had the audacity to stick up the middle finger 4:47
Wonderful! The smooth movement make me so relaxing 😊
#androidgameplaytrillion
PLEASE MAKE MORE I LOVE THEM thanks for making them BUT MAKE MORE
Definitely feel like archers are not pulling their weight but otherwise nice to watch
Archers almost exclusively target other marbles, they are a menace
2:00 very good shot by the mage on green
Good video! I think archers should have a lot more piercing and mages have a bit less, also a shield unit feels impractical, maybe just give it armor that cover half of its body?
My ideas:
1.Chart of fighters and/or squares
2.Nerf mage's zone and reload speed
3.Add some new classes like:
Thief:he would throw knifes to the nearest enemy
Faster reload then archer but can only conquer one tile at a time
nice, mage was a bit op but other than that it's great
Yellow would have been eliminated a lot sooner if Green hadn't got its longsword tangled up 😆
LET Green Archer #2 COOK!! 🔥 🔥 🔥
Choose one
Explodation, arrow, laser, sword, bomb, 2× swords and pillow
Long live green!
I saw something great today :)
I´ve prepared a suggestion for the next marble kingdoms and with this, I believe the fruits just went a little lower^^
Suggestion for Marble Kingoms:
New units: Mages - limited to one per Army and/or Castle
White Mages (Marble the Grey/White^^) > Supportmages, No Attack of their own, have an Aura with an effect, get level based on the kills other make while under the influence of their aura. With rising lvl the radius of the aura increases.
How to determine the aura:
A random aura on each new fight (determind by a marble throw^^)
Each Mage has a random aura and sticks with it until his death
The aura changes random during a fight
The aura changes during a fight controlled by a ruleset (would be the coolest but the hardest to balance)
Types of aura:
heal
slow enemys
speed up allies
pull in enemys
push enemys away
shield from arrows/projectiles
slow down arrows/projectiles
flash(?) > rather than a constant aura it´s more an instant with a cd. Incoming enemys make a 90 degrees turn random right or left.
Black Mages > Offensive Mages, Spells with high cooldown, have an effect on foe AND friend
Spells: could be completely random....somekind of "wild" magic akin to dnd^^. Lvl up increases duration, damage, length, reach of spells
Low hanging fruit spells (asset and implementwise):
Summon > summons grey marbles with random weapons that attack everyone (or maybe giant "Monster" marbles with horns as weapons that rotate slow mit a lot of hp and damage?)
Black Hole > creates a gravity area that sucks every marble in
Conespells - Spells leaving the mage in a cone:
Push > a wave that pushes everyone away
Heat > a wave that applies the burning state - minimal damage to a single target and ignites the target to apply the burning state, a dot effect that does more damage
Frost > a wave that applies the frozen state - does a little damage and applies the frozen state that slows everything
Poisen > a wave that applies the poisend state - no initial damage but longer dot than fire
Expensive spells (asset and implementwise):
EarthWall > creates a wall noone can pass (maybe with a timer until it vanishes?)
Fireball > shoots a fireball that does minimal damage to a single target and ignites the target to apply the burining state, a dot effect that does more damage.
Meteor > shoots a meteor that ignites all enemys in an area and pushes them away from the center
Frostwind > applied in a straight line and does a little damage and applies the frozen state that slows everything
Poisencloud > a cloud that appears for a time (1 sec at most) and applies the poisened state - no initial damage but longer dot than fire
Create Swamp > creates an area that slows every marble that enters
Assetwise the whitemage should be the easiest to implement. The blackmage should be harder, because some of his spells bring "states" with them or manipulate the terrain. On the other hand spells like
Push/Summon/Black Hole don´t really need that much of additional visuals and instead of dealing direkt damage they have an impact on both sides so it another layer of randomnes without favouring one side
specificaly.
Effects/states like poisen and burning would counter high lvl heroes. On one hand they kill not in an instant, that doesn´t make them overpowered, but also at some point are really effective against high HP targets
Weapon physics were a bit janky but besides that the changes were overall pretty good. Good video.
Make either green or yellow darker/a different color, it's hard to tell them apart when they're going back and forth.
I don't think that's necessary, but it might help colorblind people.
Man's got that colour blindness.
Soundtrack was a bop!
I missed these types of videos. Kingdoms is nice and all, but sometimes you just gotta go back to the basics
Suggestions:
Mage needs a total rework. In every weapon territory video so far, mages have been super overbearing. Be it a pulse or a ball, mages simply have too much power as is, especially in this video where the extra ball slot on the plinko board is gone
As for the hitbox issues, I suggest making it so that instead of a marble being shoved away when the box under it is captured, it is instead permitted inside that singular box until it leaves it. This prevents the issue of weapons not connecting while also keeping marbles from being where they shouldn't
EDIT; NEW IDEA:
Another idea that could help with hitbox issues is to decrease the size of the boxes compared to the marbles. This will most likely decrease the possibility of a marble bouncing off of a box that was captured a millisecond before turning what should have been a hit into a miss
PLEASE MORE MARBLES KINGDOM, I NEED MY DAILY FIX
ME PLEASE MAKE MORE OF THESE😂😂😂😂😂😂
Longsword looked really strong
E: I take that back. Dual swords look way stronger
0:53 green's sword hit the red mage but he did not die
Never gets boring :)
I think the flail guys need to spin a wee bit faster
This may be an unpopular opinion, but I actually like this series more than Marble Kingdoms for it's simplicity.
These are my favorites, love em!
Finally gald my green back
Another victory for green yes glory to green
Marbles Tranches Warfare
Dont make sells become darker, yellow and green are becoming nearly the same
Sick!
Blue spearman got bullied 😂
Great Video
What game or is it just timelapse
Выигрывает тот кто успел взять оружие первым
why do people like this? It isn't even fair at all
👍
Another trash battle. Explain why yellow has an archer that can aim towards the enemy regardless of which direction its pointed, while blue's archer cant?
2:50
Please read my comment on marble kingdoms 9.
This almost feels scripted. Green gets hit by attacks that pop other marbles but survives almost every time, and other marbles block the hit and still pop.
This game was totally rigged😵😡