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Erik Dirk View Drop Down
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Direct Link To This Post Posted: 28 Jul 2011 at 01:10
No, I meant if the GM's are concerned about everyone choosing to settle mountain tiles, then terraforming to get food squares, why not just make terraforming not changing plots but changing to another tile.
 
Ie if you settle on a mountain then the only way to get 7 food squares is to terraform your mountain into bountiful plains, fertile land or... i forget the other one, but yeah your no longer on a mountain but the new tile for combat purposes as well.
 
The only problem would be for dwarves who want to roleplay in a more traditional terrain type. but that could get fixed with an introduction of stone golums for example which consume stone.
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Direct Link To This Post Posted: 28 Jul 2011 at 01:14
Actually that's not true, the homoginisation for settled squares to plains combat squares would be a problem too, perhaps instead just give as a single racial terraforming spell.
Eg.
Race          Name             Combat type   Resource plots
Humans "Golden plains" Plains,              4  5   5   4   7
Elf          "elven glade"    forest               7  3   4   4   7
Orc        "clan pit"           Hill                    3  7   4   4   7 
Dwarves "drinking hall"  Mountain         4   4   5   5   7


Edited by Erik Dirk - 28 Jul 2011 at 03:39
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Torn Sky View Drop Down
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Direct Link To This Post Posted: 28 Jul 2011 at 03:09
Originally posted by Erik Dirk Erik Dirk wrote:

 
I think the best solution that was discussed on chat is where we can not just demolish buildings but instead choose to run them at a lower level, which will register at the lower population. To make it a bit harder perhaps include a start up time of say 48 hrs (level 1 to level 20) to start running the building at its highest level.
 


I like this idea it would allow people to keep their structures but lower their pop/food reqs, i mean why demo a building when you can just lay off the workers. You could also add a penalty for this such as it takes 1/4-1/2 of the original build time per level to rehire the workers. So say you have a level 20 siege workshop you "lay off" the workers to a lvl 10 siege workshop in a time of peace but it will still take several days to get back to lvl 20 when a war takes place or you need them.
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Direct Link To This Post Posted: 28 Jul 2011 at 04:23
Originally posted by Torn Sky Torn Sky wrote:

Originally posted by Erik Dirk Erik Dirk wrote:

 
I think the best solution that was discussed on chat is where we can not just demolish buildings but instead choose to run them at a lower level, which will register at the lower population. To make it a bit harder perhaps include a start up time of say 48 hrs (level 1 to level 20) to start running the building at its highest level.
 


I like this idea it would allow people to keep their structures but lower their pop/food reqs, i mean why demo a building when you can just lay off the workers. You could also add a penalty for this such as it takes 1/4-1/2 of the original build time per level to rehire the workers. So say you have a level 20 siege workshop you "lay off" the workers to a lvl 10 siege workshop in a time of peace but it will still take several days to get back to lvl 20 when a war takes place or you need them.


+1

I'm all for post-investment operational flexibility, regardless of whether it be to deal with a specific pain point like this or just a general matter of principle.


Edited by HonoredMule - 28 Jul 2011 at 04:24
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Direct Link To This Post Posted: 28 Jul 2011 at 06:22
I think this new idea of if your food is negative and it hits zero, your taxes will adjust themselfs, is a very bad idea. I think this will drive away many players from the game. I know because this update will cause me to change everything, it will destroy all the work I have put into this game and all of my future plans. I beg the GM's to reconsider this part of the update at least. I know for one I may just stop playing the game all together.....and I've put a lot of money into this game.
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G0DsDestroyer View Drop Down
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Direct Link To This Post Posted: 28 Jul 2011 at 06:23
If there's a new way to get more food to our cities so we can actually have a functioning city at 20k pop(army & diplos, enough for def & off) then that is something we need to have made asap, otherwise i believe that a few if not more people will leave the game because of this drastic change in the mechanic of the game. making a better food sov place/bonus would work somewhat but meh, what do i know.

Also, i am wondering what is planned for commander upgrading now, as there will be less troops and therefore commanders will upgrade slower for newer players. And the NPC sizes? No one wants to kill a legion when it may mean destroying their whole army! this will also effect tournaments and i believe seems to be taking a lot of the old war element out of the game. 

I  actually think that the one way to fix the problems that will be created by fixing the tax, is to reset everything gained by anyone who used it, and i mean anyone who had there taxes too high and had food at 0. from the ones who won tournaments becaue they had more troops to the people who forgot to change their taxes. Make all their gold & resources & statistics & commander levels be what it would be without having used the max taxes method. If this is not done, it creates a highly unfair advantage to those who have used it to get their commander XP, advanced resources from the market, etc. and if new players cannot do this, then why should we still have what we have gained from it?

Seems logical to me.
So Think about it.


Edited by G0DsDestroyer - 28 Jul 2011 at 07:04
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Torn Sky View Drop Down
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Direct Link To This Post Posted: 28 Jul 2011 at 11:18
How do you decide how much to take away. When the commanders XP gain was changed from all commanders get same XP to proportional to damage done commanders weren't reset and that left a large gap in commander lvls. Just take the change and make do with what you have. I personally don't mind the change I just need time to adjust my cities and the only thing it will really change is now ill have to be more active or risk losing some gold, the neg food strategy is still viable, although risky, you just have to be online to maintain it

Edited by Torn Sky - 28 Jul 2011 at 11:22
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Erik Dirk View Drop Down
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Direct Link To This Post Posted: 28 Jul 2011 at 12:48
Gods that is a totally moronic suggestion, firstly what torn sky said; how do you judge it, secondly even if the devs thought it was a good idea it's not as simple as saying lets do it, they'd actually have spent a lot of time changing that stats of each individual player, whether their whole stratergy revolves around this tactic or you've used it for a couple of months in one or two towns (me) which even if its only about 20 players i'd imagin would take up most of the day given the number of variables.

Most importantly this change makes absolutely no difference to commander experience; no. of troops lost has nothing to do with the size of the army, therefore a player utilising the exploit, or a player not using it, who attacks a legion will both take the same number of casualties and therefore the same amount of time to recover.


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Direct Link To This Post Posted: 28 Jul 2011 at 12:55
Originally posted by G0DsDestroyer G0DsDestroyer wrote:

So Think about it.


Sometimes it's funny that people can't take their own advice...

They GMs may be able to track who has used the negative food mechanic but how do you expect them to track what the player gained because of it? How do they know what exp was gained from a normal amount of troops even with the negative food over the exp gained from an unfair amount of troops? How do they know who won the tourney because of the exploit? How do they know how much gold was gained during that entire time?And perhaps most important, what makes you think they have the time to spend hundreds of hours figuring this out with all the players/cities that used this?

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Direct Link To This Post Posted: 28 Jul 2011 at 16:20
Folks-- We are being forced to choose strategies. One thing that has seemed clear to me from what the GMs have been saying is that they are going to continue to force people to specialize their cities and gameplay. You won't be able to do everything in every city. Allowing people to partially staff a building falls into the lets have our cake and eat it too category. If you want to drop the food requirement, demo the building. You have a mechanism for it today, so use it.

I think this and some of the other upcoming functionality that GM TC and GM SC have told us is coming will force tough decisions on us as to what a particular city is going to specialize in, but, in the long run, that's a good thing! We don't want homogeneity in all our cities like we've had. I think it's much more interesting to have one city be an uber mage city, one a military, another focused on diplos and maybe another as a naval powerhouse. If every city could do everything (as has been the case to date), it would be a much more boring world, imo...
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