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GM ThunderCat View Drop Down
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Direct Link To This Post Topic: 21JUL11 - Mobiles, other
    Posted: 22 Jul 2011 at 13:46
Hi All,

A few things today!

BUY PRESTIGE ON YOUR MOBILE PHONE
You can now buy Prestige from your mobile phone in 58 countries around the world!

Countries covered right now include:

FI SE NO DK EE LV LT RO BG RS HR HU CZ MY PL TW FR ES PTIE GB DE CH BE NL AU HK RU ID BA BY SK SI UA AT US ZA GRIL VN CL CO VE MX TR TH MK AZ KZ IT ME DO PA EC AR BO CY

Simply go to the "Buy Prestige" page, and it's a very straightforward process from there, simply follow the instructions - Prestige will be credited instantly and charges will appear on your next mobile bill.

ADVANCE NOTICE OF CHANGES TO ACCOUNT SITTING
We've said in forum posts past that it's going to happen, and so it is.

From 1600 Server Time on August 31st 2011, players will no longer be able to be permanent sitters on another players' account.

The way this will work is as follows:
  • Each player account will be allowed to have up to 90 "sittable days" in any 12 month period.
  • As of 31st August, every players' account management screen will show a 90 day timer.
  • Whilst a sitter is appointed to your account, this timer will decrease daily.
  • When you are within 24hrs of your 12 month limit, your sitters will be notified by ingame mail - and you will be notified by external email.
  • When your 90 days worth of sitting has expired, all sitting arrangements for your account will be automatically cancelled and you will no longer be able to appoint a sitter to your account.
  • As and when your particular sitting period cycles round, you will gain back "sittable days" and your timer will increment back from zero days remaining, at which point you will be able to reappoint a sitter.
  • Having either one sitter or two sitters on your account will not affect the speed at which the timer decreases.


ADVANCE NOTICE OF CHANGES TO NEGATIVE FOOD WHEN YOU HAVE NO FOOD STOCKPILED

In order to address a potential exploit, players should be aware of the following game environment change: 

If you have negative food production AND you have no food left in your city, then your city taxation rate will automatically adjust itself downwards to return you to a state of zero food balance.

This rule comes into effect at  12:00 server time, the 31st of August.


OTHER CHANGES AND FIXES:

COMMANDER RESET
Resetting commander skillpoints was providing them with an additional percentage bonus upon reset (on top of their increased maximum level).  This has been rectified.  For the avoidance of doubt, commanders can specialise in their area up to L15, but do not gain the additional 5 levels by default.

FORTUNE TELLER MESSAGE CORRECTION
Sending Assassins to the fortune tellers elicited a response referring to Scouts, which has been fixed to correctly read "Assassins".

TOURNAMENT WINNER STATUES
Have been placed on the world map for those winners who have advised us of their valid statue locations.  Visiting the statues gives a message concerning the Tournament and the Winner.


Best wishes,

TC


Edited by GM ThunderCat - 01 Aug 2011 at 17:08
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Mandarins31 View Drop Down
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Direct Link To This Post Posted: 22 Jul 2011 at 18:10
Originally posted by GM ThunderCat GM ThunderCat wrote:


If you have negative food production AND you have no food left in your city, then your city taxation rate will automatically adjust itself downwards to return you to a state of zero food balance.





oh really?  was a game abuse? i have like 3 maxed cities that have -10k food production even if i put em at 0% tax.  Have barely no cities on 7 food tiles then... 1 is enough to feed the production of 3-4 maxed cites running with negative food production.

Well , my account can go to garbage :/


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Direct Link To This Post Posted: 22 Jul 2011 at 19:09
Originally posted by GM ThunderCat GM ThunderCat wrote:

ADVANCE NOTICE OF CHANGES TO ACCOUNT SITTING
We've said in forum posts past that it's going to happen, and so it is.

From 1600 Server Time on August 1st 2011, players will no longer be able to be permanent sitters on another players' account.

The way this will work is as follows:
  • Each player account will be allowed to have up to 90 "sittable days" in any 12 month period.
  • As of 1st August, every players' account management screen will show a 90 day timer.
  • Whilst a sitter is appointed to your account, this timer will decrease daily.
  • When you are within 24hrs of your 12 month limit, your sitters will be notified by ingame mail - and you will be notified by external email.
  • When your 90 days worth of sitting has expired, all sitting arrangements for your account will be automatically cancelled and you will no longer be able to appoint a sitter to your account.
  • As and when your particular sitting period cycles round, you will gain back "sittable days" and your timer will increment back from zero days remaining, at which point you will be able to reappoint a sitter.
  • Having either one sitter or two sitters on your account will not affect the speed at which the timer decreases.
 
This will be harsh on people with an alt account, having to log out and back in everytime they switch accounts.
 
Is it in any way possible to "bind" your two accounts together - as a form of permanent sitter but ONLY for your alt account, and once it's done it can't be un-done?
 
For me, personally, it will be a big issue having to log out of Illy and back in everytime I want to do something on my alt - also because if you log out and in too many times the browser starts acting up.
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Direct Link To This Post Posted: 22 Jul 2011 at 19:25
I just switched a bunch of food sovereignty over to stone at a max-pop city to deal with a deficit there, and with the reduced sovereignty controls, I can't cancel the ongoing lvl IV construction to switch back to food, or even see when it will finish.  What a pain.

/facepalm

Does this represent a change of heart regarding intended mechanics?  I could swear I checked with devs before starting to use this strategy many months ago, but I can't find such a petition or forum post anymore.  Also, this will make achieving city #10 about 10 times harder and more dangerous, and it was close to infeasible in the first place.  Which is unfortunate, because I'd otherwise consider destroying and building my unbalanced-plot cities.  3-7 splits have become so ridiculously untenable for long-term growth that I'd recommend newer players intentionally destroy their first cities just to be rid of them and never have fewer than 4 of any plot.  It also seriously impacts the value assessment of 7-food plot cities vs 6-food plots.

Tera-forming spells/engineering options cannot come soon enough, no matter how expensive.  And it seems cruel to still push new players onto starting plots with 7-3 resource splits.
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Direct Link To This Post Posted: 22 Jul 2011 at 19:35
Also as things are now i was wondering if the dev crew has thought of a way that you could incorporate the new magic that is coming "soon" to be able to upgrade adjacent squares. Right now its a fight for food sov squares to make a larger city, if you could build a city next to a food sov that would only be 7 but could perform magic to upgrade it to a 10 and then start a sov there it would be exceptionally convienant. This would also help even out the importance of the other basics instead of everyone going for good food sovs.
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Direct Link To This Post Posted: 22 Jul 2011 at 19:37
Keeping in mind that there could be a cap put on how much a square may be upgraded  Wink
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Direct Link To This Post Posted: 22 Jul 2011 at 19:41
same here for me as with Mandarins... my account will get basically destroyed with this food change, because I built hardly any of my cities on +7 food tiles.

EDIT: Infact this impact of this food change will be so drastic for me and many other player that I may aswell completely restart my account on different terrain.

You guys are calling this negative food income thing an 'EXPLOIT' in your original post. That if fine, you made the game and what you call an exploit is an exploit.

But the fact is that running cities with negative food been such a widespread practice for such a long time (since the first days of Illyriad, more than a year ago) that most advanced players just assumed this was an intended part of the game mechanics. You could have told us so many times that this was not intentional and would be changed, it has been no secret that this has been a common tactic for advanced economies - infact I have seen it in several city development guides.

Personally I would prefer to see this planned change cancelled all together, because I don't believe it is fair to a large number of veteran players to suddenly call what was assumed to be part of the game mechanics 'an explot' and shut it down when the ramifications of this are totally crippling for many players.

Second to cancelling this intended change I'd like to see a workaround - the fairest one I can think of would be a 1-time reallocation of city resource plots - allowing players who were never informed that 7-food city plots would be absolutely ESSENTIAL to redress their disadvantage without months of rebuilding.

I'd be very interested to hear the devs' and community's views on this post.


Edited by Createure - 22 Jul 2011 at 23:24
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Direct Link To This Post Posted: 22 Jul 2011 at 20:00


That would be great if this release brought a city remove that would allow to have the basic ressource splots that are on the tile we would move the city on.

This wasn't crearly specified as game abuse, and that's a big blow for players like Creature or me that built up a settling strategy counting the fact that with a negative food production and 0 food, your city just froze... seemed logic and didnt look like a game abuse... maybe your citizen are searching food by their way, and that's why they do not have time to build army or advanced ressources for you... until you bring food again in the city.


and this release mostly touch the high populated players, that spent a good amount of money in the game also. that wont be very nice not to have a compensation concerning this release.


and as said above this could be to have a city remove that totally takes the caracteristics of the terrain you move on.



without that, i dont know how other players will do, but ill personnally destroy all my cities that are uselesly on 5 food tiles... or maybe make a new account and find a better location.


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Direct Link To This Post Posted: 22 Jul 2011 at 20:58
I don't really know just thoughts passing

Major changes that effect players game style I believe that are damaging a game.

People that have spend time with certain rules to find a way and analyse what strategy they will follow and afterwards running against the clock using prestige and mostly time to make their own strategy working, comes a day which someone just changes the rules :(  All the effort that these people have spend is gone to the waste.. make me wondering if it is valuable ?  If the players do count in the game.

I have seen that in many games just to show something new they just change rules instead of basically improve the game. So a question comes although Illyriad is still under development things are been under construction and new things have been added and probably will be added which is the reason for major changes that effect players game style?

I sure don't count myself as I still believe that I am learning the game but sure it counts for players older than me in Illyriad time I mean :)
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Direct Link To This Post Posted: 22 Jul 2011 at 21:28
     I wouldnt mind if you were negative food that your cows and horses start dissapearing and then why not make it easier for all of us to change the tiles around us (sovs)(better food) and drop the rates of research points per level of sov also. Magic could also throw in a few spells that also increase your production on more than one sov at a time.   There should be a better way at going at the people with negative food, just gave a few options to do so.  Would like to build past a certain point but running low on food myself.
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