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03JUL15 - No More Research Technology Carry Over

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Agalloch View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Agalloch Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 14:46
Well this does suck , personally i became involved in the war with the  full understanding I may end up re spawning (since i have no clue what i am doing :P ) but with the reassurance that i ll still have some of the work i have put into it with items stored in hubs and all that tedious research that I ve spend months in my settled towns waiting for me now if that does happen I will most likely not bother to ....
My two cents...
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Post Options Post Options   Thanks (0) Thanks(0)   Quote twilights Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 12:59
I think what sec failed to considered was that changing this important secret will create unforeseen consequences...my concern is that other secrets fairly discovered and used by players will also be changed by the devs; it was something many of us enjoyed about the game...the ability to use different functions and methods to give us an edge over others...something else I find discouraging is that this secret has always been there and was available for all players to discover and use as are the other many secrets we are using...it just takes a lot of planning and yes teamwork to put into action...it demanded active playing..it was a benefit for the active player which we need more of....I hope the devs reconsider
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Malek View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Malek Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 11:03
People keep looking at this so called exploit, it is not an exploit. It was a creative use of game mechanics. Not the first time this has occurred and it wont be the last time either. 

What people are not looking at is the root cause for this type of activity. It boils down to how long, tedious and anti competitive research is. You fix that, the game will be a hell of a lot more enjoyable. As there is nothing worse than going to do something and you have not done the research then seeing how long it takes to do the research just adds to the frustration.  

This wont bother most people as most play farmville and wont risk their precious cities. 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 08:05
I think that something was necessary to prevent the current practice of repeatedly recapturing cities with all research completed, especially now that the city limit has been increased.  Unfortunately many of the folks who would most benefit from this have already done so.

I do NOT like the effect on the player whose last cities are eliminated.  However, once these folks rebuild to a city with a level 20 barracks, they can capture other cities with completed research, so hopefully some of these folks will still have the courage and persistence to stay in the game.

As an alternative, perhaps a mechanic could be designed so that such a relocated city could not be captured but could only be razed?  Or maybe the "last" city of any player could not be captured but could only be razed?  That seems like it would be possible to code and would not be as likely to be exploited.  People could still "punish" a player they don't like by destroying their final city, but they just couldn't benefit from it.

This would eliminate the potential exploit while still allowing players in this position to enjoy the research they have completed.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ashmadia Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 03:39
While it is a rightful change balance-wise, i agree that it is a severe hit for an active player razed constantly to nothing. Maybe a counter could be implemented along with this change, counting down how many times the city's research is transfered.

Perhaps if you allowed the research to transfer, so long as these pre-requisites are met:
1) The account is active (building, not just logging). Abandoned account is disqualified for research transfer. Or even a city respawn at all.
2) The countdown is lower than the maximum set. Say, a maximum of 3.

Now someone could argue that all this is pointless, cause if someone wants to drive another out of the game he would just not stop doing it. I think the community can draw red lines (it already has) and can allow someone to continue playing, if he/she so desires, by sheltering him from extinction.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote jcx Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 03:18
O.o - will this impact if you capture cities?
Disclaimer: The above is jcx|orcboy's personal opinion and is not the opinion or policy of Harmless? [H?] or of the little green men that have been following him all day.

jcx in H? | orcboy in H?
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 02:16
Artefore, I mean no offense, but that's a kludge to prevent an exploit, which itself exists to counter an absurdity.

At some point, it's just necessary to consider why something is being done that way at all.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Artefore Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 01:55
I feel like there's a better way to go about this. Players who wouldn't normally abandon when getting razed back to the newb ring are now far more likely to do so. I propose that a player must build a library in their town after getting razed in order to unlock the razed city's research. This would stop the recapturing of 0 pop cities but would still allow people to rebuild more easily after getting destroyed.
"don't quote me on that" -Artefore
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Malek View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Malek Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 01:51
Brand, 
You have hit the nail on the head there mate. In BL it is to hard to do anything, once again the new continent is penalised due to the incumberance of elgea. 

Research in its current format is hopeless. I honestly have better things to do than research better things to spend RP on thats for sure. Not being able to take research into a new town is also not believeable. As the settlers have come from a town that has some or all research completed when they leave to settle a new town. It is unlikely that you have sent complete morons to settle a new town but rather educated people to further your empire and knowledge should be transferrable. 

To change the dynamic of gameplay, the research should be looked at. 30 day research? Seriously, this is ludicrous. If research cannot be prestige spent, you should be allowed to queue more than 2 at least. There is nothing wrong with queuing 10 subsequent researches i.e if you click that preposterous 30 day research, it will complete all pre-requisite research for you. 

I know that some research was decreased for the new players to the game. What about the established players that find it hard to locate sufficiently researched towns and have to settle. The established players are the ones that are still playing and more often than not spending money on prestige. It is cheaper to keep the established players playing and spending money than it is to attract new players. 

Fair is fair, do something with research so that people do not have to get creative to suit their own needs we fork out enough cash on this hobby, making the game quicker to get into will be a net positive for the game and you may find it will increase the competitiveness ingame due to the decreased attachment that people have for their cities. Knowing that you can replace anything in a reasonable time will make the game more exciting. To get into it faster, you have to spend prestige, which is also a win for the game as it puts more money into it to keep it going. 
 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 04 Jul 2015 at 01:06
Malek, in my mind, you found a clever workaround for a very dumb game premise that severely limits gameplay. Namely, that every new settlement must start with zero research, regardless of the state of the parent city. Why on earth would a bunch of conquered people convey all their technology intact, but your own citizens refuse to properly educate their new settlements? Ignoring the total lack of realism, as a game mechanic this just drives people to capture cities instead of settling them. I settled a single city before I realized that capturing is 20x more efficient, and I never settled another one. Settlement takes months to accomplish what you could acquire in a day with 10 catapults.

The Broken Lands angle is a good point: there are not many worthwhile cities to capture down there. Much unlike Elgea, which is littered with abandoned towns owned by alliances. Given the difficulties of finding a good town, maybe advanced spies (or a new type of spy) should be capable of revealing the completed research in a city.
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