Daily TheViper

Daily TheViper

Welcome to Daily TheViper!
On this channel you will find all the daily gameplay videos and live streams from TheViper.
Keep in mind that the main interaction on live streams happens on Twitch: www.twitch.tv/theviper

For more specific and edited content, make sure to check out the main channel: @TheViperAOE - kzread.info

If you want to watch more videos of TheViper from other games or different kind of content from TheViper, check out: @MoreTheViper - www.youtube.com/@MoreTheViper

Here you have an opportunity to watch TheViper's live stream from Twitch:
www.twitch.tv/theviper

4v4 Rage Forest with Romans Pocket

4v4 Rage Forest with Romans Pocket

Monk Rush from within the Enemy base

Monk Rush from within the Enemy base

4v4 Nomad with Pros!

4v4 Nomad with Pros!

1v1 Arabia | Khmer vs Mayans

1v1 Arabia | Khmer vs Mayans

Arambai Power on DuneSprings!

Arambai Power on DuneSprings!

Пікірлер

  • @mertyilm_z
    @mertyilm_z14 сағат бұрын

    Not that im against it, but increasing efficiency will lead to quicker uptimes, new build orders, new meta and EGAALOS HUUVERING THE EKONOMY AT MINUTE 12

  • @nicholasallan573
    @nicholasallan57321 сағат бұрын

    Fun games today

  • @nothanks7475
    @nothanks7475Күн бұрын

    Bumping this topic for the devs.

  • @ChristIsMetal
    @ChristIsMetalКүн бұрын

    Radius reduction upon age-up! New ages means more vills, usually. So 10% reduction each advance in age should work fine

  • @pakumies
    @pakumiesКүн бұрын

    You can have different collision sizes for different unit interactions!! Do 20% reduction for villager-villager collisions, and the rest remains utterly unchanged

  • @YanKabakov
    @YanKabakovКүн бұрын

    It would be awesome if there were different % for "traveling" vs "working" - so that villagers don't stack up on the same spot when mining (looks wrong) but have no problems navigating around obstacles/other units.

  • @malikjamous638
    @malikjamous638Күн бұрын

    extra salty match

  • @RogueFriXioN
    @RogueFriXioNКүн бұрын

    where da rest o da game

  • @nadvic1797
    @nadvic1797Күн бұрын

    just a short question, and i might embarrass myself with this idea since i'm fairly new to the topic. but why are we even talking about "collision size"? when villagers don't continue moving after being blocked due to collisions, that isn't a collision size issue. it's merely a pathing issue, and a "memory" issue (not RAM, but villager memory of where they were tasked to go). meanwhile, the collisions on camps could be fixed by just making them "react": so when someone bumps into another, does the other then usually just stay there? talking about realism, the other person should consider moving a little bit as well. of course, when 5 people would have to move to fix this issue, this would mabybe even create bigger pathing problems and deadlocks, but implemented right, this would fix ANY kind of collision problems, and wouldn't introduce many more other problems. and this would also mean that villagers could NOT easier escape when attacked by MAA for example, as their collision size wouldn't change, and the enemy forces wouldn't "react" to them getting closer or colliding with them. also, what i can see from the clip at 2:15, this isn't a collision problem either. the problem seems to be that after a collision, the villager reevaluates their path and then moves accordingly, not taking ANY other villagers in their close proximity into account, besides the one that they've just collided with. they seem to try and "not hit the same guy again", however meaning that both villagers then take VERY different paths than optimal. from my understanding just from this video, the villagers seem to not have a "smooth line" to arrive at their final destination. when you send them around a corner, they're likely to have like 3-4 straight lines and then just move to specific target points directly. those multiple target points that they have when you send them around a corner are calculated during pathing, and keeping that number low makes it easy and fast to process, even when the amount of units is huge. and that's the problem already! if that number was bigger, and the villagers would have 30-40 of those points where they'd move in a straight line, they would move around each other much smoother. however, this would increase load, most possibly on the servers and on the clients respectively. and that is what the devs don't seem to want to do. and maybe they have good reasons for that as well. so sure, making the collision boxes smaller decreases this problem as well, but it's a cheap fix which won't fix all the issues either. increasing the number of target points in a path however would mean that the villagers would need to "think" more to get to their destination, and this would increase load. in that case it would be important to have efficient algorithms, which are smart enough to differentiate between a huge amount of villagers in a small space, where they collide often (and where they'd need that additional destination points, and so CPU load), and other parts, where not so many villagers pile up, and so the amount of those points can be kept fairly low. and from what i can judge, such a thing is not in place right here. be free to correct me here, but i suppose we could enhance the pathfinding AI in that way, and possibly even lower the CPU load in many cases as well through good optimizations.

  • @kumareshjeyaprakash
    @kumareshjeyaprakashКүн бұрын

    Reducing collision size may change the dynamics of vil fight in dark age. Maybe as we age up to castle age we can have reduced collision size as it will help with boom.

  • @skiwarz
    @skiwarzКүн бұрын

    Am I crazy here? I feel like collisions were never an issue several years ago (AoK, AoC, HD, and first few years of DE). I took a break from AOE for a couple years and came back about a year ago to find the collisions VERY noticeable. Did the devs change something to make them worse? I feel like we're proposing solutions to a problem that never originally existed.

  • @4everdex
    @4everdexКүн бұрын

    Yea, maybe im tripping, but I feel like when DE released there was no problems with stuck vils, at least not close to this frequency. Also i cant remember this when I was a child, so I guess you are right. Overall I feel like pathing just became worse and worse with every patch.

  • @anuragbisht1200
    @anuragbisht1200Күн бұрын

    I do not know who Viper is but I am a big fan of LimitedViper

  • @absbread
    @absbreadКүн бұрын

    Do I just have my rosy tinted glasses on, or was userpatch just... good? Maybe they need to hire Scripter haha

  • @Naverb
    @Naverb15 сағат бұрын

    Scripter gave us the holy scripture that was userpatch 1.5, and we have only tarnished his legacy

  • @ramosfelipe
    @ramosfelipeКүн бұрын

    Just increase the base attack speed of man at arms and maybe +1 base attack, they should run these tests and let us experiment it. If get to overpower, just reset in the next update patch, keep thinking in something else and life goes on!

  • @Just_a-guy
    @Just_a-guyКүн бұрын

    You have to do it "outside of main stuff" IMO. There is redbull grind and you dont want to mess with crazy stuff right before it ends

  • @asadbaqir4988
    @asadbaqir4988Күн бұрын

    f

  • @flugaflaug1647
    @flugaflaug1647Күн бұрын

    I heard "a react to the erect to the erection." at the end there. PG18

  • @chasep9440
    @chasep9440Күн бұрын

    I've clicked into a viper stream the last 3 days in a row, and all 3 days at every moment I've clicked in, he's having an all out villager war.

  • @Klautsche
    @KlautscheКүн бұрын

    1:02:10 HOW does that monk just take 5 Cannonballs to the face and keep walking?

  • @IMBATMANANDIMCOOL
    @IMBATMANANDIMCOOLКүн бұрын

    MBL and the outpost rush .. never thought I'll live to see the day Viper gets Outpost rushed.. he usually does it when the game is over and the opponent can't comeback. Man what a game..

  • @TheDunestyler
    @TheDunestylerКүн бұрын

    you really threw that one.

  • @danielcauvel2006
    @danielcauvel2006Күн бұрын

    ‘Obuch or nothing’ is title instead of ‘smoothest boom of all time’???

  • @Echo-three-one
    @Echo-three-oneКүн бұрын

    So satisfying the "where's somero"? 🫡 haha The Viper the Terminator

  • @comandanteuldo8261
    @comandanteuldo8261Күн бұрын

    Very good game

  • @rhalfik
    @rhalfik2 күн бұрын

    It reminds me of that arena game with outpost rush

  • @andrei281193
    @andrei2811932 күн бұрын

    I find it a bit weird that he pressured you at the beginning of the game and then it feels like you came back with those Castle units, however I'm curious what was he doing during that time when you were just roaming around and picking the relics.

  • @Infinite_Jester
    @Infinite_Jester2 күн бұрын

    Looks like he went imp and boomed.

  • @kch2.4
    @kch2.42 күн бұрын

    👍

  • @phillipflsmith
    @phillipflsmith2 күн бұрын

    I love RF games but you just don't get games like this

  • @TaToHAoE
    @TaToHAoE2 күн бұрын

    they aren't

  • @pierreledingue7260
    @pierreledingue72602 күн бұрын

    Mbl is german?

  • @partlycurrent
    @partlycurrent2 күн бұрын

    Both Viper and MbL are Germans according to the German AOE2 scene

  • @misiojab
    @misiojab2 күн бұрын

    I think they are Norwegian

  • @CirrowProductions
    @CirrowProductions2 күн бұрын

    they are noobs

  • @lex91_
    @lex91_2 күн бұрын

    Norvegians originally

  • @shykorustotora
    @shykorustotora2 күн бұрын

    Kylar the GOAT

  • @kch2.4
    @kch2.42 күн бұрын

    👍

  • @Level7Monkey
    @Level7Monkey2 күн бұрын

    It took me till 35:00 when I realised I've already watched this live. 11

  • @huesocker19
    @huesocker192 күн бұрын

    It looks like it's sucking on an egg.

  • @devagr
    @devagr2 күн бұрын

    finally a viper RF game where he doesn't get housed all the time

  • @maxspace24
    @maxspace242 күн бұрын

    That joke is older than you ;)

  • @colefabracing2006
    @colefabracing20063 күн бұрын

    Tarkans are OG OP

  • @dj_koen1265
    @dj_koen12653 күн бұрын

    Tarkan? Never heard of it

  • @CptManboobs
    @CptManboobs3 күн бұрын

    Huns + Poles seems kind of silly. There is gonna be a never ending stream of Winged Hussars.

  • @bassegoder
    @bassegoder3 күн бұрын

    Totally. I remember when i was playing more seriously, like 10 years ago, back in HD... a game i got 2vs1 and my cav archers were struggling against an arbalest skirm Convo protected by a castle in a bottleneck. The trebs couldn't put it down.... I did 20 tarkans (not even elite, just 2nd armor) and in one minute the two enemy armoes got soooo wiped out. They tried to react with albs but it was too late. I was surprised myself. One of the guys resigned instantly.... Tarkans are insanely underrated.

  • @patrickschutz8511
    @patrickschutz85113 күн бұрын

    ye baby

  • @henriqueoliveira2840
    @henriqueoliveira28403 күн бұрын

    you can build a palisade beside the mill to get another farm spot

  • @GermanLoLVidz
    @GermanLoLVidz3 күн бұрын

    keep the rage forest going I need it

  • @canijo2512
    @canijo25123 күн бұрын

    Amazing content 🖤

  • @Thunderstryk
    @Thunderstryk3 күн бұрын

    suuumerrroooo

  • @kwongshuchung
    @kwongshuchung3 күн бұрын

    Wish one day viper got defeated and still post the video 😎

  • @shredmaster2000
    @shredmaster20004 күн бұрын

    Welcome back nili!

  • @juanbermudez887
    @juanbermudez8874 күн бұрын

    Donde esta somero

  • @yunustahaturk4992
    @yunustahaturk49924 күн бұрын

    24:40 play more 4v4 rf ı just love that map

  • @vocs75
    @vocs754 күн бұрын

    Seems like more of these games lately end up with 1-2 players not just "dead" but fully defeated. Is it because of the tournament people are more 'try hard'? Not that I don't enjoy watching it, just that it seems to be way more common of late to spend the time to completely wipe someone out rather than redirect on the next.

  • @solace6633
    @solace66334 күн бұрын

    Its because high level players are much more aggressive than your standard black forest players in every element. Top players have figured out you can nuke a player but then stabilize and get that person back in, as long as you do heavy damage in return. The only real issue is can be space. So you need to full on defeat players to stop them coming back

  • @yuuya5985
    @yuuya59853 күн бұрын

    on bf dead but not defeated players can easily reboom back, sling, hide or sneak, which can still be painful to deal with, so it's great to wipe them completely without allowing any escapes

  • @vocs75
    @vocs753 күн бұрын

    @@solace6633 @yuuya5985 I was meaning I have watched these RF from viper (and the usual) for a long while now and it just seems recently the moves on flanks are way more aggressive. I get why you would want to defeat a flank/player but it just seems over the last few weeks its like the meta where previously they would push *through* the "dead" player to the pocket. Could just be my perception.

  • @RogueFriXioN
    @RogueFriXioN4 күн бұрын

    Crazy how Viper is levitating on stream with his chair in the back

  • @catrielmarignaclionti4518
    @catrielmarignaclionti45184 күн бұрын

    "play 1v1" is the trigger word to active viper's low tier god moment

  • @Shae_francis
    @Shae_francis3 күн бұрын

    gotta "keep yourself safe"

  • @catrielmarignaclionti4518
    @catrielmarignaclionti45183 күн бұрын

    @@Shae_francis next he gonna tell em to "Use rope+chair build for max efficiency"