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Topic Closed21JUL11 - Mobiles, other

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Mandarins31 View Drop Down
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Direct Link To This Post Posted: 09 Aug 2011 at 20:01

i totally agree John, sounds 100% logic said like that. but if you played the game since the beginig you might have also seen things as vets did.
also, having negative food prod or basic prod and 0 stockpiled is not a pure advantage. when its about the food, you cant start a production or do anything if you dont send some food. truth is that that would be more logic, if, as u said, people in your town stopped producing the actual queued weapons/buildings, until you feed em.
and about the negative basic thing, with this "cheat" it's actually barely impossible to produce things in the town as it's too hard to send huge amouts of basic ressources. so you lose a city if we talk about adv ressources production. but your right, the more logic would be to lose sov tile/buildings lvls, or at least lose the bonus given by sov.
well, all that to say that these tactics didnt give a pure advantage on other players that didn't use it. when using it you have to consider te great advantages... but also the great disadvantage, and the added playing time it asked also. That's one of the reasons that explain the fact that many players didnt see these "tactics" as exploits.



Edited by Mandarins31 - 09 Aug 2011 at 20:03
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Wrothful View Drop Down
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Direct Link To This Post Posted: 09 Aug 2011 at 21:10
From reading Mandarins31's post and the long chain about -ve food production, it seems clear that the devs did not consider (all) the potential outcomes of -ve production.  I do not blame them for this, after all the vets of this game must have logged much more "play" time and being a far greater number of individuals will undoubtedly have pursued more avenues and strategies than the devs will have considered.

Nevertheless, it must/should appear to those who have employed the -ve production tactics that the tactics now banned as "cheating" were unintended.  As many others have posted -ve production in any normal life situation has devastating consequences so why any different here?

As a new-ish player I am just starting out on use of sov, and starting with my capital I therefore have balanced resource fields and (near enough) balanced production.  Therefore if I increased both my tax and sov to reduce my production severely I could see this town becoming very difficult to manage.  However, with any 7 food town I could see (based on Mandarins31's post above) a distinct advantage of specialising in production of one of several advanced resources (ones which require no food and no stone for example) so that there would be NO disadvantage at all of going into -ve stone production and every advantage in increasing tax and sov to maximise production of whatever advanced resource (or troop) I had chosen.

Following my own statement above that -ve production must have devastating consequences this scenario shows a disconnect, a flaw, an unintended consequence that should be fixed.

Maybe one solution is to break the linear reduction in all basic resources of an increase in tax or an increase in sov? By all means keep the overall cost of tax/sov at the same level as it is at the moment, but let the player decide which resources to sacrifice to raise tax/sov as part of city specialisation. And add a ban on -ve production of any basic resource as has been done for food to force compliance.

Would this work??
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MisterNo View Drop Down
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Direct Link To This Post Posted: 11 Aug 2011 at 18:04
What is going on with mobile payment?Cry
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GM ThunderCat View Drop Down
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Direct Link To This Post Posted: 11 Aug 2011 at 18:33
Originally posted by MisterNo MisterNo wrote:

What is going on with mobile payment?Cry
Its currently disabled in Webkit browsers (Safari, Chrome) due to some issues with the page going blank Cry
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