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Topic Closedis the game becoming too complex?

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Direct Link To This Post Posted: 20 Mar 2013 at 09:29
Kumo - that idea wins the game.  Thank you sir, well played, well played indeed.
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Direct Link To This Post Posted: 20 Mar 2013 at 05:52
Illy is not nearly complex enough. More please!

(but I would love to be able to reduce sov claims just one level at a time)
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Direct Link To This Post Posted: 20 Mar 2013 at 04:45
I agree. Despite a couple random comments, this is possibly the most useful suggestion thread I have ever seen in the Forums!

I have another couple that would be really, really time saving...

If you could click a button that says "keep claiming sov while the troops are still there", it would save TONS of time.

Also, If there was a "build to maximum" button for sov buildings, and a "destroy one level" sov building option, it would save TONS of time!




Edited by Kumomoto - 20 Mar 2013 at 15:03
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Direct Link To This Post Posted: 20 Mar 2013 at 04:35
Illy is not complex.  

Illy has a click-intensive, cumbersome, non-intuitive user interface.  Illy is designed to require frequent player attention - setting up queues (factories, barracks, techs, bldgs, etc), Sovs, harvesting, trading, questing, timing army and diplo launches.
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Direct Link To This Post Posted: 20 Mar 2013 at 03:26
Complexity is what makes a game "deep." This really is a case of play a different game.
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Direct Link To This Post Posted: 20 Mar 2013 at 01:17
Originally posted by Albatross Albatross wrote:

I've been thinking similar thoughts on game-driven automation, and knowing that bots are not allowed, it could only be done by an 'expert' NPC role in the city, perhaps using researched technologies and a building.

However, if such a thing were to appear (and I expect it will not), it would have to give a mediocre result, rather than the best result. I say this in the interests of game balance, because you want people to be able to find their own opportunities to do better than others (given a level playing field of opportunity), and having advisers of limited usefulness gives players the headroom to make a difference.
this was / is a big thing in lord of ultima. Basically after the first couple of cities if you do not purchase and use advisors you will not be be competitive. No matter how good you are and how much time and energy you invest you cannot compete with botting... and that is what it is.. just sanctioned... i hope they don't go that route because if they did how would I keep up while feeding my ocd? :P




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Direct Link To This Post Posted: 20 Mar 2013 at 01:13
Alot of good suggestions here in this thread- I usually just Browse through ppls responses however Ive actually read each post so far and without further delay heres my two cents worth. 

I love the complexity of Illy. I think it really filters out alot of the "trolls" you find in other games. However if I were coming to Illy as a new player I would for sure find the game very deep and hard to comprehend. I also think that this is why we have so many training alliances. Some better than others and I trust that those leading training alliances can teach players how to specialize or point them in the right direction at least. These things are key moving forward. 

Suggestions: 
I would love some kind of Auto que for adv res as well. Also love the igm to be sorted. Just yesterday I lost a scouting report among 50 some System mails. 
As for me Id like these things to be added that havent been suggested yet- 

Poison Herbs- Id like to have the ability to plant Poisonous herbs- If harvested they would Kill the herbalist/Cotter. Not sure what unit would plant the herb- I was thinking Herbalist but maybe a new unit. 

Thats all that Ive not suggested previously
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Direct Link To This Post Posted: 20 Mar 2013 at 00:25
Originally posted by Angrim Angrim wrote:

* better control of which igms one receives (such as the ability to suppress quest or trade notifications, selectively).

+1

I don't need to get mails for caravans or quests. Once I hit 5 towns, the notification screen also became almost useless. There should be a disable for every category of notification (separate for outgoing, harvesting start, returning and delivery) plus a filter to view events for a specific town.

I don't know that the game is becoming too complex. It just needs a usability overhaul, particularly for harvesting and trade hubs. I've worked on plenty of big software projects that evolved over time. The requests that people are making in this thread are typical of users trying to manage several layers of bolt-on upgrades.

Illy just needs some refactoring.

P.S. The requests for tools like auto-queue are only superficially reasonable. Such systems are complex to engineer because they require a lot of exceptions for infrequent cases. What if a thief robs your resources, and your next auto-queue can't start? If someone sends you 200k of each resource, should your inventory bank that in the trade hub or queue another resource build? I worked with manufacturing machines, and every one of our customers had their own quirky setup for achieving their preferences.
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Direct Link To This Post Posted: 19 Mar 2013 at 23:19
I've been thinking similar thoughts on game-driven automation, and knowing that bots are not allowed, it could only be done by an 'expert' NPC role in the city, perhaps using researched technologies and a building.

However, if such a thing were to appear (and I expect it will not), it would have to give a mediocre result, rather than the best result. I say this in the interests of game balance, because you want people to be able to find their own opportunities to do better than others (given a level playing field of opportunity), and having advisers of limited usefulness gives players the headroom to make a difference.

Also, the advisers cannot be too good at scheduling long build queues, because that would allow players to build without interacting with the game (players would be sleeping on the job!), and it would allow 'fraudulent' accounts to be created easily.

I actually have no objection to the long growth path that is open to a player. The same opportunity is offered to all players. I see objections where new players look at established players and see the capability gap: they think it is unfair that they can't yet play with the big toys. Conversely, I see the oldest players observing newer accounts growing more quickly than they themselves could. Broken Lands is a good response to these objections. Indeed, I believe there should be a new continent/server every couple of years, so that a land can be populated without the 'I'm powerful only because I got there first' advantage that is a consequence of a long growth period. For this to work, Illy needs a fast-growing player base: enough to keep filling continents, so that new players can grow in a lively land of opportunity.

Last, a slightly controversial statement: this game needs patience, time, a reasonably analytical or mathematical approach, and gratification is not instant. Illyriad is not for everyone; other games may satisfy their needs, and people should play whatever engages them. It's fine to say "this is not for me"; I just hope that before people reach that point, they gave it a good try.

Having said that, there might be scope for a 'Minillyriad' variant, where build times are shorter, buildings can only go to level 15, and the settler function is more generous. It would result in a very fluid game, but perhaps one where being offline for two days is disasterous.


Edited by Albatross - 19 Mar 2013 at 23:23
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Direct Link To This Post Posted: 19 Mar 2013 at 23:02
* better control of which igms one receives (such as the ability to suppress quest or trade notifications, selectively).
* the ability to set repetitive, scheduled shipments of goods between one's own cities.


Edited by Angrim - 19 Mar 2013 at 23:02
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