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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 08 Nov 2011 at 19:00 |
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I assume that comment was aimed at MrD's post above Lly? In which case I agree totally. We want fun in Illy - we don't want 'real life' - ppls can go play sims if they want 'real-lifes-on-tha-interwebs'.
But I think this is a side-track somewhat... I still want one of the devs to address (or even just acknowledge) my question above.
EDIT: Although I admit it probably comes across as self-important for me to demand the devs individual attention. But the whole point of posting my question here was to see if others wanted to know the same thing/ask the same question... if a significant portion of the community wants to know then I guess it is deserving of dev-attention?
So here it is again anyways: Will the negative-food/zero-balance glitch be fixed please? I understand that food decoupling was put on hold and/or cancelled (as has already been discussed on the previous page) but this does not mean there are not other ways to close this exploit (simpler ways, infact).
Edited by Createure - 08 Nov 2011 at 19:07
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Kumomoto
Postmaster General
Joined: 19 Oct 2009
Status: Offline
Points: 2224
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Posted: 08 Nov 2011 at 15:26 |
Llyorn Of Jaensch wrote:
I'm constantly bemused at the 'rationale' whereby gameplay in Illyriad is called into question based upon its real-world appropriateness.
The point of a fantasy game is precisely the ability to do the opposite. So when you next feel like penning a sentence containing the phrase 'In real life' please stop and consider in a game filled with Orcs, Elves and Magic what is the best gameplay option, not what would happen if you were mayor of yourlocaltown-ville.
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What are you talking about, Lyly? I have to deal with Orcs and Trolls in my everyday real life on a constant basis! And how I manage to balance doing so while playing Illy and keeping my wife happy is nothing short of magic! ;)
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Llyorn Of Jaensch
Postmaster
Joined: 31 Mar 2010
Location: Sydney
Status: Offline
Points: 924
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Posted: 08 Nov 2011 at 14:45 |
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I'm constantly bemused at the 'rationale' whereby gameplay in Illyriad is called into question based upon its real-world appropriateness.
The point of a fantasy game is precisely the ability to do the opposite. So when you next feel like penning a sentence containing the phrase 'In real life' please stop and consider in a game filled with Orcs, Elves and Magic what is the best gameplay option, not what would happen if you were mayor of yourlocaltown-ville.
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"ouch...best of luck." HonoredMule
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Celebcalen
Forum Warrior
Joined: 18 May 2011
Status: Offline
Points: 288
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Posted: 08 Nov 2011 at 13:10 |
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 08 Nov 2011 at 12:46 |
Indeed they did say that MrD, please read what I wrote above:
Createure wrote:
It's quite simple really: Just implement the original 'non-decoupling' solution... |
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Mr Damage
Postmaster
Joined: 01 Jan 2011
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Points: 598
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Posted: 08 Nov 2011 at 10:27 |
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I agree with your idea Createure but didn't the devs say that in decoupling the food there is an even bigger exploit created?
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
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Points: 1191
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Posted: 08 Nov 2011 at 08:46 |
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I like intor's idea.
But to be honest - a change along those lines would require an entire rethink of the basic fundamental game mechanics - not only do I think it is perhaps a little late for that but I also think it would require an enormous amount of coding that would take alot of time - a commodity that does not appear to be in great supply.
You know that the solution I propose above is the most obvious, the most simple, the easiest to implement and the lowest impact (to those that AREN'T currently abusing the glitch) solution.
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intor
Greenhorn
Joined: 15 Jul 2011
Status: Offline
Points: 82
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Posted: 08 Nov 2011 at 05:18 |
This might have been easier to handle if population wasn't tied directly to building food consumption.
If buildings were instead providing work/employment slots for population, and the actual population of a city were based on how attractive people find living conditions there (tax rate; size of recent change to tax rate; recent attacks on the city; etc.), running out of food could be easily handled by having the population starve/leave the city.
There would not be a need to auto-demolish buildings either, as has been suggested.
The current approach is much easier to understand, as you don't need to spend time familiarizing yourself with all the factors and how they affect population, but is also quite inflexible.
Edited by intor - 08 Nov 2011 at 05:19
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Mr Damage
Postmaster
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Points: 598
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Posted: 08 Nov 2011 at 04:39 |
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What would happen in reality if you ran out of food, people starve and die including your troops, same should apply here so if you don't constantly by it in or create a positive production rate then bad luck reality kicks in, your people are tired so they can't work or fight so all production begins to slide until you correct it. Don't know how hard that is to put into code but that's my thoughts.
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
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Points: 1191
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Posted: 07 Nov 2011 at 15:15 |
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imho - It's quite simple really: Just implement the original 'non-decoupling' solution...
- When food is negative and balance is zero - write a small piece of code that forces tax rate down until food production is 0 or above - if food production is still negative at 0% tax then it is no big deal - since there'll be no particular advantage to having a huge population in a town if it isn't producing any gold at all.
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