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Topic Closed31JUL12 - MAJOR RELEASE (Crafting)

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Salararius View Drop Down
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Direct Link To This Post Posted: 02 Aug 2012 at 15:33
The new buildings make building space more valuable.  That means less saddles or other trade offs for players building adv resource intensive T2 cav.  T2 cav build combat power quickly, but it takes a lot of production power behind that.  I realize big players have gigundus stockpiles of adv resources but over time the shortage of city plots should reduce these stockpiles and make T2 cav somewhat (relatively speaking) slower to build.  I don't know that this will "fix" the problem but it might address the advantage T2 cav has over T2 sword.

T2 bows, OTHO, are a different matter.  T2 bows take no more resources than T2 spear but can be produced way more quickly (defensive power/time) for defending.  That's something the devs should address specifically for all races.

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Direct Link To This Post Posted: 02 Aug 2012 at 15:36
Originally posted by Yhina Yhina wrote:

. if orcs are to stand a chance attacking, with average stated troops, they should at least have faster training ... thus quantity to overcome the lack of quality.

it should be like that... isn't quantity over quality a maxim for orc hoards in general?
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Direct Link To This Post Posted: 02 Aug 2012 at 16:45
Originally posted by Yhina Yhina wrote:

The problem comes that average troops dont work very well with : sov training bonuses and tier 2 buildings.
 
a) a single unit type army, trains faster, and has lower upkeep. Plus its easier to arrange towns to produce gear for them.
 
b) a mixed army type, doesnt have any bonuses, has to split their posible sov training bonuses, benefits less from t2 buildings, requires more buildings to suply diferent type of gear, etc etc
 
As Bona said, the training times , being equal for all races, is where the problem lies ... if orcs are to stand a chance attacking, with average stated troops, they should at least have faster training ... thus quantity to overcome the lack of quality.
 i meant in different specialized towns of course...
and their unit don't lack quality at all. 
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Direct Link To This Post Posted: 02 Aug 2012 at 16:56
Hm, I harvested 2 herbs out of a patch with a total of 6 and next time I sent my herbalists the patch had disappeared...  And since I was occupying it there's no chance someone else harvested it.   Now that's low tolerance to overharvesting, IMO.
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Direct Link To This Post Posted: 02 Aug 2012 at 17:26
Originally posted by Yhina Yhina wrote:

The problem comes that average troops dont work very well with : sov training bonuses and tier 2 buildings.
 
a) a single unit type army, trains faster, and has lower upkeep. Plus its easier to arrange towns to produce gear for them.
 
b) a mixed army type, doesnt have any bonuses, has to split their posible sov training bonuses, benefits less from t2 buildings, requires more buildings to suply diferent type of gear, etc etc
 
As Bona said, the training times , being equal for all races, is where the problem lies ... if orcs are to stand a chance attacking, with average stated troops, they should at least have faster training ... thus quantity to overcome the lack of quality.

Yep, my point exactly. You summed it up very well Yhina. 

We don't have quality and we don't have quantity. Crafting system rewards quality units... So basically we don't have anything...

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Direct Link To This Post Posted: 02 Aug 2012 at 17:30
Originally posted by Meagh Meagh wrote:

Originally posted by Yhina Yhina wrote:

. if orcs are to stand a chance attacking, with average stated troops, they should at least have faster training ... thus quantity to overcome the lack of quality.

it should be like that... isn't quantity over quality a maxim for orc hoards in general?

What quantity? We produce units at the same speed as every other race, just that our specialist units produce way more slowly compared to other races, exactly 33% more slowly per exp point...

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Direct Link To This Post Posted: 02 Aug 2012 at 17:47
you are dismissing your infantry, your cavalry and your archers as no quality units. which is ridiculous. 
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Direct Link To This Post Posted: 02 Aug 2012 at 18:26
Originally posted by SugarFree SugarFree wrote:

 

you kinda missed my point.
compare the stats or orcs to all other units of the other races. orcs easily have the most balanced out military ever. no unit really sucks. all an option to make. none is "to weak" to be built. 
just look at the ridiculous and silly dwarven cavalry, the horrible infantry of human and elven, and the suckish archers of humans .. orc units are all above those.
orc archers can be equipped with spears, and we got some cool spears. 
also i think that elven cavalry is superior to wolf riders just cause of their speed, not for their stats

Hm let's see now

You say human infantry is bad and orcish is kinda better:


Build timeMove SpeedCarrying CapacityAttackSpear DefenseSword DefenseBow DefenseCavalry Defense
Wardancer1400*8653319201920Infantry
Man-at-Arms1400* 5553520211819Infantry
Fist1400*5603618181719Infantry

I didn't list dwarven advanced infantry, because it is clearly better then all these 3. I think that orchish Fist is the worst of those 3. Having 1 better attack then Human infantry, but all other statistics worse. I think that wardancer is the best of those 3. 8 speed compared to 5 speed is huge advantage...

Then you said bad human archers? Human t2 archers are 2nd best behind Trueshots. 9 speed is even better then trueshots have... Well orcish advanced archers don't have speed and even worse defending stats then human or dwarven and defensive stats are really most important for archers... I would say death dealer is the worst advanced archer of them all.


Build timeMove SpeedCarrying CapacityAttackSpear DefenseSword DefenseBow DefenseCavalry Defense
Lonbowman1200* 9272433323220Ranged
Crossbowman1200*7302632303121Ranged
Elven Trueshot1200*8303236343625Ranged
Death Dealer1200*7272631303020Ranged


You claim that wolfriders are good somehow, comparable to swiftsteeds.... Let's see

Build timeMove SpeedCarrying CapacityAttackSpear DefenseSword DefenseBow DefenseCavalry Defense
Swiftsteed1400*201303613201321Cavalry
Wolfrider1400*171153414201424Cavalry

Better attack, speed and carrying capacity. And the only reason why anyone would train large quantities of t1 cavalry is their speed and perhaps carrying capacity, if someone is raiding basic resources from inactives.

Well dwarven cavalry is about the same as orcish, just one 1 move speed slower, but dwarves have stelwarts for attacking power, orcs have nothing.

Well at least you could create consistent diverse military with orcish units, because every unit is bad with exception to spears. But spears are not comparable to other unit types because long training time...


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Direct Link To This Post Posted: 02 Aug 2012 at 18:46
Playing many different games allows me the vision to know what is good or bad for the game.  I am really good at giving suggestions for this game that will make it better. 

I believe I was one of the few players that came up with the tournament idea.  I also came up with the siege statistic idea.  After playing another game like this and others games like Darkfall, I realized the game needed resources to fight for to make players more willing to fight in this game.  

Just wondering when Illyriad will put me on for salary.

But yeah the last trade v2 patch has made the game fun for me again. 

Good job Illyriad game team!
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Direct Link To This Post Posted: 02 Aug 2012 at 23:53
Originally posted by Bonaparta Bonaparta wrote:

Originally posted by JimJams JimJams wrote:


I have to redo all the maths, may be I lost an year building Trueshots cities....


Hm? Now why would anyone make trueshot only cities? .... Well it's simple, it's way overpowered unit for a very low cost. The cost should be at least 2 leather armors like any other t2 ranged unit and some of the stats should be lowered... The other overpowered unit in the game is knight, but it's production costs are normal, so there is at least some balance. Another reason for this huge elf and human bonus is time to train units in aspect to their experience points. While you can train t2 archers and t2 cavalry at the same speed per experience point, you can't train other two specialist units so (for dwarfs t2 infantry and for orcs t2 spear). While this training times per exp points will not be changed there can be no balance between races. I'm afraid orcs are most penalized here. 

Crafting will not change this fact. In fact it will make it even worse, because we orcs have to produce more numerous armies of low quality troops to make it comparable to much smaller amount of human, dwarf and elf units. That means that large number of units will also need larger amount of weapons and armors. Trueshot (t2 elven archer) and clan guardsmen (t2 orcish spearmen) both need 1 leather to produce, but 1 crafted armor on trueshot is worth way more then 1 crafted armor on clan guardsmen, because all the basic statistics for trueshot are much better not to mention training time per exp point. I'm afraid that if you put a bit higher % bonus on bad basic stats this still makes it overall much more bad stats for equipped unit.

So I have a question for the devs. Why have you made bad situation for orcs even worse with this release?
Equipping low upkeep units is just waste of weapons and armors. For example if I give the same spear that has 10% attack bonus to knight, it will give 6.5 attack bonus per weapon or 13 in elite division. If I give the same weapon to kobold it will only give 0.9 attack bonus or 1.8 in elite division. Of course this is the same weapon and production times for it are the same? The same is true for armors.... Even 4 kobolds are not comparable with 1 knight except their upkeep. It is much more time consuming to make 4 kobolds then 1 knight and even before this update 1 knight was way better in every statistic then 4 kobolds. Shouldn't spearmen that use weapon especially made for them have the same bonus as the knights which historically didn't even use spears? Well 8% orcs on the server... I wonder if this % will be even smaller after this release? I'm certainly thinking of leaving like 2 other orcs from my alliance have done already...

Another aspect of this crafting business. It penalizes big players and rewards small players. Big players with 200K+ army will never be able to equip big percentage of the army, but small player might equip all of it. I have no objections regarding this aspect of crafting.

I have trueshot's cities, marshall's cities, wardancer's cities. And you know why I work this way Bonaparta, don't you ?

I am still working with numbers, will publish my work when finished, from what I can see now, yes, Trueshots (and even more Sentinels) are very cheap to build, but this advantage is not going to change a war (I will explain why when I am ready to publish my results).

About orcs... The more I look the numbers, the less I want to be an orc... But, again, I want to be able to publish something complete and let everyone decide by him/herself ....  

What I am sure even now is: trying to balance things using the new crafting system is silly. The more I think about it, the more I get angry. Adding more variable to an already complex system and trying to balance things using 200 variables where we had 20 is a good way to lose control.

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