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Faldrin View Drop Down
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Direct Link To This Post Posted: 09 Oct 2011 at 06:15
Dear SC

Thanks again for replying and going into the debate with the "nay" sayers Ouch

I do not picture myself as a "nay" sayer and here is the post I was referring to when I say been waiting for a year:
http://forum.illyriad.co.uk/cost-of-sovereignty_topic986.html

When I say the cost is to high is it not that I will not build it in some cities. I just don't see it will give massive boost to land claiming I had hoped for.


Edited by Faldrin - 09 Oct 2011 at 06:16
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GM Stormcrow View Drop Down
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Direct Link To This Post Posted: 09 Oct 2011 at 03:00
Hi Drejan,

Originally posted by Drejan Drejan wrote:

Everything can be used with "the think laterally" mindset, bugs included, i just think there are better and clearer way to implement something like that.
Then outline these ways, bearing in mind that sandbox games promote lateral thinking and that is one of our design objectives.
Originally posted by Drejan Drejan wrote:

 You should not think on what you can do, you should think if this is what your project was aiming for...
Yes, we do and have.  The release of Chancery of Estates was what we were aiming for, and is what we feel we have achieved.
Originally posted by Drejan Drejan wrote:

... and i just feel like this is the wrong way to implement claims, territories and pathfinding. 
Then tell us what way you think implementing claims, territories and pathfinding would be better, but still functioning within the stated player-specific design goals of "city specialisation", as well as the overall objectives of "not wanting every new player to claim a good chunk of 'The Middle Kingdom' as their own".  Balance your argument globally (within the playerbase and alliances working in concert) as well as locally (within the context of having 10 towns to play with for differing objectives).

Originally posted by Drejan Drejan wrote:

Remember what games ispired Illyriad.
We do, always; but that doesn't mean we follow them slavishly.

Protip for commenting on dev announcement threads:

DO: Outline in a carefully proposed, rationally stated, coherent argument what you think we could do differently, and why you think it's better.  Put this idea in the Suggestions & Game Enhancements subforum, rather than the announcement thread.  If the idea is generally sound, better than the current way of doing things, balanced both globally and locally, achievable technically as well as within our resourcing plans - then we'll not only listen to it but we'll implement it, unless there's a very good reason not to based on something we might know about that you might not (future plans etc).

DON'T: Speak in riddles and "nay-say" simply because the purpose of a new building didn't meet your imagined expectations.

Regards,

SC
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Drejan View Drop Down
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Direct Link To This Post Posted: 09 Oct 2011 at 01:15
Everything can be used with "the think laterally" mindset, bugs included, i just think there are better and clearer way to implement something like that. You should not think on what you can do, you should think if this is what your project was aiming for and i just feel like this is the wrong way to implement claims, territories and pathfinding. Remember what games ispired Illyriad.


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Direct Link To This Post Posted: 09 Oct 2011 at 00:22
Originally posted by Createure Createure wrote:

"Think laterally....."

OKaaaaay....

PIXEL ART on the strategic overview using sov claims? Big smile

100% pure win
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Direct Link To This Post Posted: 08 Oct 2011 at 23:51
"Think laterally....."

OKaaaaay....

PIXEL ART on the strategic overview using sov claims? Big smile
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Direct Link To This Post Posted: 08 Oct 2011 at 23:42
aut viam inveniam aut faciam
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Rill View Drop Down
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Direct Link To This Post Posted: 08 Oct 2011 at 23:37
/me plans to claim sov in a path around King Sigurd's castle and charge a toll for all newb caravans on the way out ... as soon as pathfinding is introduced

Wink
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Direct Link To This Post Posted: 08 Oct 2011 at 23:13
Originally posted by Faldrin Faldrin wrote:


And please do not ask me to wait for some future implementation to see the point. I have waited a year for this "upgrade" that I really hope would change the game.
Crikey!

Given that we only thought of the Chancery of Estates about 4 months ago (shortly before it was accidentally released onto live briefly), perhaps you could be more specific on which "upgrade" you've been waiting a year for as it relates to sovereignty?

I really don't mind people being "nay-sayers" by any means, but it's useful to know what exactly you're saying "nay" about, because I'm at a loss! Wink

Also, I suspect the "think laterally" comment has been wrongly dismissed by most of the recent posters, perhaps with the notable exception of HM.  This building is *much* more than a "flag on a square", but it's a sandbox game and so it's up to you guys to figure out what you can do with it.  I'm sure you'll come up with ideas and applications that we haven't even considered.

Regards,

SC


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Direct Link To This Post Posted: 08 Oct 2011 at 19:06
Originally posted by Createure Createure wrote:


I guess you have to remember, if you haven't got the force or friends to back up your claim, your claim is pretty much worthless. Wink


That I have pointed out several times !!!

Let the distance to the claim be the factor that decides if you can hold on to it from a defence point of view not a very high gold/research cost.
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Direct Link To This Post Posted: 08 Oct 2011 at 19:00
I agree with Kilo - Chancery allows an expensive flag.

Having said that - I've seen the fuss that some people put up about owning land in the past - so I can see alot of people enjoying having this 'land claim' type approach with some of their cities.

I guess you have to remember, if you haven't got the force or friends to back up your claim, your claim is pretty much worthless. Wink
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