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Mandarins31
Forum Warrior
Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 23 Jul 2011 at 00:33 |
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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. so, if all that is game abuse, well that's hard to hear that suddenly, but ok. Maybe GM's also do that, because we will soon be granted of a new way to specialise our cities. But that's a bit too sudden, this negative food prod issue was known by players for a long time ago as some discussions about that are the forum: http://forum.illyriad.co.uk/food-attack-and-defence_topic962.html?KW= GM's were certainly aware about that a long time ago... and if so, that would have been a good idea to write clearly that this wasnt expected, and that this would be changed one day... but i cant find it on the "todo" annoucements. Well, i agree with this change if it must be, but there must be a compensation for such an unexpected, sudden and hard release. Maybe leting us more time and giving a general city move (city taking the total caracteristics of the new tile) when arrive the very big release like specilised buildings, Factions, water warfare... would be wiser... Illy doesnt need to loose more Veterans. |
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fluffy
Forum Warrior
Joined: 02 Mar 2010 Status: Offline Points: 335 |
Posted: 23 Jul 2011 at 00:33 |
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Oh, I like the idea of getting rid of the food storage cap, Would at least make it easier to manage - food flow in cities.
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Createure
Postmaster General
Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 23 Jul 2011 at 00:29 |
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So players using a game mechanic that the devs 'hadn't thought of' is now suddenly 'an exploit'? Again, correct me if I'm wrong - but I always remember SC mentioning about how part of the joy of the Illy 'sand-box' experience was seeing the ways that the community played with the tools the devs had given them in ways they hadn't imagined. Again I can find you a quote relating to this somewhere if necessary. |
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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 23 Jul 2011 at 00:23 |
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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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Createure
Postmaster General
Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 23 Jul 2011 at 00:19 |
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Also I think a more important point is:
How could negative food have not been an exploit before but is an exploit now when the dev team was already aware of the issue and introduced game mechanics to provide a disadvantage to cities with negative food (not being allowed to start any research or production). Why did they write this code for part of the game that they were clearly aware of that is now suddenly "an Exploit"? Edited by Createure - 23 Jul 2011 at 00:23 |
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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 23 Jul 2011 at 00:17 |
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How is that any different from shipping for to cities to support a high population? You contradicted yourself. The point is that you would have to spend something to maintain something. Currently you don't have to spend anything to maintain something. As a side note, perhaps with this change the devs should make food work like gold in that there's no cap on food. This would make it easier to run on negative food but still mean it would be costly and require constant micromanagement to maintain it. |
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Anjire
Postmaster
Joined: 18 Sep 2010 Status: Offline Points: 688 |
Posted: 23 Jul 2011 at 00:12 |
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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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Createure
Postmaster General
Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 23 Jul 2011 at 00:12 |
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As HM has illustrated above - currently there is a wide diversity in city strategies - and veteran players will utilise a mixture of different cities to maximise their overall troop production. The devs have already stated several times how they were looking to promote a variety of strategies and specialisation. This change destroys alot of potential for specialisation in economy. HMs post above discussed every so better than I could exactly how there is still balance in the game, and pinch points, without messing up many veteran players' accounts by changing the rules. Birds, you mention how it is wrong that players should be able to support huge armies? Well I have 2 points for you. 1. This change does not prevent huge armies - they are still easily possible through shipment of gold from other cities or players - huge armies never have been possible and sustainable through the use of only 1 city, but have always required many cities/accounts to support them, with negative food or not. 2. I can find a quote from SC approving of the idea of 'huge armies' gleefully when someone raised the idea in a thread months ago.
Edited by Createure - 23 Jul 2011 at 00:17 |
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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 23 Jul 2011 at 00:00 |
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How is that any different from what people are doing now? As I said, I haven't seen a single person mention the idea of building massive armies and running them on negative food. Everyone was grabbing food sovs and 7 square spots to sustain a higher population without running negative food longer before I brought this exploit to the attention of the devs. Besides, you can still run on negative food just as I said, you need a city or two to supply it with food to stop it from running it. It just means you can't effectively run on -14,000 food anymore. Edit: I should add that this seems like a great time for people to start mentioning alternatives on how to fix this issue. I can't really think of any other way of doing it without severely changing the way taxes work. Edited by Brids17 - 23 Jul 2011 at 00:03 |
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Createure
Postmaster General
Joined: 07 Apr 2010 Location: uk Status: Offline Points: 1191 |
Posted: 22 Jul 2011 at 23:54 |
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I think you guys are missing the point here. No one is saying that this thing shouldn't be changed. However you look at this - if the devs say it is an exploit to be closed, it is an exploit - this is their game, and they design the game play.
What people are complaining about is the fact that this change gives some people (who built on all +7 food square) a large advantage and puts those people who only built on +5 plots a large disadvantage - The fact is we as a community were given no information about this and many veteran players have invested alot of time and money into the game while persuing a strategy that is now pronounced 'an explioit'. This change will effectively turn Illy into a single strategy game (in terms of economy) - build on +7 food squares always, or you will not be able to support as big a population, you will not be able to support as big an army and you will not be able to keep as much military/adv.res sov squares. |
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