05DEC11 - Advance Notice: Negative Resources |
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 1808 |
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Topic: 05DEC11 - Advance Notice: Negative ResourcesPosted: 05 Dec 2011 at 18:36 |
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RUNNING NEGATIVE BASIC RESOURCES WITHOUT SUPPLIES Who this will affect
ie this change only affects towns that are not just starting out in Illy, but have also completely run out of any one of the basic resources. What will happen to a town in this situation
Running a deficit production of other hourly resource types (gold, research and mana) will continue to function as before (ie units will abandon their posts, sovereignty will auto-cancel and spells will auto-cancel). We will be entirely unsympathetic to any petitions along the lines of "the system trashed my town" - running a basic resource deficit has now become extremely dangerous. However, we will look to put in some kind of warning system in the future if players are accidentally setting themselves up for a possible disaster. We are aware that:
tldr; Running negative resources is bad, m'kay? CLEARING UP INACTIVES Also on Wednesday the 7th of December we will be doing a bulk clean-out of a bunch of the inactive accounts. This clear-out will have a number of separate phases:
tldr; There'll still be inactives to farm if that's what floats your boat, but they should be better distributed and new players should be seeded in such a way that the center of the map isn't gridlocked. Regards, SC
Edited by GM Stormcrow - 06 Dec 2011 at 17:07 |
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shadow
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Joined: 24 Jan 2011 Location: USA Status: Offline Points: 48 |
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Posted: 05 Dec 2011 at 18:45 |
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Uh Oh! Finally here.....let's see who prepared for it
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StJude
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Joined: 12 Jun 2011 Status: Offline Points: 538 |
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Posted: 05 Dec 2011 at 18:47 |
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Noice!
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I will adjust your unjustness and you will be readjusted to be one with my justness, I call it justice. - AnalrotsAnIStinkAlot
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Silverlake
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Joined: 15 Oct 2011 Status: Offline Points: 127 |
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Posted: 05 Dec 2011 at 19:06 |
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Excellent
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StJude
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Joined: 12 Jun 2011 Status: Offline Points: 538 |
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Posted: 05 Dec 2011 at 19:14 |
This is probably my favorite item on the list. Please tell me that it is "logged into" and not "has been sat" that is the qualifying factor here?
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I will adjust your unjustness and you will be readjusted to be one with my justness, I call it justice. - AnalrotsAnIStinkAlot
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JimJams
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Joined: 20 Sep 2011 Location: Italy Status: Offline Points: 141 |
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Posted: 05 Dec 2011 at 20:34 |
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Can you please give us more info about the new seeding policy for newbie cities ?
I am a little worried about it. As many other players, I moved or settled my cities away from the crowded zone, and it would be VERY annoying to see newbie cities popping near my cities, may be even very near, even aside... While now this is acceptable in the "newbie ring" because people can move away from there using the spell or exodus, it will be not acceptable in other zones where people patiently moved or settled following a plan. I am not sure the "solution" isn't worst than the problem... |
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Tordenkaffen
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Joined: 16 Oct 2010 Location: Denmark Status: Offline Points: 513 |
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Posted: 05 Dec 2011 at 20:53 |
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LOVE IT! THANK YOU!
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GM Stormcrow
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GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 1808 |
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Posted: 05 Dec 2011 at 21:00 |
Hi JimJams, Yes, I understand your concern here. Don't worry, it's not a change that should affect this. Currently we select one square, at random, from a list of 20 available "new player starter squares" sorted by "closest to the center of the map". We'll still select the candidate list by "closest to the center of the map", but we'll be selecting one square at random from an expanded set of 100 squares. Given that we'll be doing a "one-in, one-out" policy, the "newbie ring" should actually contract initially, and will only start to expand again once we have more players choosing to stay long-term with the game, rather choosing to leave. In short, the newbie ring should both contract and become less dense. Best, SC
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GM Stormcrow
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Posted: 05 Dec 2011 at 21:03 |
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I would also add that the only way of guaranteeing that no one can settle near you (as a newbie seed, or as a relocation/exodus/settler) is by claiming Level 1 (or greater) sovereignty on the squares you wish to prevent a player from settling at.
The Chancery of Estates building helps this considerably, and I'm slightly surprised more people haven't explored the limits of this option! SC
Edited by GM Stormcrow - 05 Dec 2011 at 21:05 |
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Binky the Berserker
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Joined: 19 Jul 2011 Status: Offline Points: 46 |
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Posted: 05 Dec 2011 at 21:04 |
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curious what will happen to accounts that have sitter, but where the original player has left the game for long time
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