Limiting Confederations/naps
Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=3799
Printed Date: 17 Apr 2022 at 13:44 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: Limiting Confederations/naps
Posted By: Subatoi
Subject: Limiting Confederations/naps
Date Posted: 11 Jul 2012 at 18:34
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*i accidentally closed this tab out first draft wise so this is a tad summarized* I propose a tax on alliance finances for alliances who add in Confederations or Nap's. The tax rate could be 2% to a confed and 1% to a NAP. This would enable an actual purpose for the alliance finances as well as making it somewhat costly for having multiple confederations or Non Aggression Pacts, it would also encourage alliances to use the tax system that so few actually use.
Or perhaps limit the amount of confederations and NAP's one alliance can have, as well as removed abilities granted by the NAP such as the reinforce ability.
Hm?
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Replies:
Posted By: Rill
Date Posted: 11 Jul 2012 at 18:54
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Seems like this is an attempt to get people to play the game in particular ways. "People should have less confeds." "People should have alliance taxes."
These are indeed valid opinions, but there are lots of ways to play Illy; why should the devs take action to funnel everyone into playing in specific ways?
More choices, not fewer. If lots of people want people to have fewer confeds or NAPs, then there will be pressure from alliances on other alliances that have lots of confeds or NAPs. If lots of people think alliance taxes are a good idea, people will be more likely to have alliance taxes.
If people don't want to do that, why create game limitations that make them?
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Posted By: Subatoi
Date Posted: 11 Jul 2012 at 18:58
Rill wrote:
Seems like this is an attempt to get people to play the game in particular ways. "People should have less confeds." "People should have alliance taxes."
These are indeed valid opinions, but there are lots of ways to play Illy; why should the devs take action to funnel everyone into playing in specific ways?
More choices, not fewer. If lots of people want people to have fewer confeds or NAPs, then there will be pressure from alliances on other alliances that have lots of confeds or NAPs. If lots of people think alliance taxes are a good idea, people will be more likely to have alliance taxes.
If people don't want to do that, why create game limitations that make them? |
The player base with its confed/nap system is already limiting the game, this would decrease said limitations.
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Posted By: SugarFree
Date Posted: 11 Jul 2012 at 19:07
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i agree there. this super mega coalitions are a true nuisance to the plans of my domination of illy: you see, this way we have to deal with huge clusters of "safe zones" and even trying to dent the borders or trying to take over minor parts of those alliances is regarded as a valid reason to kill off the expansion happy side with disproportional violence. an other problem with those huge coalitions is that they all develop a sort of culture, which is hurtful for the efforts of a expansion based empire, for the culture shock is often to great for the conquered folks, that can not keep up with the new policies and are really reticent to send their army for the cause. not to talk about the common trend of running to GC to cry over the smallest thing like a crybaby.. the worst would be the common idea that this is good and right, that this kind of attitude is good for the game and that you belong 6 feet under if your ideas are different from the mainstream.
------------- Nuisance
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Posted By: Rill
Date Posted: 11 Jul 2012 at 19:58
Subatoi wrote:
Rill wrote:
Seems like this is an attempt to get people to play the game in particular ways. "People should have less confeds." "People should have alliance taxes."
These are indeed valid opinions, but there are lots of ways to play Illy; why should the devs take action to funnel everyone into playing in specific ways?
More choices, not fewer. If lots of people want people to have fewer confeds or NAPs, then there will be pressure from alliances on other alliances that have lots of confeds or NAPs. If lots of people think alliance taxes are a good idea, people will be more likely to have alliance taxes.
If people don't want to do that, why create game limitations that make them? |
The player base with its confed/nap system is already limiting the game, this would decrease said limitations.
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The player base is making the choices preferred by many players. Other players who don't like it should do things their way. If their way is not as effective as other ways ... that doesn't mean game mechanics should be changed to give any particular set of players a perceived advantage.
Personally I think this change would not do much to alter Illy game dynamics, I just think that altering game mechanics in the hope of altering the way people play Illy, particularly altering mechanics to encourage people to play in a specified style, goes against what Illy is about.
To me, Illy is about there being a broad range of options available and people making use of them in different ways. Proposing something like this is like saying "thieves should be eliminated" or "people should only be able to attack people who are at least 75% of their size" or other similar suggestions that limit the choices we can make.
Personally, I'm not a big fan of thieves. But a lot of people have fun with them, and who am I to say that's a bad thing? I may of course ruthlessly deal with any thief I catch, but that doesn't mean I think that thieves should not be an option.
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Posted By: Subatoi
Date Posted: 11 Jul 2012 at 20:06
Rill wrote:
Subatoi wrote:
Rill wrote:
Seems like this is an attempt to get people to play the game in particular ways. "People should have less confeds." "People should have alliance taxes."
These are indeed valid opinions, but there are lots of ways to play Illy; why should the devs take action to funnel everyone into playing in specific ways?
More choices, not fewer. If lots of people want people to have fewer confeds or NAPs, then there will be pressure from alliances on other alliances that have lots of confeds or NAPs. If lots of people think alliance taxes are a good idea, people will be more likely to have alliance taxes.
If people don't want to do that, why create game limitations that make them? |
The player base with its confed/nap system is already limiting the game, this would decrease said limitations.
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The player base is making the choices preferred by many players. |
The player base back in the day enjoyed making dozens of alliances at the cost of five thousand gold, which was recognized by the developers and the cost increased 100%, the process of making alliances cheaply which many players enjoyed was eliminated from the game. Are you suggesting that only things you do not care for should be eliminated from the game?
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Posted By: Rill
Date Posted: 11 Jul 2012 at 20:19
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I have no opinion of the change to increase the cost for starting an alliance; it occurred before I started playing Illy. I am guessing it was done as much to reduce server load from maintaining multiple alliance chats or archives of defunct alliances as for any other reason.
From what I've seen, this change had little effect on the ability of players to start new alliances; many newbs are able to start alliances in their first week or so with gold they receive as gifts.
A change made to do something like make the server run more efficiently that has limited effect on how the game is actually played seems pretty unintrusive; I think the devs carefully weigh all such changes.
If the change had been made solely because people didn't like one-person alliances or having lots of different alliances, then it does seem a little intrusive and I would tend to oppose it, even though the effects as I said seem quite limited -- and in spite of the fact that I groan when I see an extremely new player creating yet another likely short-lived alliance. The game mechanics should not be altered to encourage people to play in one way or another -- not even MY way.
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Posted By: Subatoi
Date Posted: 11 Jul 2012 at 20:32
Rill wrote:
I have no opinion of the change to increase the cost for starting an alliance; it occurred before I started playing Illy.
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Ah that interestingly enough was one of my more favored times of illyriad. Edit: because everyone is so paranoid I have to go back and edit this, I was referncing a time when there was more war game like feel, more alliance wars "both interesting to watch and place wagers on and to fight in (though i'd recommend not purposely starting wars)". As well as the people i liked more back then who are gone from illyriad now. Edit again: font larger for Granlik.
Rill wrote:
From what I've seen, this change had little effect on the ability of players to start new alliances; many newbs are able to start alliances in their first week or so with gold they receive as gifts. |
Then the alliances they create do nothing for them as they still for the most part depend on resource shipments *shudder* and defense from other players, more commonly found in GC. Although I suppose that is another topic in the making and can be ignored here.
Rill wrote:
A change made to do something like make the server run more efficiently that has limited effect on how the game is actually played seems pretty unintrusive; I think the devs carefully weigh all such changes. |
I have complete faith in the developers and with that faith I provide my truest thoughts to their latest idea's as I know they most likely adore honest opinions and I of course appreciate their honest opinions to my ideas. The 100% increase may have been to lessen the strain, I do not know but perhaps a developer can provide some insight?
Rill wrote:
If the change had been made solely because people didn't like one-person alliances or having lots of different alliances, then it does seem a little intrusive and I would tend to oppose it, even though the effects as I said seem quite limited -- and in spite of the fact that I groan when I see an extremely new player creating yet another likely short-lived alliance. The game mechanics should not be altered to encourage people to play in one way or another -- not even MY way.
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Then technically with your statements I suppose we could say that updating the game with various new mechanics would oppose another players play style and be intrusive to the game, in theory anyway. I suppose for the game not directly influencing game play is good, something to be happy about as it easily could have been otherwise.
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Posted By: Bonaparta
Date Posted: 11 Jul 2012 at 20:37
Subatoi change your font or increase font size. Your text is unreadable...
------------- http://elgea.illyriad.co.uk/a/p/95216" rel="nofollow">
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Posted By: geofrey
Date Posted: 11 Jul 2012 at 20:39
sandbox
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: Subatoi
Date Posted: 11 Jul 2012 at 20:44
Bonaparta wrote:
Subatoi change your font or increase font size. Your text is unreadable... |
It's very readable
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Posted By: Sloter
Date Posted: 11 Jul 2012 at 20:47
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I think that if taxes for NAP and confeds are introduced they would not change much except words in alliance diplomatic screen.Confederations that are formed would still exists since they are founded on something deeper then just diplomatic relations description in alliance page.< id="gwProxy" ="">< jscode="leoInternalChangeDone" ="ifofjsCall==''jsCall;elsesetTimeout'jsCall',500;" id="jsProxy" ="">
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Posted By: Subatoi
Date Posted: 11 Jul 2012 at 20:53
Sloter wrote:
I think that if taxes for NAP and confeds are introduced they would not change much except words in alliance diplomatic screen.Confederations that are formed would still exists since they are founded on something deeper then just diplomatic relations description in alliance page.< id="gwProxy" ="">< jscode="leoInternalChangeDone" ="ifofjsCall==''jsCall;elsesetTimeout'jsCall',500;" id="jsProxy" =""> |
Ah yes but only if someone is confederation to your alliance or Nap'ed can they or you aid them, maybe in the future only confeds will be able to reinforce allies which would make confeds more special.
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Posted By: GM ThunderCat
Date Posted: 11 Jul 2012 at 20:59
Sloter wrote:
< id="gwProxy" ="">< jscode="leoInternalChangeDone" ="ifofjsCall==''jsCall;elsesetTimeout'jsCall',500;" id="jsProxy" =""> | If you disable the Skype Browser Highlighter extension it should stop inserting this in your posts.
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Posted By: Rill
Date Posted: 11 Jul 2012 at 23:47
Subatoi wrote:
Rill wrote:
I have no opinion of the change to increase the cost for starting an alliance; it occurred before I started playing Illy.
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Ah that interestingly enough was one of my more favored times of illyriad. |
When rational response fails, hit below the belt.
Classy.
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Posted By: Granlik
Date Posted: 11 Jul 2012 at 23:57
Subatoi wrote:
Bonaparta wrote:
Subatoi change your font or increase font size. Your text is unreadable... |
It's very readable |
no its not.
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Posted By: Hadus
Date Posted: 12 Jul 2012 at 03:31
I wouldn't suggest limiting the ability to form confeds necessarily, but I have found myself asking whether some of these confeds are overkill? I mean, there are confeds of like 5+ massive alliances. And many giant alliances have joined multiple of these giant confeds. Eventually, won't we see every sizeable alliance in one of these? I already see tons of green cities around mine, and most of those alliances I had no idea my alliance was even affiliated with.What happens if this trend continues and everyone's green on everyone's screens but the unaffiliated players? How will tournaments even work (can you attack other friendly alliances during tourneys?)
------------- http://elgea.illyriad.co.uk/a/p/157483" rel="nofollow">
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Posted By: Subatoi
Date Posted: 12 Jul 2012 at 03:39
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Usually the devs drop it for the duration i think.. or something..
Fyi Rill I went to go back and edit my post after you took an innocent "ahh i remember the good ol days" comment and took it as a personal attack, so now it should be more obvious.
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Posted By: Rill
Date Posted: 12 Jul 2012 at 03:39
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Whether you can attack confeds depends on the rules of the specific tourney. In the last tourney, for example, only players from the same alliance could coexist on a single square. In tournament III (the elemental tournament), it was every player for him/herself on the tournament squares.
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Posted By: geofrey
Date Posted: 12 Jul 2012 at 03:44
Hadus wrote:
I wouldn't suggest limiting the ability to form confeds necessarily, but I have found myself asking whether some of these confeds are overkill? I mean, there are confeds of like 5+ massive alliances. And many giant alliances have joined multiple of these giant confeds. Eventually, won't we see every sizeable alliance in one of these? I already see tons of green cities around mine, and most of those alliances I had no idea my alliance was even affiliated with.What happens if this trend continues and everyone's green on everyone's screens but the unaffiliated players? How will tournaments even work (can you attack other friendly alliances during tourneys?) |
You bring up a good point.
What happens when everyone agrees to peace with everyone?
Well to break it down simply that will never happen. More likely all of the seasoned players will join a series of alliances that form a confederation that encompases the majority of the player base (harmless +crow +Consone + Dark Star Dominion type of thing). Lets call this mega confederation, the Authority.
The Authority now gets to do whatever they want, because there are other confederations out there, but non that are even half their size.They watch each other's back. If one of their players gets in a dispute, they ensure nothing happens to them. They are all over the map so you can't distance yourself from the Authority. All that is left is either join them, or give them whatever they want (all the good squares) and stay out of their way.
Now the Authority isn't a bully. They are just practical. They respect each other, and they make sure that the most respected players get the best benefit out of the game. It just so happens that all of the respected players are in their Confederation. In their mind they are making Illyriad a better place.
The Authority can continue ruling so long as 1 thing stays true. They can never change leadership. The moment whoever is incharge, decides to step down/promote someone else, all hell breaks loose. That is when the Authority will have a minor civil war, most likely between 2 players. One of those 2 players will drop out of their Alliance to wage war. And when he drops out, his loyal comrades will drop out to help him. Now it is at the exact moment, when Authority and EX Authority members go to war with each other, that all of those "other alliances" do what they do best: chaos.
With no central leadership of the Authority, each alliance is left to decide what to do. With individual decisions being made there is bound to be conflict between alliances, resulting in global war.
And that was just a Tuesday.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: dunnoob
Date Posted: 12 Jul 2012 at 03:47
Subatoi wrote:
Hm? | NAPs are fine as they are, as I found out when I really wanted to grab an abandonded legendary city while keeping the NAP: Either siege or NAP, you can't have it both ways. Ofc you can temporarily leave your alliance or temporarily cancel the NAP, but at least folks without the permissions to do something rush and unilateral can't attack cities protected by a NAP with armies. And collecting abandoned saddles before some 3rd party gets them is also fun.
If you want to make NAPs expensive a system fee, e.g., 2*100K gold, would work for me. But it could be annoying to pay this fee again and again if temporary suspensions of a NAP for player tournaments or arranged sieges require it.
Off topic, yes, your font size sucks, as you will understand in about 30 years.
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Posted By: Subatoi
Date Posted: 12 Jul 2012 at 04:03
dunnoob wrote:
Subatoi wrote:
Hm? | NAPs are fine as they are, as I found out when I really wanted to grab an abandonded legendary city while keeping the NAP: Either siege or NAP, you can't have it both ways. Ofc you can temporarily leave your alliance or temporarily cancel the NAP, but at least folks without the permissions to do something rush and unilateral can't attack cities protected by a NAP with armies. And collecting abandoned saddles before some 3rd party gets them is also fun.
If you want to make NAPs expensive a system fee, e.g., 2*100K gold, would work for me. But it could be annoying to pay this fee again and again if temporary suspensions of a NAP for player tournaments or arranged sieges require it.
Off topic, yes, your font size sucks, as you will understand in about 30 years. |
Look I didn't realize at first what the problem was but when I did realize it I set about finding my posts and increasing the size to 3. I hope that helps.
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Posted By: Rill
Date Posted: 12 Jul 2012 at 04:16
geofrey wrote:
The Authority can continue ruling so long as 1 thing stays true. They can never change leadership. The moment whoever is incharge, decides to step down/promote someone else, all hell breaks loose. That is when the Authority will have a minor civil war, most likely between 2 players. One of those 2 players will drop out of their Alliance to wage war. And when he drops out, his loyal comrades will drop out to help him. Now it is at the exact moment, when Authority and EX Authority members go to war with each other, that all of those "other alliances" do what they do best: chaos.
With no central leadership of the Authority, each alliance is left to decide what to do. With individual decisions being made there is bound to be conflict between alliances, resulting in global war.
And that was just a Tuesday. |
Interesting. Most Crow alliances do not have a single leader, but a leadership team, usually 3 Rooks. Your analysis would suggest that Crow would not be subject to this sort of scenario because it is rare for the leadership team to change all at once; rather, people tend to move in and out of leadership according to the needs of the alliance and of the players.
Personally, I don't see any reason that your predictions should be true, but if they are, perhaps Crow are unintentionally brilliant.
Luck is good. Almost makes up for us not being as smart as the other guys.
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Posted By: abstractdream
Date Posted: 12 Jul 2012 at 09:57
Granlik wrote:
Subatoi wrote:
Bonaparta wrote:
Subatoi change your font or increase font size. Your text is unreadable... |
It's very readable |
no its not.
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funniest thing I've read in....days. Thanks.
------------- Bonfyr Verboo
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Posted By: twilights
Date Posted: 12 Jul 2012 at 12:09
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in my opinion there should be cost involved in anything that occurs in the game, this will cause more live player activity in the game, i suggest prestige cost since we now have an alliance prestige pool, prestige is rewarded each day for log in, the actual account holder is the only one that is able to collect and contribute, maybe with cost associated with these activities they would be used more sparely than the current blanket approach....and please...no personal attacks on the writer....respond to the idea
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Posted By: bansisdead
Date Posted: 12 Jul 2012 at 13:27
gameplayer, making people pay for anything that occurs in illy will reduce the player base and reduce player activity imo. Lots of players are attracted to this game because it is free. Also player A has never bought prestige, but recruits player B and player C, player B buys prestige and player C buys a nice T-shirt and mug form the Illy Merc. shop, so is player A a valuable commodity too illy? I think so.
------------- http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">
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Posted By: geofrey
Date Posted: 12 Jul 2012 at 13:31
Rill wrote:
geofrey wrote:
The Authority can continue ruling so long as 1 thing stays true. They can never change leadership. The moment whoever is incharge, decides to step down/promote someone else, all hell breaks loose. That is when the Authority will have a minor civil war, most likely between 2 players. One of those 2 players will drop out of their Alliance to wage war. And when he drops out, his loyal comrades will drop out to help him. Now it is at the exact moment, when Authority and EX Authority members go to war with each other, that all of those "other alliances" do what they do best: chaos.
With no central leadership of the Authority, each alliance is left to decide what to do. With individual decisions being made there is bound to be conflict between alliances, resulting in global war.
And that was just a Tuesday. |
Interesting. Most Crow alliances do not have a single leader, but a leadership team, usually 3 Rooks. Your analysis would suggest that Crow would not be subject to this sort of scenario because it is rare for the leadership team to change all at once; rather, people tend to move in and out of leadership according to the needs of the alliance and of the players.
Personally, I don't see any reason that your predictions should be true, but if they are, perhaps Crow are unintentionally brilliant.
Luck is good. Almost makes up for us not being as smart as the other guys. |
Each alliance maintaining it's own leadership is always good, and it's even better when there are multiple leaders in an alliance.
I actually based all of this analysis off of a song of ice and fire.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: twilights
Date Posted: 12 Jul 2012 at 13:48
prestige is given freely each day for log in, the suggestion of prestige cost would encourage daily log in plus it would give a value to maintain confederations and naps, it also would require more strategy to confederation and nap setups....the current requirement for establishing and maintaining these relationships involves nothing, but maybe a daily gold payment or maybe a daily prestige payment?a large enough payment to make confederations and naps something that would put more consideration in establishing and maintaining them?
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Posted By: Rill
Date Posted: 12 Jul 2012 at 14:17
gameplayer wrote:
in my opinion there should be cost involved in anything that occurs in the game, this will cause more live player activity in the game, i suggest prestige cost since we now have an alliance prestige pool, prestige is rewarded each day for log in, the actual account holder is the only one that is able to collect and contribute, maybe with cost associated with these activities they would be used more sparely than the current blanket approach....and please...no personal attacks on the writer....respond to the idea
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Charging prestige for routine game activities is a really bad idea. One of the things I love about Illy is that it can be played without any use of prestige -- it truly is free to play. As for the daily prestige -- there are (I hear) people who actually go for more than a day without playing Illy. People who only play a couple of times a week, even! Granted, this completely baffles me (how could you not want to play Illy every day), but if that is the way they like to play, there is no reason they should be penalized by game mechanics for doing so or "forced" to log in every day to collect the "free" prestige that is now required to perform basic game functions.
That doesn't mean I think that people shouldn't buy prestige or that prestige should not have any applications in game. (Buy prestige and support Illy!) But I love that Illy really IS free-to-play instead of just claiming to be.
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Posted By: Avion
Date Posted: 12 Jul 2012 at 15:27
Rill wrote:
But I love that Illy really IS free-to-play instead of just claiming to be. |
So do I. Illy is rare in this regard. Many MMOs are "F2P" but their Prestige systems unbalance the game in favour of the buyers.
------------- Suppose they gave a war and nobody came?
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Posted By: Darkwords
Date Posted: 12 Jul 2012 at 17:04
I actually agree with you, and being part of the Crow confed that should say alot. However 1 and 2 % tax seems a bit extreme, perhaps limiting it to a certain number and then setting a fixed cost to each extra relation.
I beleive this would maintain a more realistic relation, with larger alliances being able to afford wider relations more easily.
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Posted By: Hora
Date Posted: 12 Jul 2012 at 17:33
Darkwords wrote:
I beleive this would maintain a more realistic relation, with larger alliances being able to afford wider relations more easily.
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That's the point... big alliances won't even care about throwing out some 10-20 Mio on gold, it just hinders flexibility, for example for temporary confeds allowing a breaking of the 10 square rule (when agreed by both sides, of course...).
Medium sized allies would have to fight much harder to be able to take part in such networks.
So all you would achieve is a change from a net-like structure, with several independent alliances, to a centralistic system, where only 1 or 2 alliances can afford having several bilateral confeds, with those gathering around not being able to help each other...
So just keep it as it is... Those who like peace always find ways to gather, and those who like fights usually tend to be on the individualistic side (at least in Illy). No rules can change that. A game, where I have to say "Hey, we have same ideas, hate the same kind of people, etc... and I want to help you defend against anyone... but, oh I can't, my list of friends is already full..." would be bound to loose some players due to that...
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Posted By: Subatoi
Date Posted: 12 Jul 2012 at 17:52
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Any pathway that you take has the risk of losing players, in my opinion keeping it so NAP's can reinforce other NAP's and allowing 10+ confederations/NAP's hurts the game and may encourage players to leave.
What is a common thing to say is that you max out on your population, i find this half and half. You can keep growing your alliance population through continued confederations and extensions of that alliance. , you can just max your personal account population. So while it may be encouraging for a few new players to stay when told that your personal account population has a max, as it stands i feel that players will leave and have been leaving at some percentage because there are power block alliances in place that can keep extending power, and power with no end. It makes as much sense as letting the personal account reach as much population as it wants, in the end.
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Posted By: Rill
Date Posted: 12 Jul 2012 at 18:45
Subatoi wrote:
i feel that players will leave and have been leaving at some percentage because there are power block alliances in place that can keep extending power, and power with no end.
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Your argument has the advantage of relying on a contention that is utterly unverifiable. Therefore no one can refute it.
Well done.
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Posted By: Hadus
Date Posted: 12 Jul 2012 at 19:04
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I remember seeing this suggested before in a thread, but it's worth mentioning again: I wish there was more to fight for in Illyriad. Currently, you are fighting for either Pride/Respect/Fun, a Tournament, or less frequently land. I wish there were more ways, especially with crafting coming up, to engage in combat without putting your city at risk. Perhaps "archaeology" squares that you can dig at to discover valuables, but which you must protect with an army or risk being pushed off it. Or make the resource harvesting sites last longer, with the caravan moving back and forth, creating an intermittant flow of res until the site runs dry. Again, protected by an army. If anything, it would make for some interesting diplomatic decisions. An archaeological site appears between players of two large alliances, and they must work out (via politics or force) who gets the spot, or how to share it. Perhaps this would at least stir the pot between alliances and confederations (I'm not looking to cause outbreaks).
------------- http://elgea.illyriad.co.uk/a/p/157483" rel="nofollow">
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Posted By: Subatoi
Date Posted: 12 Jul 2012 at 19:23
Hadus wrote:
I remember seeing this suggested before in a thread, but it's worth mentioning again: I wish there was more to fight for in Illyriad. Currently, you are fighting for either Pride/Respect/Fun, a Tournament, or less frequently land. I wish there were more ways, especially with crafting coming up, to engage in combat without putting your city at risk. Perhaps "archaeology" squares that you can dig at to discover valuables, but which you must protect with an army or risk being pushed off it. Or make the resource harvesting sites last longer, with the caravan moving back and forth, creating an intermittant flow of res until the site runs dry. Again, protected by an army. If anything, it would make for some interesting diplomatic decisions. An archaeological site appears between players of two large alliances, and they must work out (via politics or force) who gets the spot, or how to share it. Perhaps this would at least stir the pot between alliances and confederations (I'm not looking to cause outbreaks).
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Hadus don't ever say you wish to see more fighting, or more pvp because it gets impossible to defend yourself in a verbal argument. I for example woke up to a horde of orc units when i logged into my Subatoi account I want to say 1-2(maybe three) months ago and that player who sent the units at me more or less said he was paid to send the units since i *liked pvp*. So basically someone paid him to attack me but since I've announced before i like the warfare aspect theres no defense on my part, all i did was evacuate my soldiers and wait for the units to land/leave then continue on with my day.
So that is my advise, don't ever say you like the fighting aspect.
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Posted By: Rill
Date Posted: 12 Jul 2012 at 20:20
Subatoi wrote:
So that is my advise, don't ever say you like the fighting aspect.
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Unless you actually do like the fighting aspect and want to fight people, in which case it might get you what you want.
Personally, I enjoy fighting in tournaments and player-run events but don't enjoy the animus of war.
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Posted By: Silent/Steadfast
Date Posted: 13 Jul 2012 at 02:02
There is a MUCH simpler way to do this than to tax. An alliance should need to purchase spots for NAPs and Confeds before they can commit to them (Both sides need to have a free slot), and the cost should increase for each one purchased, say 3000 gold for the first NAP, 6000 for the second, 12000 for the third, 24000 for the fourth, 48000 for the fifth, ect. Getting a 20th slot would cost a whopping 1,572,864,000 gold to buy, and that's just for NAPs. Confeds could start at 7 or 8k.
------------- "Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM) "SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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Posted By: Subatoi
Date Posted: 13 Jul 2012 at 05:05
Posted By: Avion
Date Posted: 13 Jul 2012 at 14:56
Subatoi wrote:
I like it.. |
Ditto.
------------- Suppose they gave a war and nobody came?
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Posted By: Hadus
Date Posted: 14 Jul 2012 at 04:26
Subatoi wrote:
Hadus wrote:
I remember seeing this suggested before in a thread, but it's worth mentioning again: I wish there was more to fight for in Illyriad. Currently, you are fighting for either Pride/Respect/Fun, a Tournament, or less frequently land. I wish there were more ways, especially with crafting coming up, to engage in combat without putting your city at risk. Perhaps "archaeology" squares that you can dig at to discover valuables, but which you must protect with an army or risk being pushed off it. Or make the resource harvesting sites last longer, with the caravan moving back and forth, creating an intermittant flow of res until the site runs dry. Again, protected by an army. If anything, it would make for some interesting diplomatic decisions. An archaeological site appears between players of two large alliances, and they must work out (via politics or force) who gets the spot, or how to share it. Perhaps this would at least stir the pot between alliances and confederations (I'm not looking to cause outbreaks).
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Hadus don't ever say you wish to see more fighting, or more pvp because it gets impossible to defend yourself in a verbal argument. I for example woke up to a horde of orc units when i logged into my Subatoi account I want to say 1-2(maybe three) months ago and that player who sent the units at me more or less said he was paid to send the units since i *liked pvp*. So basically someone paid him to attack me but since I've announced before i like the warfare aspect theres no defense on my part, all i did was evacuate my soldiers and wait for the units to land/leave then continue on with my day.
So that is my advise, don't ever say you like the fighting aspect. |
Subatoi, while I do appreciate the advice and believe what you say, I refuse to be afraid of speaking my mind when I believe I am presenting myself in a calm, rational manner and focusing on the subject rather than the people I'm posting with. If someone has a problem with what I've said, let them speak, be with with words or warriors.
------------- http://elgea.illyriad.co.uk/a/p/157483" rel="nofollow">
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