27NOV14 - Player and Town Growth Graphs |
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GM Rikoo
Moderator Group Community & PR Manager Joined: 28 Mar 2014 Location: Mars Status: Offline Points: 1233 |
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Posted: 27 Nov 2014 at 16:10 |
While working on a larger feature, we thought we'd share a new item that has emerged from testing and works quite well in its own right; this is from the same piece that the real-time combat feed came from (which is now working again).
There are now two types of hourly growth graphs available to you. Town growth Private to the player who owns the town (or sitter) is the resource growth graph which shows the amount of resources you have stored on an hour-by-hour basis and the production rates that is happening:
Hopefully this will have the additional benefit of providing clarity as to why buildings are de-levelled when this happens. All the resource types are a pairing of storage and production, except population which is a pairing of population and tax rate. Player Growth Viewable to all players and available from the player profile is the player growth graph. This shows a trio that is made up of the player's population, town count and sovereignty held (in the top section) and the 8 scores that are used on the rankings (in the lower section): This data has always been publicly available; but the trending has generally only been available to the makers of third party tools. With the demise of Illytools we decided to make these trends available to the wider playerbase (which also provides some of the ability requested by the PIG group) Additionally:
GM Rikoo |
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Illyriad Community Manager / Public Relations / community@illyriad.co.uk
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Eons
Greenhorn Joined: 16 Nov 2014 Location: United States Status: Offline Points: 52 |
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Congratulations GM Team!!! These new features will surely be very useful for new and veteran players alike!!!! Happy Thanksgiving everyone!!!!!
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invictusa
Forum Warrior Joined: 16 Dec 2011 Status: Offline Points: 488 |
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Awesome! Would be even sweeter with a slider bar or other method of adjustment for expanse of time included in the graphs.
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...and miles to go before I sleep.
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Albatross
Postmaster General Joined: 11 May 2011 Status: Offline Points: 1118 |
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Nice work. I know exactly what this is... I started making one that looked forwards rather than back.
Why didn't I finish it?
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GM ThunderCat
Moderator Group GM Joined: 11 Dec 2009 Location: Everywhere Status: Offline Points: 2183 |
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Added a Max storage red line for the basic resources... in case of another clay incident
Edited by GM ThunderCat - 27 Nov 2014 at 23:32 |
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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Great information! Gives me a reason to look at some of the areas I might neglect. Thank you!
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Overall it's a cool feature.
The fancy graphs do load quite slowly in iPad 4 Chrome. Maybe the data doesn't need to be hourly? Or only the last 24h needs to be hourly? Also, isn't this going to make it a heck of a lot harder for thieves and instant blights? It will be quite obvious what nearby players have a sudden score spike that coincides with when you got hit. On a lesser note, doesn't this also make more visible which players are getting hit with attacks, since you can see their defense score rise, and then suddenly plateau? It does lift the fog of war somewhat (acknowledging that people developed external tools precisely to lift the fog of war). |
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Mr Damage
Postmaster Joined: 01 Jan 2011 Status: Offline Points: 598 |
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Like it
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Alcie
Forum Warrior Joined: 02 Dec 2012 Status: Offline Points: 313 |
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Great feature! I have seen player-generated plots similar to some of these, but it is really nice to have it as part of the game. Three suggestions which I think would make it even better: 1. It would be nice to have a 'total change' value listed. The graphs are hard to read when they don't change much. e.g. "total change: +112 pop" would be nice to have in text. Alternatively ( or also) , a listing of 'starting value' and 'ending value' would be nice. 2. For 'number of towns'... 2 weeks is a little too short of a time-span for this to make sense. Except possibly for the first two weeks, usually there will be no change or at most a change of 1 town. Perhaps 6 months or a year for the interval instead? 3. If it is not too hard (and this could combine with suggestion one) , could the default plot be zoomed in to the actual values which occurred? I know for a fact my research score went up during those 2 weeks, but the scale goes from 8.5 million to 11 million. It makes it so that my score will look flat even if I researched as much as possible in that short time period. It would be much more fun to see what actually happened graphically rather than seeing a flat line no matter what. One other note. I believe the 'sov' plot is broken. I definitely did not go from zero sov to 200 sov in a straight line during those 2 weeks xD |
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Dungshoveleux
Postmaster Joined: 09 Nov 2013 Status: Offline Points: 958 |
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Just the sort of tools that could be used, together with a dataset, to more easily identify and analyse unexpected changes in resources such as gold and prestige.
It's great, but am I the only one who thinks like this?
Edited by Dungshoveleux - 28 Nov 2014 at 10:57 |
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