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Lawless
New Poster
Joined: 24 Dec 2012
Status: Offline
Points: 21
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Topic: odd diplomacy happenings.... Posted: 01 Jun 2013 at 23:24 |
I'm not sure if this is a problem or not, but I figured I'd throw it in here anyway.
When sending thieves to an abandoned account, that I already knocked the wards out on and have successfully robbed with much smaller forces, my thieves were killed off. I thought that if you sent more than the number that are defending and can survive the ward as well, that it should be successful? I've hit this particular city at least a dozen times and with never the amount that I just sent. But all the sudden it was unsuccessful and I lost mass thieves. (900 or so) Is this pretty much just a crap shoot if you're going to be successful?
Thanks :)
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twilights
Postmaster
Joined: 21 May 2012
Status: Offline
Points: 915
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Posted: 02 Jun 2013 at 00:41 |
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900...gosh build up to 20k then u can cry with me
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 02 Jun 2013 at 01:22 |
There is a healthy dose of "random" in the diplomatic battles. So yes, sometimes a large group of thieves will randomly fail even if the city they are thieving has no defending thieves whatsoever. In the same way, sometimes a scout mission to an empty square will fail.
There is also a random chance of success -- that is, that you will send a group of thieves with less attack value than the defender has defense value and it will succeed.
My experience says this "random" factor is between 1 percent and 5 percent, but I haven't studied it extensively.
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Lawless
New Poster
Joined: 24 Dec 2012
Status: Offline
Points: 21
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Posted: 02 Jun 2013 at 03:53 |
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Thank you much Rill. It's kinda funny, but I expected you to be the one to actually give me an answer. lmao Once again...you rock. ;)
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dspn23
Forum Warrior
Joined: 02 Jun 2011
Status: Offline
Points: 213
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Posted: 02 Jun 2013 at 10:04 |
i don't see any sence on that rule... how can i lose 20 000 thiefs by sending them into a ghost town with ex: 10 pop? even if 0.1% it doesnt make sence. It should be 0% unless enemy have some defences
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Binky the Berserker
Forum Warrior
Joined: 19 Jul 2011
Status: Offline
Points: 257
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Posted: 02 Jun 2013 at 10:21 |
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I think the rule does make sense. Imagine: a group of thieves large enough to match a city population is send to a town that is completely abandoned. Now as a thief, would you bring the valuables you find there to your master and receive a lousy payment, or just take as much as you can and live a wealthy life with your colleagues? In my experience, missions to abandoned towns only failed after the 2nd attempt. First 2 have always been succesfull.
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 944
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Posted: 02 Jun 2013 at 17:31 |
How in any way does 10 defenders catching 20,000 attackers make sense Binky?
If 10 defenders catch 20 attackers or something like that sure that makes sense. But the current system does not.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 02 Jun 2013 at 20:05 |
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There are many abstractions in video games. Does it make sense for 20,000 thieves to go unnoticed in a town of 100 people? No, it doesn't. But the simplification is necessary to make the game comprehensible.
I'm neutral towards a tiny random chance of success or failure. It forces players to carefully weigh the non-zero risk when sending out an army of thieves. Whether that's positive or negative probably depends on how much an individual uses thieves.
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abstractdream
Postmaster General
Joined: 02 Oct 2011
Location: Oarnamly
Status: Offline
Points: 1857
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Posted: 02 Jun 2013 at 22:54 |
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That town has the plague. It spreads like wild fire.
"Bring outcher dead!"
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Bonfyr Verboo
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Qaal
Wordsmith
Joined: 29 Jan 2011
Status: Offline
Points: 115
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Posted: 03 Jun 2013 at 00:03 |
Point 9 in this announcement might be helpful:
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