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22FEB15 - INFANTRY & CRAFTING CHANGES NOW LIVE

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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 19:35
I do want to add that mountain-dwelling in general has been disincentivised, especially for non-elves, but really in general, for lack of an attack troop that is not highly penalized for attack there.  The change to the terrain modifier for infantry could make dwelling in the mountains more attractive for some people (especially dwarves).  Still would require terraforming though.

The Taomist cluster of Dwarven Lords would make a lot more sense under these new conditions.  Maybe we will see DLords return to the mountains. Thumbs Up
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 19:40
Originally posted by Rill Rill wrote:

I think the developers have misinterpreted the "voice of the market" here.  The reason that there are more cavalry in relation to infantry is that three of the four races have decent cavalry.  Only dwarves are disincentivised to build cavalry.  And dwarves are the second least-represented race.  Is it any surprise that their "specialty" troop has lower representation? No.

So fewer dwarves = less infantry.

Now, it could be argued that fewer people play dwarf because infantry is relatively underpowered.  I tend to disagree and say that fewer people are motivated to play dwarf because their cavalry sucks.  (This is a somewhat humano-centric viewpoint perhaps.)

Certainly these changes will make mountain-dwelling a more convenient option for dwarves, so some people might enjoy that for the role-playing benefits.

I don't necessarily disagree with the change; it might produce some interesting dynamics.  But to claim that the change is being made because "the market" has spoken is to my mind a fairly distorted interpretation of the data.

The other factor unaccounted for is the fact that swords are produced in the same building as chainmail.  This is a huge factor in how many infantry you can make since ALL infantry require chainmail to build.  This bottleneck makes nearly impossible to specialize in infantry in the same fashion that humans do with cavalry and elves do with bows.  I can't help but wonder what percentages would be if swords had their own production buildings like all the other weapons.
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Arian View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Arian Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 19:47
First time I have seen the "Benevolent Masters" referred to as "The Market" LOL
'Do you want ice with that?'
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Post Options Post Options   Thanks (0) Thanks(0)   Quote jordigui Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 20:52
I am not a dwarf (and so not having infantry) because they are ugly! not because the units are not good!
These changes are not fair once people has already built an army.
If you don't like the opponents cards in a poker game, you cannot change your opponents cards in the middle of a game.
TH
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Mr Damage Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 20:53
Interesting, lets see how this plays out, a change is as good as a holiday I guess.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Albatross Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 21:02
This spices up battle strategy considerably. Previously, just gathering a huge army tended to win. Now, we have to think before building units, and talk among friends about specialising to be effective in particular situations.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Sirius Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 21:24
Hi there, and thanks for the updates!

Two questions here, including one that's in my mind for some time:
* The terrain modifiers chart does not mention one type of terrain, although it does have modifiers: glass (that redish mountain-like terrain that can be found in and around the Calumnex region). It seems to be somewhat similar to mountains, since it heavily penalises heavy troops (infantry and cavalry); has it been changed too?
* The other question is: when you train a unit you have to provide its equipment (weapons, armours etc.); the quantity varies (advanced units need more than basic ones, we can imagine various reasons for that), but still we can assume that those weapons are given to them for regular use, and indeed they can go to war with what they're trained with. Then if you give a unit, say, a crafted bow, what becomes of its previous, regular bow? Is it consumed? Does it return to the armoury (but then why isn't it added to the inventory?)? If at some point you unequip it the unit is still able to fight, so we can assume it takes back its regular weapon. How does it work? The unused weapon isn't really returned to the inventory so that the unit is sure that it'll find its original weapon back once we order it to unequip the crafted weapon? But if the unit is killed while having a crafted weapon, then is its original basic weapon lost too, although it was not using it?

Anyway as an elf having little infantry and living partly in mountains, this update isn't really favouring me. But it still is good, seems to improve the game balance and I do hope it'll encourage the use of infantry and variety in armies! Also it is an incentive to create more dwarven accounts...
I can't wait to use all this against factions ;)
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 21:31
I believe infantry is currently out of favor because it is painfully slow, and also because the input items are expensive.

As Count Rupert has already noted, prices are high because chainmail and swords are both produced in the Blacksmith. This cuts availability in half, and drives up the price considerably. Look at the price of swords and chainmail relative to bows, spears, plate armor, beer and horses. That is the Blacksmith bottleneck at work. The production rates and materials costs are roughly equivalent to other items, but the price remains far higher, even adjusted for time. The only other item to experience this is saddles, because so many people prefer cavalry, and because cows are so slow to produce (this phenomenon also holds the price of leather armor at an artificially high level).

For most people, infantry is a slow, relatively expensive attack unit that doesn't defend particularly well in most (non-forest) situations. I don't think the terrain modifiers or dwarf stat increase are going to change that perception in any large degree.
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Post Options Post Options   Thanks (2) Thanks(2)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 21:38
I should also point out, stalwarts are penalized the most severely, as they require three items (2 swords, 1 chainmail) from the Blacksmith. No other unit gets stuck like that. I bet a lot more people would build stalwarts if the requirement was 2 swords, 2 plate mail, and that the price of both swords and chain would drop as a result.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dungshoveleux Quote  Post ReplyReply Direct Link To This Post Posted: 22 Feb 2015 at 21:39
Originally posted by Albatross Albatross wrote:

This spices up battle strategy considerably. Previously, just gathering a huge army tended to win. Now, we have to think before building units, and talk among friends about specialising to be effective in particular situations.

Spying on enemy encampments to find out what gear they have would be great.
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