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Free Tenaril move for expansion

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Arctic55 View Drop Down
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    Posted: 30 May 2014 at 22:41
Could not have said it better myself Auraya. Also, for those thinking, "I'll lose my existing tenaril when it is replaced," the devs would only need to make the tenaril stackable. So that you new players would have 2 tenaril (assuming you haven't use yours already).
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Auraya Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 22:22
Forgive me, I haven't had time to read through everyone's comments. My own thoughts are that 1x free tenaril for existing players would be the most fair option BUT that you shouldn't take the plots with you as you do for your first tenaril. It would allow players to feed the cities they exodus across (bear in mind that newly exodused cities can be negative in resources) but not allow them to terraform. 

You can only have 1 city in transit at a time, so the move across to BL is going to be VERY slow for players trying to shift 10 cities over.

To those who keep saying veterans have too many advantages over new players, I disagree. The oldest vets have had to grow their cities under much harder circumstances - a lot of players are still on 5 food squares from before 7 food was available. They settled before water sov/crafting and now lake/loch sov has arrived making certain spots even more lucrative.. but the vets have already got all their cities established, they don't get to take advantage of these new opportunities unless they take huge penalties to what they have spent years creating. Who wants to demolish all military/t2 buildings and knock every city down to ~2k pop from ~25k pop? 

In addition, these players are the ones who have supported Illyriad for many years, ensuring it is still here for new players to enjoy. The 10 city cap means that those players who have been playing the longest are on equal terms as players who have played for ~1 year but they suffer because they have not had the benefit of all the new updates, meaning less military and lower population caps.. and people want to moan about having ONE free tenaril to BL? Pfft. Imo, the free tenarils should go to the players who started before I did and haven't had the chance to take advantage of all the wonderful things I have.

Also, giving people a free tenaril will open up Elgea for newbies too. In theory, newbies would then have the choice of which continent to settle rather than feel forced to move to BL for better opportunities. It would give us a 'whole' server rather than a bunch of tiny cities tacked onto a realm of much larger ones. 

Good luck to all who choose to move across :)


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 21:14
Maybe the devs should just wrap the map top-to-bottom. Then the players in the far north get the same advantage as the far south players. As an added bonus, the players near the current equator can start complaining about exodus times, as they have been presently deprived of the opportunity to do so.

Exodus is slow, but I see no virtue to colonizing BL rapidly. If it takes a long time to settle the new map, there is mostly upside, in my opinion.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote abstractdream Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 20:51
Originally posted by KillerPoodle KillerPoodle wrote:

Originally posted by abstractdream abstractdream wrote:

I like the direction you took it in but it would give established players a distinct advantage over newbs.


You can say that about almost anything.  E.g. Having to research stuff is unfair because it gives vets an advantage over new people.

It's not always bad thing to give people who have been in game a long time some nice things...


Lol..I don't hate vets.

I should have specified that my comment was in the context of TBL, which should be as even a new playing field as possible, in my opinion. Although, if I could swing an advantage my way, I would do it in a second.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote KillerPoodle Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 17:52
Originally posted by abstractdream abstractdream wrote:

I like the direction you took it in but it would give established players a distinct advantage over newbs.


You can say that about almost anything.  E.g. Having to research stuff is unfair because it gives vets an advantage over new people.

It's not always bad thing to give people who have been in game a long time some nice things...
"This is a bad idea and we shouldn't do it." - endorsement by HM

"a little name-calling is a positive thing." - Rill
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Post Options Post Options   Thanks (0) Thanks(0)   Quote geofrey Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 14:27
Originally posted by Corwin Corwin wrote:

I don't like the idea of an extra teneril spell for reasons that are allready pointed out above. In my opinion it's not fair to give players a second tenaril just because they used up their first. Instead I would like to see a complete new teleport school of magic with spells that can be used for settlers caravans and diplomatic and military units. I'm not sure if exodus should be a possible target for these spells, but it could be. Depending on the level of the spell the units can teleport a certain distance, possibly increased by extra mana added. That way we can cut the travel time between the continents.

This is a great idea for new magic. Gives a good reason for new school of magic, unused gems, new spells, and a reason to burn through mana. 

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abstractdream View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote abstractdream Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 12:46
Corwin, that is an interesting idea. I like the direction you took it in but in regards to TBL, it would give established players a distinct advantage over newbs. Just wanted to point out the obvious here.

Just to elaborate a bit on the idea, I would think that a teleport spell, cast by ones own mages should have a chance of failure. Perhaps varying levels of failure. For instance, loosing a percent of the troops/diplo units altogether or perhaps ending up somewhere else entirely, maybe even splitting the group? It might be "fun" to have to send a small army to "rescue" a commander-less group of soldiers 100 squares in the opposite direction from the intended target.

Anyway, I like the idea. Be sure to post it as a separate thread, here in Suggestions.

Edited by abstractdream - 30 May 2014 at 20:53
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Corwin Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 07:06
I don't like the idea of an extra teneril spell for reasons that are allready pointed out above. In my opinion it's not fair to give players a second tenaril just because they used up their first. Instead I would like to see a complete new teleport school of magic with spells that can be used for settlers caravans and diplomatic and military units. I'm not sure if exodus should be a possible target for these spells, but it could be. Depending on the level of the spell the units can teleport a certain distance, possibly increased by extra mana added. That way we can cut the travel time between the continents.
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abstractdream View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote abstractdream Quote  Post ReplyReply Direct Link To This Post Posted: 30 May 2014 at 03:21
Limiting Teneril is way more acceptable than giving out new ones.
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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: 30 May 2014 at 00:09
That's a good idea, lethargicOne -- another way to make the opening of Broken Lands a bit more fair.
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