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Sister Nikki
Greenhorn
Joined: 16 Nov 2010
Status: Offline
Points: 76
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Posted: 23 Jul 2011 at 02:09 |
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I told it , you don't wake up a morning and you want to change a game mechanic !!!.
Sorry but in a game which could be in "B Beta" trying to be better than other games in same type and in 8 months on which I play still is trying to find its own way through the game industry and that I consider it "good try" you don't make steps back.
Food perhaps some are using it, as strategy point and use some cities to fill the one that they produce armies, it is a strategy view which you may find in a lot of games. Others may use gold or other mechanics for the same results. But all are based in the Mechanics which the game has. Players are free to find out which solution they prefer. You don't change the mechanics because it is like playing chess and in the middle of the game you are changing the rules how the queen will move. If you are free to change it as developer ... yep Sure you may change it and sure you may win or loose players - clients.
LOL you don't play free although the game in this stage is better than the most games giving prestige and having a mechanic which helps people to even play it without spending money. So consider how many people are spending real money for a game and just make any calculations and check if it is a cheap game. Just go to a store and buy any game for multilayer online gaming and check the price about 49euro. Buying a game and playing it, as long you like :)
I have spend about 150 pounds in prestige for helping the "good team" and i can say as i am average player probably others have paid much more!!. So sorry it isn't a cheap game :( and people that are playing more than a year they have deposit real money and sure will not be happy if a developer wakes up and change the rules .......
Just think that players above a year playing this game have done everything to give to this game soul and helped it to grow.
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Starry
Postmaster
Joined: 20 Mar 2010
Location: California
Status: Offline
Points: 612
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Posted: 23 Jul 2011 at 02:02 |
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The Devs have been aware of the negative food issue for a long or should have been. When there was a rush of new players, their new player place program began clumping new players right on top of existing players cities and sov squares, as a consequence, many players were claiming all squares surrounding their cities in addition to the sov squares they desired. Yes, the Devs were aware because I told by a Dev that was one way of preventing new players being placed directly next to my cities. Increased sov squares equals higher taxes and lower food, with current game mechanics claiming that many sov squares leads to neg food consumption.
I like the idea of elininating the food cap but I don't believe that solves the problem for veteran players and I don't like the idea that have fewer options to play this game. Perhaps another solution is to release that mysterious Sov building now or allowing members to move their cities to new locations (whether they choose a 7 food square is their choice). You can't eliminate one aspect of the game that has been in place for over a year without penalizing very large group of players.
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CEO, Harmless? Founder of Toothless?
"Truth never dies." -HonoredMule
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Kamakik
New Poster
Joined: 23 Jul 2011
Location: United States
Status: Offline
Points: 7
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Posted: 23 Jul 2011 at 01:46 |
A way to sort of fix the food issue. From what I'm hearing, there is a conflict between Food and Gold. If you lower taxes, you get enough food. If you raise taxes, you don't get enough food. So I'm going to suggest that we be able to build structures within the city that produce "Consumer Goods". Here is my suggestion:
1) Rename the Carpentry building to a Saw Mill 2) Add: Carpenter, Potter, Tinker and Tile Maker as Structures that convert basic resources into an advanced consumer good resource.
3) Based on the level of your market place, a certain amount of "Consumer Goods" will be converted to gold every hour if they are available.
This allows you to still lower your taxes, but maintain your gold costing units. It also partially negates the importance of the 7 food cities and provides use for extra resources. Yes, you'll have to sacrifice an empty lot (probably the Vault, which in my opinion is pretty worthless) to build this structure. Yes it will take some time to adjust. But everyone will be able to adjust fairly.
Edited by Kamakik - 23 Jul 2011 at 01:48
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010
Status: Offline
Points: 418
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Posted: 23 Jul 2011 at 01:32 |
Brids17 wrote:
Yes but with this exploit, you're still producing a lot of resources, more than enough needed for producing advanced resources. The only thing you lose out on is some extra speed you would get from sov. I should point that you even with 100% taxes you could still manage sov, just less of it. So you'd build armies a bit slower. Ok, sure, that would suck if we were playing evony. However the majority of this game doesn't take place in a hostile environment. If you were using your army constantly maybe speed would mean a little more but current many players rarely use their armies and are at no disadvantage at doing so.
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i think many players wont be agree with you...
Brids17 wrote:
So once I build my 100k troops and 500 siege engines with threat of being attacked, how is that balanced? I got my big army built up now I'm going to siege you. How long does it take 500 siege engines to bring down a city? |
if you sent 500 siege engines, only 30 would hit the buildings, 30 of the other type of engine will hit the walls. with coordination, a siege can alreay end up within a bit more than 1 day.
Brids17 wrote:
Perhaps instead arguing as to why this isn't broken we should be trying to find a way to fix it more equally? As I said, perhaps making it so that food is no longer capped would help with managing cities running negative food. |
that's a good idea... but it doesnt solve the problem, just allows not to lose exeeding food... personnally idk care, before i can have an exciding food, i need to demolish things and lose 10k pop per city. i calculated already... i could have -5k food per hour at 18k pop and 80% (to have some kind of decent gold unkeep). this in the 3 actually maxed cities would make a -15k food per/ hour to feed. i would feed it with my food city at 0% tax... of course all that with sov focused on food production... losing 30k pop, a gold producing city, some production speed,... and the best would just be to destroy everything an rebuild from the start... one year ago.
Edited by Mandarins31 - 23 Jul 2011 at 01:33
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Torn Sky
Forum Warrior
Joined: 28 Apr 2010
Location: Texas
Status: Offline
Points: 402
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Posted: 23 Jul 2011 at 01:25 |
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I dont mind the Devs calling this an exploit and removing it, but can we have a bit longer to readjust our cities and troops than Aug 1. Also i have talked about running 4 cities with 25k pop with 100k kobolds(for cheap grins) in each with my other 4 cities supporting with resources as far back as the White/H? any way all im asking is a bit more time to let the vets change their cities since it will take some major rearranging on some parts and lots of sacrificing of buildings and troops to get cities to the safe limits,
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Darkwords
Postmaster General
Joined: 23 May 2011
Status: Offline
Points: 1005
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Posted: 23 Jul 2011 at 00:58 |
Anjire wrote:
Darkwords wrote:
Starry wrote:
So by moving the slider to 100% what was your research at per hour? Sovereignty costs research per hour, if you don't enough research per hour, you lose your sov squares or at least a portion of them. For many with large troops who play the military side, sovereignty squares are vital to building, maintaining and expanding armies and related resources; some of us actually use the non-food sov squares and feel they are very important. It's a delicate balance between increasing taxes and having enough research points per hour to support your sov squares. I don't see why a player should have to drop sov squares due to this new rule. It's a step back, a big one. Implementing this new rule quickly will penalize many players, prohibit any future growth and frankly, will cost the game players.
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And by using that mechanic, you need no food sov what-so-ever, so can simply build recruitment sov, and if you have completed the statue mystery you can claim alot of it, more than doubling troop prod.
Similtaneously you can have 90k gold with about 14k population (and I'm sure its alot more with 20k pop) enabling you to maintain a massive army and re-recruit loses extremely quickly. This is a vast advantage which completely unbalances the game.
However, it does make the 10th city unimaginable, and also makes the 9th city pretty much out of reach for those of us who have not acheived it. So those that have been using this mechanic for long enough to get that 9th city are already at a big advantage to others. Even if it means them having to delete a number of adv resource production structures and increase their sov claims solely for food, so that they can maintain a descent size army.
This is what I will have to do myself even with just 8 cities.
I hope some extra food prod will be possible soon, and not soon(TM).
Yet I still support this decision.
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Please explain your math on 90K gold with 14K pop. I always thought that at 100% tax your gross income is calculated as 4*pop which in this case would = 56K gold.
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Its got nothing to do with Math its just what I have. Simple fact.
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Brids17
Postmaster General
Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
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Posted: 23 Jul 2011 at 00:57 |
Mandarins31 wrote:
i agree with Creature, if Gm's are say that's an exploit, that is... but well, and now, is having negative production of basic ressources and suffering nothing but losing a producing city a game abuse? let's put everything on the table as we are doing so: i personnaly have a city running out -12k of basic ressource/hour because of a very high use of sov structure for Cav production... this city can produce nothing but soldiers, at a high rate of course, but it can't really produce advanced ressources (would ask too much time, that's too difficult). and the gold is given justly by the cities that are running out of food. all the advantage i have on other players that use the usual way of playing, is that i can produce a big single army, while they produce medium armies, and if they do well, they produce soldiers faster , over their cities, than me, with my single big army... than has no overpower bonus. |
Yes but with this exploit, you're still producing a lot of resources, more than enough needed for producing advanced resources. The only thing you lose out on is some extra speed you would get from sov. I should point that you even with 100% taxes you could still manage sov, just less of it. So you'd build armies a bit slower. Ok, sure, that would suck if we were playing evony. However the majority of this game doesn't take place in a hostile environment. If you were using your army constantly maybe speed would mean a little more but current many players rarely use their armies and are at no disadvantage at doing so. So once I build my 100k troops and 500 siege engines with threat of being attacked, how is that balanced? I got my big army built up now I'm going to siege you. How long does it take 500 siege engines to bring down a city? Especially with 100k troops defending it, all from one player might I add. Sure, when they lose those troops they'll be at a disadvantage but are you seriously saying that by the time they lose all those troops, the damage they've done is still balanced out? I just don't see it. Perhaps instead arguing as to why this isn't broken we should be trying to find a way to fix it more equally? As I said, perhaps making it so that food is no longer capped would help with managing cities running negative food. Edit: I should point out that currently a city with no good sov is always going to be at a disadvantage to any other city with good sov. This is really no different. Settling cities in spots with good sov has become a must now because if you don't your cities are thus at a disadvantage. This update really wouldn't change anything in that aspect because good city spots and good sov spots have always made other city spots obsolete it comparison.
Edited by Brids17 - 23 Jul 2011 at 01:00
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010
Status: Offline
Points: 418
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Posted: 23 Jul 2011 at 00:47 |
Createure wrote:
So players using a game mechanic that the devs 'hadn't thought of' is now suddenly 'an exploit'?
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well about that, think about the lvl 1 structures on lv 5 sov squares... just a different point of view
Edited by Mandarins31 - 23 Jul 2011 at 00:48
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Anjire
Postmaster
Joined: 18 Sep 2010
Status: Offline
Points: 688
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Posted: 23 Jul 2011 at 00:42 |
Brids17 wrote:
As I brought up before, I believe it's because no one brought up the idea of using this to maintain huge armies. Judging by the response I got from SC, it doesn't sound like he had thought of that. I don't think they mind high pop cities running on negative food I think it's that it allows players to have armies so large it would imbalance the game in it's current state. That's just my opinion on things however.
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Over the last 2-3 months I have made roughly 30M selling food. My opinion, is that it is a decent fix but the role out is sadly ill conceived especially without a way to make cites with 5 food squares more equal to 7 square food cities. Some math with my cities: Duncton Woods is at maximum population 14003 that it can support with 100% tax rate running a surplus of 800 food. Gross tax = 56012 an hour. I do not know where you are getting you 90K number from Brids17. Compare that with Daily Clicker's Solace, whose max population will be close to 20K with all farm sovs and 800 food surplus. The gross tax = 80K The difference is huge in the amount of forces the latter city can support and that is using only farm sovs. The difference only increases if you utilize sov squares for increasing production/recruitment. The devs should have giving longer warning before rolling out the fix. Further, they should have also rolled out a method to ensure cities that where built on 5 farm squares are more viable then they have not made them. The best course of action for starting players is to have their starting city razed once they have built a new city on a 7 farm square. So, while the fix is good in the long run, the manner it which it is being implemented is very dissappointing. They have always been good at listening to the community and I hope they see that they have now rendered any city not on a 7 farm pretty much obsolete. (i.e. every starting city) The buildings they have hinted at can not come soon(TM) enough now.
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Brids17
Postmaster General
Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
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Posted: 23 Jul 2011 at 00:37 |
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So if I found a way to duplicate items without exploiting a bug but simply using an ingame feature you would defend it? No, you wouldn't because that's broken. As I said, since when does something broken going unnoticed instantly make it ok?
And please don't start bending quotes to try and make this ok. It's something that poses a large balance issue and I highly doubt SC meant that regardless of what a player found that they were joyful is seeing it being used.
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