14Jun14 - Tenaril's Capitals |
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Miklabjarnir
Greenhorn Joined: 07 Mar 2012 Status: Offline Points: 73 |
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I never liked the terraforming idea in the first place, and think it is detrimental to the game. I would like the spell to get a new restriction - that it does not work on anything bigger than a town, for instance.
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Demonic Spoon
New Poster Joined: 12 Jun 2014 Status: Offline Points: 27 |
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That won't do anything to the terraforming.
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Aurordan
Postmaster Player Council - Ambassador Joined: 21 Sep 2011 Location: United States Status: Offline Points: 982 |
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I'm glad they fixed whatever problem this was causing, I guess...
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jordigui
Wordsmith Joined: 20 Jun 2010 Status: Offline Points: 157 |
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As already said before, this will make terraforming much easier (faster) and this makes things much easier for those who just create alts to terraform and then abandon them and repeat the process. As I see it, this process is similar to permasitting, and it seems that devs are encouraging it ... Could we have your opinion about the creation and destruction of alts just for terraforming purposes?
One solution would be that the terrain that you bring with the city when you Tenaril is only maintained while the city is owned by the Tenaril caster. If that city is afterwards sieged or abandoned, the terrain comes back to the original resource distribution. Or if you prefer, to avoid just this behaviour it could disappear once the Tenaril caster account is abandoned or the Tenaril account distribution could be maintain only if the initial owner holds it for 1 year ... As you see, many solutions to avoid this (as I understand) pervasive behaviour. THanks |
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Artefore
Forum Warrior Player Council - Biographer Joined: 21 Feb 2014 Location: Earf Status: Offline Points: 325 |
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What's the big issue with terraforming? It's opening up spaces in elgea that wouldn't be nearly as good as they are without it, enabling players who either don't want to make the big move down to BL or who aren't able to expand easily due to proximity to other people to grow.
It's not even closely related to permasitting, it's actually impossible to do with a permasat account. Oh, and it appears the newbies can make some good money by making alts and selling them to established players, which is a win-win situation for all involved. It's a game mechanic, and the devs have been aware of it for a long time. I'm not sure why they would become suddenly opposed to it, as it's encouraging growth in their game.
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Alfred
New Poster Joined: 13 Jun 2014 Location: England Status: Offline Points: 39 |
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Because it's a bodge job of a broken game mechanic. ( or a temp Hotfix to demand ) Devs spent time making hoards of new terrain for the broken-lands, Yet really, All players want is 7 food.. everything else at 7 is near pointless unless you like different squares visually. Although, Time vs effect, Another big patch c: ( Pre the foot solider build time changes, Cav was king, on it's terrain type with the only source of 7 food apart from the few that knew/did terraforming sneaking.. double broken c: )
Edited by Alfred - 17 Jun 2014 at 10:14 |
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Alfred
New Poster Joined: 13 Jun 2014 Location: England Status: Offline Points: 39 |
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But I think the main reason for the fuss is, It allows new players, rebuilders and returning players to quickly gain on the power of the old blocks.
You need only look at the length players have gone to gain control of chunks of the map, 7 food freely available is the beginning of the end for the old structure of elgea. ( so many wars, dramas etc.. ) Plus.. the envy of "people get it easier than I had it" ;p
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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Thinking that this somehow makes terraforming substantially more available than it was doesn't make a lot of sense. Basically for the "professional" terraformer it skips the step of needing to have the capital city sieged down. So it will be a little faster. But honestly the main holdup for most experienced players who build an alt to terraform is losing the rainbow; a city can easily be built to 450 population (with a lot of outside support) and a settler built within 7 days.
I don't see this as a major game-changer from the "professional" terraformers perspective. It could be helpful to new players who want to tenaril 7-food squares, but that leaves us with a couple problems; 1) What is the new player supposed to do with the 5-food capital they leave in the newb ring when they Tenaril? Leave it there? Exodus? Have it sieged down? These are the same problems faced by newbs who were debating Exo-Tenaril. Maybe it makes it a little easier to get a 7-food city out of the new player ring, but getting two 7-food cities in the same place still has the same challenges. 2) Is this going to hasten the stripping of 7-food squares from central Elgea as newbs Tenaril them all to parts unknown? (Even a completely different continent.) Will it create the Great Central Desert? Unless the developers have a mechanism for "healing" the Tenaril squares to restore 7-foods, soon 7-food squares in the newb ring will be in short supply and newbs will have to settle elsewhere to find 7-food anyway.
Edited by Rill - 17 Jun 2014 at 15:44 |
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Demonic Spoon
New Poster Joined: 12 Jun 2014 Status: Offline Points: 27 |
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What? While the hypothetical scenario is amusing, to the best of my knowledge tenariling doesn't strip the resource plots from the square that was teleported from. The seven food squares remain. Each terraforming simply adds another 7 food square to the total. The thing we have to watch out for is aggressive terraforming of 1 food squares onto 7 food squares to spite people. |
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kodabear
Postmaster General Player Council - Astronomer Joined: 18 Jun 2013 Location: Lucerna Status: Offline Points: 1515 |
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you cant make a 7 food to a 1 food to would be people making 7 food to a 5 food.
Edited by kodabear - 18 Jun 2014 at 00:37 |
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