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20FEB18 - Defy Death Update

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Ruarc View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ruarc Quote  Post ReplyReply Direct Link To This Post Posted: 24 Feb 2018 at 16:07
Updates to the game are always good.
 
Can we expect to see more fixes, possibly including an improved text editor?
 


Originally posted by eowan the short eowan the short wrote:

Originally posted by Blankit Blankit wrote:

Ofc it comes from upgradable attributes. Its 206, but yes thanks.

Having a smooth curve like this helps make the decision of level subjective. Which is nice.

206? What did I miss?

9 self bonuses= 90
11 division bonuses=110
Troop specific defence boost=5

=205
 
Accelerated Healing has 11 levels.
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Post Options Post Options   Thanks (1) Thanks(1)   Quote eowan the short Quote  Post ReplyReply Direct Link To This Post Posted: 24 Feb 2018 at 16:55
Accelerated healing has 11 levels but the commander starts at level 0 with level 1 accelerated healing meaning it doesn't change it from 205.

Edited by eowan the short - 24 Feb 2018 at 16:56
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Blankit Quote  Post ReplyReply Direct Link To This Post Posted: 24 Feb 2018 at 22:52
Originally posted by eowan the short eowan the short wrote:

Accelerated healing has 11 levels but the commander starts at level 0 with level 1 accelerated healing meaning it doesn't change it from 205.


Again, I did not know that. Thanks. Are you planning on returning? Willd is back.
---E ---E Now selling pitchforks at The Pitchfork -Emporium. ---E ---E
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Post Options Post Options   Thanks (0) Thanks(0)   Quote eowan the short Quote  Post ReplyReply Direct Link To This Post Posted: 24 Feb 2018 at 23:20
I'm back (temporarily) rn as I am sorting out some issues relating to my gold... they should be dealt with soon enough and then I'll be off again. I don't intend to be in GC at all as that way lies a full return which I don't particularly want.


Willd was back before I left.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 24 Feb 2018 at 23:34
Originally posted by eowan the short eowan the short wrote:

Originally posted by Blankit Blankit wrote:

Ofc it comes from upgradable attributes. Its 206, but yes thanks.

Having a smooth curve like this helps make the decision of level subjective. Which is nice.

206? What did I miss?

9 self bonuses= 90
11 division bonuses=110
Troop specific defence boost=5

=205

He added up all the levels shown on the commander screen.  Accelerated healing shows as 11 levels because you start with one which is not reflected in your commanders level count.  So there are 206 levels but commanders can only show 205.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Lord Stanley Quote  Post ReplyReply Direct Link To This Post Posted: 25 Feb 2018 at 19:33
I have 2 alternative suggestions. I offer them thinking about how a real life battle would play out.
In my mind, avoiding death in a battle should be an inherent skill that a commander has. The more experienced he is, they more likely that he could find a way to survive any battle. So the first step is to increase the likelihood of survival by a sliding scale method to cap out at 50% for a fully leveled commander.
With that baseline in mind, the 2 options I would suggest are either..
1) Change defy death's attributes to decrease revival time by some percentage up to say perhaps a 10-20% time saving.
2) have defy death add an additional 10 - 20% to the baseline battle survival.

To me, either of these changes would reward people for creating and keeping high level commanders, make the benefits of using the attribute actually worth spending the xp on on, while not making the benefit so disproportional as to harm the game.

Edited by Lord Stanley - 25 Feb 2018 at 19:34
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ten Kulch Quote  Post ReplyReply Direct Link To This Post Posted: 25 Feb 2018 at 20:15
Isn't there already a benefit to high level commanders, due to their skills?
Check out my blog, Warmongering in Illyriad for self-defense techniques, military city construction, and PvP strategies.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tink XX Quote  Post ReplyReply Direct Link To This Post Posted: 26 Feb 2018 at 01:41
Originally posted by Ten Kulch Ten Kulch wrote:

Isn't there already a benefit to high level commanders, due to their skills?

Well, I think the point that people are trying to make is that this benefit is linear. It's a fantasy game, we all want a Dragon Reborn or would settle on a Rambo. What we get instead is a progressively overbuilt Swiss army knife.

It is not very exciting.


Edited by Tink XX - 26 Feb 2018 at 01:42
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ten Kulch Quote  Post ReplyReply Direct Link To This Post Posted: 26 Feb 2018 at 03:57
Because the military game is about troops and the map, no?

From playing Game of War, where everything is about commanders (and selling you gear for commanders), I like the more evenly paced power curve of Illyriad.
Check out my blog, Warmongering in Illyriad for self-defense techniques, military city construction, and PvP strategies.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Tink XX Quote  Post ReplyReply Direct Link To This Post Posted: 26 Feb 2018 at 04:22
Originally posted by Ten Kulch Ten Kulch wrote:

Because the military game is about troops and the map, no?


While true, I think adding a bit of pizzazz to commander mechanics would be great. On the account of the "game about troops and the map", spicing up combat mechanics is badly needed, such as rebalancing defensive and offensive troops, introducing something to rebalance terrain bonuses, and coming up with ways to make combat mechanics less linear. The whole "surround yourself with plains" being the only option for decent defense ends up boxing entire alliances into one strategy.

But that's a whole different conversation.
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