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I am curious about what YOU think.

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Poll Question: Should we be allowed more accounts per player?
Poll Choice Votes Poll Statistics
169 [48.15%]
14 [3.99%]
87 [24.79%]
70 [19.94%]
7 [1.99%]
4 [1.14%]
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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: 18 Mar 2018 at 16:32
Blankit, yes, the developers have sometimes taken feedback from the community into account and changed existing game mechanics or introduced new ones.  
--One example that comes easily to mind is that caravans traveling to cities under the rainbow move at two times normal speed.  
--They also reduced the time to complete the merchants guild research (although not the cost, they should have reduced the rp cost too!).  
--They implemented food sovereignty on lakes, lochs and tarns at least partially as a result of player discussions.  
--They changed terrain bonuses for infantry troop types at least partially as a result of player discussions like "why are dwarves so hard to play".  They also changed the speed of production for t1 spear and t2 bow troops. Those changes have made gameplay of orcs and dwarves substantially different, in my opinion, with a commensurate increase in the number of players in those races.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Corwin Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 12:58
Just keep it the way it is. 2 accounts is fine and proved to keep ballance in the game for 8 years. If it ain't broke don't fix it. Personally I don't like terraforming for some of the reasons allready mentioned. Reducing the account number is not a good solution in my opinion. Terraforming would still be a possiblillty, but easier (or with relatively less loss/effort) for large alliances.  With 2 accounts new players can screw up with one without losing all progress, which is a fantastic thing to have in a game. If the edvs want to get rid of terraforming they should look for another solution. And for multiaccounting: no one has more then 24 hours in a day or more then 7 days in a week. To keep more then 2 accounts functional for longer then 2 years one has to get without a job, wife and social life. That's more punishment then a game developer can ever get you
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Blankit Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 11:09
Originally posted by Robertscott Robertscott wrote:

    Blankit, Ten Kulch and his reasoned persuasive writing is a great asset to this game, throwing him a shot with the "fancy formal tone" is uncalled for, his prose is a delight to read.  

    Also he does not call people names in a malicious way in his blogs.  His labeling players "carebears" or similar is funny and justified.

    You are choosing the wrong guy to Ad Hominem.  We are blessed to have his intellect here in our little game of a few hundred players.


I apologize for my snarky tone. I was just trying to find something mildly offensive as his arguments were opposing my small way of playing this game. I would like to see if the same doesn't happen if someone respectable suggested that every person can only operate only one account from now and one of the accounts will have to be abandoned or the devs will do that at random.

And I would like any to tell me why my arguments are wrong. I still don't understand why terraforming is so annoying.

Btw has any such discussion ever changed how and what developers implement?


Edited by Blankit - 18 Mar 2018 at 11:13
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ruarc Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 10:38
I kinda agree with Telios and others - a single account per player would have been best. It's very difficult to row back on the 2 accounts per player decision now though without things getting very messy. 
 
As for terras - they're not an exploit, I think the devs have clarified that (not sure about your petition Rill but they'd have surely mentioned something in the prestige referral update if they were an exploit). They're also not, entirely, bad for the game. Although they present their own problems, they open up areas of the map which otherwise would be largely ignored. Jungle, desert, and arctic terrain become significantly more viable with terraforms as an option. It would be one thing if those terrain types offered advantages commensurate with their disadvantages, but the reality is that they don't. We can already see how suboptimal areas of the map are largely ignored even with terras, just look at all the unsettled terrain which is dominated by large mountains. It's unsettled because the terrain doesn't offer an advantage commensurate with its disadvantage. Terras redress that balance somewhat. I couldn't say if they swing too far in one direction or another, but removing terras without fixing the underlying imbalance which is prompting their widespread use is just going to render more parts of the map effectively uninhabitable.
 
Now, I'm biased af because I've made widespread use of terras. I tell you what though, I wouldn't have looked twice at jungle terrain as it currently stands without terras being an option.
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Robertscott Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 09:31
    Blankit, Ten Kulch and his reasoned persuasive writing is a great asset to this game, throwing him a shot with the "fancy formal tone" is uncalled for, his prose is a delight to read.  

    Also he does not call people names in a malicious way in his blogs.  His labeling players "carebears" or similar is funny and justified.

    You are choosing the wrong guy to Ad Hominem.  We are blessed to have his intellect here in our little game of a few hundred players.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Almost Balanced Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 07:46
Nice to see Rill.



Scarves and canvas are in developer's hands.

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Post Options Post Options   Thanks (1) Thanks(1)   Quote Blankit Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 04:17
Originally posted by Ten Kulch Ten Kulch wrote:

Terraforming encourages account churn, and it also encourages people to break the two account rule. The theory behind moving the plots is that new players shouldn't be penalized for moving their first city. Moving the plots allows the city to be moved completely intact, to a new location outside the n00b ring.

On the face of it, that idea is fine. New players might be discouraged at the possibility of losing any progress (although I would argue resource plot progress is probably quite survivable for a few plots). The problem I have with terraforming is that people are selling accounts for gold, in order to exploit a loophole to change the resource plots, resulting in very powerful fortresses. These fortresses are powerful because people have used a disposable account to remove the balancing factors to defensible tiles like solitary mountains. Accepting a 5 food square, or a particular 2/3 resource deficit, should be part of the fortress equation. Tiles shouldn't be perfectly suited. Some people even use terraforming to transform the tiles around their cities, altering the resource distributions of entire areas.

People also feel free to go into GC and troll on these disposable accounts. One look at the siege page shows just how prevalent terraforming has become. I personally believe that terraforming also makes it impossible to get a true read on the number of remaining active players. That's a long list of negatives. Much like the Defy Death exploit, I believe that clever players observed a loophole in the game rules, and have been abusing teleport to the detriment of the game.

I think it would be much healthier for the game if terraforming worked like a one-time instant exodus with no building level loss. You get the plot distribution of the new tile, period.

I also believe that if terraforming is such a valuable technique, that people should be able to purchase a plot re-distribution for perhaps $5. That would cut out all the account churn and sock puppets, and pay money into the game to change the map, instead of the current underground gold-for-accounts economy.


Note to self: Even people who write in a fancy formal tone may be wrong.

Any terraformer who doesn't want to be kicked doesn't use more than one terraforming account at a time. Or in cases like Eowan's where all he wants is gold, he can do two a week, shifting gold from one terra account to the next.

And if you want to get "an accurate read of the number of active accounts" you can count the number of accounts older than 2 weeks. Anyone who can't terraform a silly tile in 2 weeks (the pop is done in 4 days) should probably not be used by anyone. It will also allow to ignore the people who don't get the hang of this game.

And the "troll in GC" is just you getting mocked one time by Eros' terra alt which you accused Shells of doing (I read it in the forums). You call people worse things on a regular basis in your blog, that's nothing. And if you were referring to Biff, devs can ban him anytime they want. Anyone can make a temporary rant alt for that purpose even if terraforming was removed.

And like paying $5 for a tile distribution won't make this game even more pay to win than it already is. I can see you wisely commenting that this should only be allowed to be done on the tile which the city is on, then anyone can get newbies to make temp alts to tenaril next to them and then pay them real money to do this. It will have the exact same affect and real money will change hands. To stop this from happening is the reason I have heard the devs added gold for pres system (not sure about this one, but allowing money for one thing will give people more ideas about selling highly developed accounts). And once the real money start changing hands, the terraformers will feel this as a source of income (one which will fund their gaming needs without ever connecting their real identity).

The truth is that all this does is pay new players who haven't made any alts yet some money to spend. It is almost a viable strategy to earn gold to feed one's main (just to keep a defense army). You may rant 24X7 about those big bloated account, but other than your ascetically designed military main, you have hoarded just as much gold and adv res from your blockades as any of them.


Edited by Blankit - 18 Mar 2018 at 04:20
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Robertscott Quote  Post ReplyReply Direct Link To This Post Posted: 18 Mar 2018 at 00:41
Agree with TK
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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: 17 Mar 2018 at 22:37
Ten Kulch, I don't like terraforming either. (I think it discourages people who do it from engaging in the game in more interesting ways with a second account, or sometimes even both accounts, not to mention multi-accounting temptation, and I agree with you that having constraints in difficult terrain like desert and jungle would make the game more interesting overall if there were not an easy way around it.)

However, the developers have been very clear that this is an acceptable game mechanic and not an exploit.  I clarified this point with them via petition several years ago, specifically with regard to churning accounts in order to terraform.  They said as long as people aren't using the prestige bonus more than once, it is an acceptable practice.  In fact, the developers made terraforming even easier by not limiting it to the capital -- previously people had to research Exodus before they could terraform, if you recall.

I don't like it, you don't like it, but apparently the developers support it.  It is not an exploit but a game mechanic.

As a point of history, I believe Tenaril was first invented when the map was changed.  (Enlarged? It happened before my time.)  The point of the initial Tenaril spell was if people didn't like their positioning on the new map (such as they were now in the middle of water) they could change it.  Then later Tenaril was limited to just the capital city.

Perhaps someone who was here during that time or one of the developers could comment on the reasoning and application of Tenaril initially.
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Ten Kulch Quote  Post ReplyReply Direct Link To This Post Posted: 17 Mar 2018 at 21:39
Terraforming encourages account churn, and it also encourages people to break the two account rule. The theory behind moving the plots is that new players shouldn't be penalized for moving their first city. Moving the plots allows the city to be moved completely intact, to a new location outside the n00b ring.

On the face of it, that idea is fine. New players might be discouraged at the possibility of losing any progress (although I would argue resource plot progress is probably quite survivable for a few plots). The problem I have with terraforming is that people are selling accounts for gold, in order to exploit a loophole to change the resource plots, resulting in very powerful fortresses. These fortresses are powerful because people have used a disposable account to remove the balancing factors to defensible tiles like solitary mountains. Accepting a 5 food square, or a particular 2/3 resource deficit, should be part of the fortress equation. Tiles shouldn't be perfectly suited. Some people even use terraforming to transform the tiles around their cities, altering the resource distributions of entire areas.

People also feel free to go into GC and troll on these disposable accounts. One look at the siege page shows just how prevalent terraforming has become. I personally believe that terraforming also makes it impossible to get a true read on the number of remaining active players. That's a long list of negatives. Much like the Defy Death exploit, I believe that clever players observed a loophole in the game rules, and have been abusing teleport to the detriment of the game.

I think it would be much healthier for the game if terraforming worked like a one-time instant exodus with no building level loss. You get the plot distribution of the new tile, period.

I also believe that if terraforming is such a valuable technique, that people should be able to purchase a plot re-distribution for perhaps $5. That would cut out all the account churn and sock puppets, and pay money into the game to change the map, instead of the current underground gold-for-accounts economy.
Check out my blog, Warmongering in Illyriad for self-defense techniques, military city construction, and PvP strategies.
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