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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 16 Sep 2010 at 18:48 |
scottfitz wrote:
What about sovereignty squares for the moving city, will they be lost, or will the claims have to be rescinded in order to move? Can a city move to a square that has a sovereignty claim? |
Good questions, and I'll add the answers to the main post. Yes, you will have to rescind your sovereignty in order to move. No, you cannot move to a square that has a sovereignty claim on it. Best, SC
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Thexion
Forum Warrior
Joined: 17 Apr 2010
Status: Offline
Points: 258
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Posted: 16 Sep 2010 at 18:52 |
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Of course you can settle your city next to your current ones.. or quite close to other players. but othervise there might be dragons. I appreciate the randomness and all the options =) I wish there be more and dragons also. ;)
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 16 Sep 2010 at 19:10 |
Brids17 wrote:
Isn't this a little bit unfair? I mean, why should I be punished by some "kill everything that's not an orc" AI faction just because you guys decided to place it next to my city? I'm sure whe nyou do release them, they'll be made so they have to be an X amount of squares from any given city but if the closest AI faction to my city is going to hassle me for being a dwarf simple because of the place my city randomly spawned, I'm not going to be very happy.
As for the rest of the planned update, don't you think this game is getting a little too complicated? At some point you need to stop and realize this is a game and not real life. Do we really need to suffer travel complications due to terrain it passes over and needed boats to move it across a river that spans for like 400 squares? Do my boats really need to get swallowed up be a hurricane? It'd be one thing for a boat to die to a sea creature because it wasn't properly defended but when things that no one can control are destroying things, it's not fun.
Every time I read a preview for an update I cringe at how complicated you guys are making the game. I think you guys need to work on either "dumbing" the game down a bit or making extensive tutorials. At this rate, no one will be able to tell the difference between a bug and a complicated chain of event.
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Hi Brids, As has been mentioned, the factions will be placed before we permit people to move their cities. We are highly unlikely to be placing rabidly hostile factions anywhere near where a brand new player might randomly appear. We are also very aware that players do not like "random" events, and so we will be endeavouring to make things as non-random as possible. However, players do understand "random propensities" just fine. For example, if a player who is an enemy of the bandits chooses to send an unsupported caravan though bandit-held land, then he might get a random event that's not to his liking - and we think most players understand this to not be the fault of randomness and more of a causality linkage. We are certainly adding layers of depth to the game, however we're also very keen not to overcomplicate things. The long and short of it is that this is a sandbox game, and we want players to choose their level of involvement. If you don't want to go through the hassle of loading troops into boats because it's too complicated, then don't settle on an island and your problem is solved. Equally, don't expect to be doing much overseas trading with the Merfolk. We're definitely not going to dumb the game down. If that's what people are after I can point them to many other games out there that are extremely simple to play. It's not what Illyriad is about; we're about options and depth, which aren't necessarily the same as complexity. We do, however, certainly agree that the tutorial and the help files need vast amounts of work - and we also agree that there are many game features that could be made simpler and less repetitive to perform (and more intuitive through changes to the User Interface) and there are plans in place to do all these things. Best wishes, GM Stormcrow
Edited by GM Stormcrow - 16 Sep 2010 at 19:11
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 16 Sep 2010 at 19:17 |
Shrapnel wrote:
Brids17 didn't seem to read the post very well or he didn't ask the right question. In most cases we will know where the factions are and will be able to move away from hostile ones. There is one case in where his concern has merit however. What if we settle a city right now and it turns out to be next to a hostile faction? We won't be able to move it. The only immediate solution I can think of is to wait until factions are seeded to settle any more cities, but how long is this going to be? I don't want to wait a month or more to settle my next city. The only thing I have to go off of is that the closer to the center the safer. So what's a safe gamble then? 10 squares away? 100? 200? Could we have a little more advice on what to do with cities placed after 9/14? |
None of the more hostile factions are going to be placed anywhere near current population areas, and when we place them we'll try and leave as far a gap from player positions as possible. There will be very few factions who are innately hostile, and the really hostile ones won't be roaming far. As mentioned, we don't want a situation where players are being smacked over the head by NPCs through no fault of their own. So we really don't think this is an issue to worry about. Best, SC
Edited by GM Stormcrow - 16 Sep 2010 at 19:17
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Beengalas
New Poster
Joined: 08 Aug 2010
Status: Offline
Points: 34
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Posted: 16 Sep 2010 at 19:37 |
GM Stormcrow wrote:
We're definitely not going to dumb the game down. If that's what people are after I can point them to many other games out there that are extremely simple to play. It's not what Illyriad is about; we're about options and depth, which aren't necessarily the same as complexity.
GM Stormcrow
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Reason why I am still here! And regarding the update: wonderful! I really look forward to a more organic and interactive world.
I don't know if I missed it, but will the faction have pockets of power so to speak? Will there be an area of, say 25x25 that is habited by one faction and another next to it. Or will they have one or few amount of places?
(if they have small pockets of power)Also, will one be able to destroy or, for a time, disable a part of a faction? Say that me and my friends want to help the dwarfs in the area cleaning out that closeby section of filthy and ravaging goblins, and we succeed, what will happens? May the dwarf faction perhaps expand a little, or will they be static? Or maybe the goblin king will send and huge army to defend his little outpost making it temporary supercastle, or what might happen? So many possibilities! :)
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KillerPoodle
Postmaster General
Joined: 23 Feb 2010
Status: Offline
Points: 1853
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Posted: 16 Sep 2010 at 20:10 |
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I think you need to change that 9/14 restriction. The restriction on city ownership ought to coincide with the date you bring out the teleport spell. There's no good reason to penalize people wanting to settle/siege whatever between now and then.
In terms of sov - I hope that rescinding sov is simply part of the teleport spell. trying to get sov 5 down to zero is going to seriously cut into the 4 weeks available to move.
I have other thoughts, but they probably fit better in the suggestions forum so I'll post them there.
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bartimeus
Forum Warrior
Joined: 09 Jul 2010
Location: Right behind U
Status: Offline
Points: 222
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Posted: 16 Sep 2010 at 20:10 |
This looks like promessing upgrades, but I don't understand something; why would you make allhostile faction. whats the point? who would bother settling there? I suppose you could give a meaning to these faction if the council of illiriad ocasionnaly organises crusade against them, to gain artifact (I'm just brainstorming here).
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Bartimeus, your very best friend.
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Zangi
Forum Warrior
Joined: 15 Jul 2010
Status: Offline
Points: 295
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Posted: 16 Sep 2010 at 20:13 |
bartimeus wrote:
This looks like promessing upgrades, but I don't understand something; why would you make allhostile faction. whats the point? who would bother settling there?I suppose you could give a meaning to these faction if the council of illiriad ocasionnaly organises crusade against them, to gain artifact (I'm just brainstorming here). |
Me. 1. Because I can. 2. Fight the good fight. 3. ???? 4. Profit!
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Brids17
Postmaster General
Joined: 30 Jul 2010
Location: Canada
Status: Offline
Points: 1483
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Posted: 16 Sep 2010 at 20:29 |
GM Stormcrow wrote:
If you don't want to go through the hassle of loading troops into boats because it's too complicated, then don't settle on an island and your problem is solved. |
Is it though? You'd need a boat to cross a river would you not? Our alliance is potentially about to go to war with an alliance on the other side of the map, if units couldn't cross rivers would we not need multiple boats to get our armies there? And please don't suggest that we could always "go around" them.
GM Stormcrow wrote:
We're definitely not going to dumb the game down. If that's what people are after I can point them to many other games out there that are extremely simple to play. It's not what Illyriad is about; we're about options and depth, which aren't necessarily the same as complexity. |
Options and depth are fine but when those options and depth start penalizing players there's a problem. Take the caravan update that was talked about a while ago. It was mentioned that they'd all have different carrying carrying capacities, different speeds, limitations on what they could carry and gold costs. That's potentially going to over complicate something simple. If you want to add depth, fine, make some caravans carry more but move slower and others carry less and go faster. Make the new caravans cost gold and the old ones cost nothing. There, depth and options. However when you add in gold costs on all caravans and carrying limitations, it gets to be too much. I'd have to assess how much of what resource I'd need to be able to move, do I want to be able to move a lot of livestock or weapons? Gold or resources? How many caravans am I going to need in total? For each resource? Are my taxes going to need to be raise to make these caravans? Do I need to kill off my troops or diplomats or get rid of one of my sov squares to afford them? If I raise my taxes will my food go negative? Will it kill my production? I could go all day with this.
GM Stormcrow wrote:
We do, however, certainly agree that the tutorial and the help files need vast amounts of work - and we also agree that there are many game features that could be made simpler and less repetitive to perform (and more intuitive through changes to the User Interface) and there are plans in place to do all these things. |
I'm glad to hear, there's a lot of things in this game that it seems no one knows the answer to.
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lep
Greenhorn
Joined: 15 Jul 2010
Status: Offline
Points: 64
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Posted: 16 Sep 2010 at 20:43 |
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More options, more depth, more complexity... as long as that complexity is logical; like needing to find a ford point in a river or where someone has built a bridge or build boats. All these things are logical to wanting to cross a river so adding them is great.
Caravan changes as long as logical again are an excellent idea. It's currently absolutely bizarre that 1 caravan can carry 1000 siege blocks and the same caravan can carry 1000 bows which in turn seem to take as much space as 1000 coins. As long as the complications are logical then they will be fine for the vast majority of players.
A game I could play for years happily without knowing all the features and options is fantastic to me and it looks like you might have just that here in the making.
Please don't go overboard in the explanations and guides, leave that to the forums for players to post when they find out the intricate details.
Makes the game a much more wondrous journey of discovery.
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