5DEC14 - Private Chat, Player Score, Graphs |
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abstractdream
Postmaster General Joined: 02 Oct 2011 Location: TEXAS Republic Status: Offline Points: 1865 |
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EDIT: Well, now it works..lol. SMH Edited by abstractdream - 06 Dec 2014 at 21:08 |
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Lil D
New Poster Joined: 09 Feb 2013 Status: Offline Points: 2 |
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I think that the change regarding the global "population" rank is ill-conceived. The new numbers have nothing to do with what was considered "population" for years (at least for the time since I joined Illyriad), which is "population = food consumption". Also now "population" is used inconsistently in the game. The "Pop" column on the "All Alliances" page, the "Population" column on the Leaderboard, the player's towns overview's "Pop." information, the "Pop" growth graph, and maybe some other pages all use "population" in the familiar sense. So please rename the new ranking "builder's ranking" if you want to keep the math as it is and bring back the population ranking. There is no "the only way is up" for a "population" ranking. Inhabitants come and go with the change of living conditions (room, labour) they find in a town. Also a player could easily push her score if she really cared. It is as easy as building a level 1 sov structure, demolishing it, rebuilding it, demolishing, ... |
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GM ThunderCat
Moderator Group GM Joined: 11 Dec 2009 Location: Everywhere Status: Offline Points: 2183 |
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We are renaming to Build score and will be showing current population in places it isn't currently
Which could be said similarly about trade, attack, defense, quest, magic - you get category points for doing things in game related to that category. Tech would be a bit slower, but you can keep going by having a city razed and starting again on the tree, equally people that capture high tech cities will have less research to add to the points.
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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My understanding is that part of why a sales tax was added was to discourage people from doing exactly that with their trade scores -- essentially trading items back and forth with their alts, which created highly skewed trade scores. The introduction of sales taxes at least imposed some sort of cost for doing this. I think that scores work best when there is some "cost" associated with achieving score in a particular area -- whether it is the cost of resources to build things, the cost of maintaining (and rebuilding) diplomatic and military units, or the "cost" of mana used in casting spells. One problem with using sov buildings to count in the build score is that the cost of building sov buildings, especially at level 1, is almost nothing, either in terms of time or materials. It is true that some other score categories are too easily manipulated -- raising diplomatic score by repeatedly scouting or spying a "friendly" city springs to mind here; at least in the past you could get diplo score even by diploing yourself! However, just because other scores are easily manipulated doesn't mean that we should add more easily manipulated (and therefore relatively meaningless) categories. I don't know for sure how big a problem this will be with regard to the "Build" score category. I'm willing to wait and see. But certainly I think it is worthwhile to note the concerns and watch to see if there are problems. Does anyone have creative solutions to propose? One idea would be not to count level 1 sov buildings in the build score. This would not be a perfect solution, but at least building to level 2 requires more of a commitment of time and materials.
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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A cottage would be the best way to up the score. 60 seconds to build, and 150 seconds to demolish, at 4 population. A patient newbie could generate 68.5 population per hour. But that would still take almost 3000 hours to approximate a 200k population account. Now if they used 5 cities, that's like 600 hours of clicking.
I say give them the little win. Does anyone actually take the scores seriously? |
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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Brand, I think that the "build" score uses absolute building levels. So you would need to repeat cottage build and demolish 20 times for a level 20 building. With 30 level 20 buildings in a city, you would need to build and demolish cottages 600 times. Assuming 10 convenient slots in 2 cities, that's 20 slots, or less than a day's worth of clicking.
I wouldn't do it either, but it would not be difficult.
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GM ThunderCat
Moderator Group GM Joined: 11 Dec 2009 Location: Everywhere Status: Offline Points: 2183 |
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A building from start to level 20 is 1+2+3+4+5+6+7+8+9+10+11+12+13+14+15+16+17+18+19+20 = 210 points And a city with 25 resource plot and 25 building plots and 1 wall at level 20 is (25+25+1) * 210 = 10,710 points A level 5 sovereign structure is: 1+2+3+4+5 = 15 points A city can support 20 of them: 20 * 15 = 300 points So fully levelled city with max level 5 sov structures and assuming no reconfigurations would be 10,710 + 300 = 11,010 points So in your example you'd need to repeat cottage build and demolish 11,010 times *edit corrected Sov maths
Edited by GM ThunderCat - 07 Dec 2014 at 20:47 |
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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Thanks TC, I didn't think through the counting of the previous builds part. That helps me understand better.
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Artefore
Forum Warrior Player Council - Biographer Joined: 21 Feb 2014 Location: Earf Status: Offline Points: 325 |
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Ohhhhhhhhhh......
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"don't quote me on that" -Artefore
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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I think a city can have a maximum of only 20 sov structures though. Unless something has changed?
/me looks hopeful
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