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HonoredMule View Drop Down
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Direct Link To This Post Posted: 22 Mar 2010 at 00:57
The production bonuses are not nearly so valuable nor influential.  And no one is saying they were great...just more acceptable given that the devs need to fund the operation somehow.
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Direct Link To This Post Posted: 22 Mar 2010 at 01:05
Originally posted by Parennis Parennis wrote:

Originally posted by Uther Uther wrote:

<Snip>

meh.

you're happy with +20% production bonuses which seem to carry more weight than the military bonuses that are now being offered, but this is a 'step in the wrong direction'?

you could buy your way to production advantage and without spending you suffered a 20pc penatly, and you didn't say boo then

'chilling?'.  chill out yourself, hypocrit.


Perhaps that is what I am but I still believe what I said (also, I don't think I have been particularly "hot," just expressing an opinion.)  Basically the Prestige bonus for production advantage was in the game when we started... I guess I accepted it as a given. 

In my (possibly hypocritical) opinion, making Military and Diplo bonuses be based on financial investment is a step in the wrong direction... and in a game such as this, has more of a directly unbalancing impact (both mathematically and in a more esoteric sense.)


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Direct Link To This Post Posted: 22 Mar 2010 at 01:10
I had a pretty large battle today (put me second on attack score).

And a 10% bonus doesn't count for a great deal at all, city walls give FAR bigger bonuses, terrain give FAR bigger bonuses, commanders will in a few months give FAR bigger bonuses.

All in all, those 10% won't count for many of the dead units on the field in the end. 

That said, I guess the bonus could be lowered slightly, but it doesn't really change a battle as it stands.

I've lost and killed several hundred units, i've spoken to GM's on the K:D ratio balancing and gotten a lot of feedback and info regarding how it all works, and with the amount of % bonues in work by default in the game, those 10% are really quite insignificant in the grand scheme of things.
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Direct Link To This Post Posted: 22 Mar 2010 at 01:16
sigh - I was so trying to not involve myself in yet another interweb forum community... j/k

I've been playing thie game for a couple of weeks, and I'm liking it.

I don't pretend to understand the financials of the game from the dev guys experience, except as they influence me and my game, as it affects me when I play it.

I think the 20 percent bonuses to resources are much more unbalancing than this change to troops. With 20 percent production x5 for each production resource you are actually 100% ahead of other players in the game.  

This means you are 100 percent ahead of other players in the game in terms of GOLD. 

This means you are 100 percent ahead of the other players in the game in terms of troop support, depending of course on your tax rates.

So a 10 percent bonus to troops makes no odds here or there in the context of the other bonus that you could already buy with prestige.  I really can't see what the fuss is about, except that it seems to be a sacred cow?

What am i missing here?
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Direct Link To This Post Posted: 22 Mar 2010 at 01:46
I think that is fair enough, Lorna Doone.

I would say that the diplo/military area is a bit of a sacred cow to me.  Tying an arm (maybe a finger in this case?) behind my back in a fight elicits more of a reaction that letting someone else grow faster.  Possibly an irrational reaction, I'll admit.  At the same time, giving someone who pays an advantage in a fight over someone who doesn't sounds wrong and I think it will have a negative impact.  (probably something I'll be proven wrong on.)

Also, making an argument that adding something that is bad, but less bad than something that is already there makes it good, doesn't add up to me.

U
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Direct Link To This Post Posted: 22 Mar 2010 at 01:58
I realise I might need to duck generally, regarding this thread, but want to throw two other things out here that may or may not have any bearing on what we're all discussing.

1. The Combat Magic Positive (Blessings) Spell School will have bonuses and (in the polar opposite, the Curses School) penalties of up to 10% in each direction.

I do (completely) realise that much of this discussion is on the principle rather than the content of the bonus.

2. We are also intending on releasing another Prestige Spend Option (that players such as Lorna Doone will probably dislike intensely, and for which I offer pre-emptive apologies).

This Prestige Spend Option will allow you to exchange the 5 basic basic resources (Wood, Clay, Iron, Stone, Food) on a 1:1 ratio with each other for a one-off Prestige cost.

/me runs for cover


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Direct Link To This Post Posted: 22 Mar 2010 at 02:09
Originally posted by GM Stormcrow GM Stormcrow wrote:

I realise I might need to duck generally, regarding this thread, but want to throw two other things out here that may or may not have any bearing on what we're all discussing.

1. The Combat Magic Positive (Blessings) Spell School will have bonuses and (in the polar opposite, the Curses School) penalties of up to 10% in each direction.

I do (completely) realise that much of this discussion is on the principle rather than the content of the bonus.

2. We are also intending on releasing another Prestige Spend Option (that players such as Lorna Doone will probably dislike intensely, and for which I offer pre-emptive apologies).

This Prestige Spend Option will allow you to exchange the 5 basic basic resources (Wood, Clay, Iron, Stone, Food) on a 1:1 ratio with each other for a one-off Prestige cost.

/me runs for cover




whats the point of having different grounds then?  isn't the fact that you have to figure out city strategy from what resources you can gather supposed to be a part of the game?
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Direct Link To This Post Posted: 22 Mar 2010 at 02:25
Originally posted by fluffy fluffy wrote:

whats the point of having different grounds then?  isn't the fact that you have to figure out city strategy from what resources you can gather supposed to be a part of the game?

Yes, absolutely - and it still is a massive part (and still applies).

If you choose to base your army/production/strategy on wood-heavy items such as spears and bows, then you'll be better off on a wood-based square than someone who chooses a clay-based square. 

Sure you can spend some prestige to swap some clay for wood, but this is still far less efficient than choosing to spend some prestige to (eg) boost your wood resources on a wood-heavy plot, or having settled a wood-heavy plot to begin with. 

And the combat terrain bonuses stay the same, ofc.

You can choose squares to settle based on the combat bonuses/penalties that suit your army, or the production bonuses/penalties that suit what you are producing.  If these 2 elements coincide then you're getting the best of all worlds!
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Direct Link To This Post Posted: 22 Mar 2010 at 02:41
Originally posted by Illyriad Admin Illyriad Admin wrote:

Sure, if we added a Prestige Spend option to (eg) instantly complete Research queues, or instantly build Settlers then we'd make some short-term money off of it.  But it would be at the expense of the long term game, and you: our core playerbase.

And we're not going to do that.



I think it's interesting you mention these items but don't include the ability to instantly build the buildings in your queue. I think that is more unbalancing than the military boost. I have something in my build queue pretty much 24x7 at this point, resources aren't holding me back, it's time to build. I've got buildings that take fewer than an hours worth of resources yet take several hours to build.

The prestige may not give you an 'I win' button, but without it there is simply no way to compete with those who have it on the long term.

Originally posted by Illyriad Admin Illyriad Admin wrote:

However, unlike some other games, we don't believe that the game should be unbalanced - or the game interface crippled - for players who do not choose to buy Prestige.


I can't believe you even said this. I cannot comprehend how you can consider a player is balanced who doesn't buy prestige with one who does. With prestige I'm ahead 20% on everything, and with enough I'm not constrained by build times, I can build as fast as I can get the resources.

Don't get me wrong, I don't think that they should be balanced, this is ultimately a money making project. Those who pay should get benefits, the scales should be tipped in their direction. Non paying players add benefit to the game as a whole but the game is here to make money. The problem is that if I devote myself to the game to become that MVP, yet don't pay for prestige it becomes depressing to see my rank continually fall to those who do. Ultimately I have to decide if it's worth it to continue.
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Direct Link To This Post Posted: 22 Mar 2010 at 03:08
Originally posted by fluffy fluffy wrote:

 whats the point of having different grounds then?  isn't the fact that you have to figure out city strategy from what resources you can gather supposed to be a part of the game?

I'd assume that would be the primary thing and you'd use the swap for occasional things you couldn't find in the marketplace or didn't want to wait for the resources to build up.

Otherwise if you continuously used the prestige option:
a) the devs would love you
b) it would be a very expensive way of going about things

Originally posted by <span =Apple-style-span style=-webkit-border-horizontal-spacing: 2px; -webkit-border-vertical-spacing: 2px; >GM Stormcrow</span> GM Stormcrow wrote:

 This Prestige Spend Option will allow you to exchange the 5 basic basic resources (Wood, Clay, Iron, Stone, Food) on a 1:1 ratio with each other for a one-off Prestige cost.

I'm assuming each exchange costs some prestige here; so you use it as a "tight spot" option; rather than a permanent exchange service. The later would obviously make having different resources moot - hence the assumption.
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