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Over-Crowding

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Brandmeister View Drop Down
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    Posted: 14 May 2014 at 04:41
Beyljr: while your math on the 5M squares might seem superficially compelling, there are certainly areas of cities far more densely packed than 1 per 10 radius. If for no other reason, then because players often settle their own cities closer together than that. Also, it is silly to assume that all of those players are max size ten city players.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Deranzin Quote  Post ReplyReply Direct Link To This Post Posted: 13 May 2014 at 19:11
Originally posted by Beyljr Beyljr wrote:


Deranzim, I am a new player, and this is my first and only thread that I have created on this subject. Please do not claim that which you don't know.


I was obviously not referring to new players when I was talking about old agendas Smile

Originally posted by Beyljr Beyljr wrote:


People are hunting all over the map trying to find halfway decent spots where they can place even a tiny settlement of 5 cities near to one another. Some people in some alliances are litterally spending hours per day trying to find those spots for people. That is what is wrong.


It depends ... first of all when you are a newbie you do not know what "a good spot is" usually even when you are in a training alliance.

Second point is that even among veterans there has been much dispute over the need for 7-food plots or not

Third point is that the 10 square rule, in practice, was always by-passed by a nicely written IGM requesting permission from your neighbors to settle within their ring.

8 out of 10 of my towns used to have that arrangement and I do not see the problem with it ...



Just like a "before and after" ad ! ahahahaah :p
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Beyljr Quote  Post ReplyReply Direct Link To This Post Posted: 13 May 2014 at 16:02
Originally posted by Deranzim<span id=userPro21 =msgSidePro title=View Drop Down></span> Deranzim wrote:

plus the fact that not everyone is a stickler to the 10 square rule (I wasn't and still am not) make the "10 square rule" a problem only for the same old people that never liked it in the first place and they are using the new influx of players to nag again for their own personal agenda, masking their efforts as a call for the "greater good"

It is as simple as that.

Deranzim, I am a new player, and this is my first and only thread that I have created on this subject. Please do not claim that which you don't know.

Originally posted by Angrim Angrim wrote:

based on the OP's discussion of the "10 field limit" being overridden by sov 5, i assume that the discussion here applies to the actual game rule affecting exodus and tenaril's rather than the 10-square rule that is custom between alliances.

Correct.
By the way I really like your reply. It was very well done and thought out.

Originally posted by Angrim Angrim wrote:

keep in mind, please, that the 10 field limit that frustrates you was probably created to keep exodus from being used as an aggressive military tactic. also, arguing that 4 fields is enough space but settling within 10 of an alliance mate is "overcrowding" doesn't make much sense to me.

You misunderstood my suggestion. I was not suggesting that people should reduce their own personal 10 field rule. If a person wants to insist on a 10 field radius, or even a 100 field radius, that is their right to do, and their right to try to enforce. I was simply asking that the game not force it. I.e. if two players agree that one of them can exodus a city 9 fields away from the other one, then the game should allow them to. That is all that I was suggesting by the 10 field rule being reduced.
As to using that reduction for aggressive military tactics, exodusing your city reduces it to all level 12 buildings, no sovereignty, and no attacks within 5 days. That should be sufficient to limit its use for aggressive military tactics since it leaves the city pretty much a sitting duck if it went there without permission.

Originally posted by Angrim Angrim wrote:

Originally posted by Beyljr Beyljr wrote:

3. Perma sitting IS a BIG problem, as are people with more than 2 accounts, but that is not the point of this thread.
perhaps, perhaps not. if it is typical for a veteran player to keep two farm accounts on each of his/her main accounts, and perhaps also to use those cities to project a 10-square radius to prevent others settling near his/her alliance, would that not go directly to your point?

If the game wants to allow people to have 6 accounts (2 native and 4 perma-sat) then they should simply allow 6 accounts. I personally feel that sitting should be restricted to only short term sitting for a player that is going to return after vacation. This is easily done without any devs needing to do anything by simply not allowing an account to be sat for more than 4 weeks. But that is a subject for a different thread, so please let's not allow this thread to diverge to that subject.

Originally posted by Angrim Angrim wrote:

if you mean by this thread that there are literally no spaces that are 10 fields away from any other player, then we really are playing different games.

No I am not saying that there are NO spaces available, but the spaces are very small at point in time, and not good at all. People are hunting all over the map trying to find halfway decent spots where they can place even a tiny settlement of 5 cities near to one another. Some people in some alliances are litterally spending hours per day trying to find those spots for people. That is what is wrong.

Originally posted by Brandmeister Brandmeister wrote:

According to the puzzle logic site, the Illyriad population has fallen -2500 players since a year ago. A drop from 7500 to 5000 players should have opened up lots of spaces.

The current map is 2000 x 2000 fields for a total of 4,000,000 fields. 5000 payers each with 10 cities, and each of those having a 10 field radius requires 5,000,000 fields. So using your stated reduced player count, and assuming that all fields are "good" fields to settle in, the game currently requires a minimum of 25% more fields than it currently has, and therefore it is currently 25% over-crowded. Thanks for proving my point mathematically for me. That removes all arbitrariness from the discussion.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Cerridwyn Quote  Post ReplyReply Direct Link To This Post Posted: 12 May 2014 at 04:03
Playing in a game where account sitting requires moderator approval and is for a limited number of days is a lot of work for the mods/admins who take care of it. I'm not saying it can't be done, I'm saying it's a lot of police work.

That doesn't make it a bad idea. It does make it a challenge to set up.,


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 11 May 2014 at 22:48
The devs have said that starting in Broken Lands will be account holder only, like Exodus and Tenaril are now, so it will not be possible to bring permasats.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 11 May 2014 at 22:32
Dragonwort nailed it. Broken Lands is a new server, and the solution to this perpetual disagreement. Newer players will have a wide-open map available, the same as veteran players. The 10 square rule should be less frustrating when the map is empty.

Maybe some people will take the effort to drag over all their permasat accounts, but I rather doubt it. The value of permasats is that they were pre-built to a meaningful size by other players. Eventually alliances will inherit BL permasats, but that process will take at least six months after launch.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Dragonwort Quote  Post ReplyReply Direct Link To This Post Posted: 11 May 2014 at 19:51
Thanks Angrim for putting into words what I was thinking...

The problem/solution lies with the devs...IF they really want to keep this game going and not put all their resources into AoA (may or may not be true) THEN get the broken lands open. what's it been, over a year in development? 

They are supposedly working out all the bugs so when it comes on-line it will be comparatively error free....I seriously doubt that will be the case (it almost never is) BUT if they are truly committed to this game, then pull some people from the AoA project, fix this, and go back to the new project.

In reality, I doubt if half the new players will still be here in 6 months...most of them come from a game that is won and another restarted every few months..the pacing, complexity, and lack of a real definitive victory will have many of them bailing in the next few months.

If that does indeed happen coupled with the usual attrition makes this problem a NON problem. How about a wait and see stance?



Edited by Dragonwort - 11 May 2014 at 20:02
Just another wrench in the works..
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 11 May 2014 at 15:33
based on the OP's discussion of the "10 field limit" being overridden by sov 5, i assume that the discussion here applies to the actual game rule affecting exodus and tenaril's rather than the 10-square rule that is custom between alliances.

Originally posted by Beyljr Beyljr wrote:

1. If you feel that there are plenty of spots available, then either you are playing a different game than everyone else, or something. But just the fact that the other answers exist shows that most people disagree with you.
some creative accounting here. if "just the fact that the other answers exist" proved that one was in the minority, then we would all be in the minority. there are plenty of spots available. there are not plenty of great spots available, and there never were...and established players have them locked up tight and defend their holdings. what you dislike here is the nature of the perpetual game--because if we expanded the map, you can be quite confident that veteran players would carve it up more quickly than newbs could fill it, and any newbs that did manage a holding would be every bit as protective of it as established players are today. this is the nature of the game.

Originally posted by Beyljr Beyljr wrote:

2. Only being able to exodus your city near your alliance mates, and even then only if there are no non-alliance players within 10 fields, basically means that you are only allowed to exodus if you over-crowd your own alliance mates. That is NOT a solution to the problem. Especially in light of everyone being force to spread out all over the map due to the present overcrowding.
keep in mind, please, that the 10 field limit that frustrates you was probably created to keep exodus from being used as an aggressive military tactic. also, arguing that 4 fields is enough space but settling within 10 of an alliance mate is "overcrowding" doesn't make much sense to me.

Originally posted by Beyljr Beyljr wrote:

3. Perma sitting IS a BIG problem, as are people with more than 2 accounts, but that is not the point of this thread.
perhaps, perhaps not. if it is typical for a veteran player to keep two farm accounts on each of his/her main accounts, and perhaps also to use those cities to project a 10-square radius to prevent others settling near his/her alliance, would that not go directly to your point?

Originally posted by Beyljr Beyljr wrote:

4. Terraforming won’t open up spaces that you are allowed to exodus your city to. The 10 field range still prevents you from exodusing to those spots. Therefore all the terraforming in the world won’t solve this problem.
it can make good spaces of bad ones (amid large forests and mountain ranges, in which there is plenty of space where i look). if you mean by this thread that there are literally no spaces that are 10 fields away from any other player, then we really are playing different games.

Originally posted by Beyljr Beyljr wrote:

5. Having to spread your cities all over the map in order to find spots is not proof that there is no problem.
agreed.

Originally posted by Beyljr Beyljr wrote:

6. If you need a 10 field rule to prevent people from moving too close to you, then the best advice that I can give you is to either figure out what the army is there for, or join an alliance that can fight your battles for you. The game rule will not stop people from moving too close to you, it only makes exodus useless. They can still settle there using settlers. So forget asking the game to save you with a 10 field rule, and build an army.
new settlements are of no military value for some time. this is a red herring.


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ficho Quote  Post ReplyReply Direct Link To This Post Posted: 11 May 2014 at 07:55
My suggestions for solving the current situation: 

1.All squares with city on them automatically become squares with seven farms. 

2.Settlers when starting a new city transform any square (except impassable terrain, volcanoes) in the square with seven farms. 

3.Rule 10 square remains. 

Sorry on my poor english Smile
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ficho Quote  Post ReplyReply Direct Link To This Post Posted: 10 May 2014 at 18:10
Seven food plot means fat citizens.

Wink


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