Ministers
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=6034
Printed Date: 17 Apr 2022 at 13:43 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: Ministers
Posted By: Beyljr
Subject: Ministers
Date Posted: 18 Dec 2014 at 15:36
The reason ministers are a good thing to have:
Ministers simply allow more people to play, however they wish to play.
Nobody is forced to use ministers of any kind. So those that don't like
ministers don't have to use them. Some people want to spend huge amounts
of time online talking while playing, and
even with ministers, they would be able to continue to do so. However
one thing that I have seen here is that Illy has a VERY high proportion
of older people playing the game. Well over 2/3 of the ones that I talk to have full time jobs.
Those people want to be able to play, but can't
afford to spend a lot of time doing so. Those people also have a little
bit of money, and would gladly trade a small amount of money in
exchange for saving a little bit of time doing the monotonous grunt type work. This is where the ministers
benefit everyone. They provide a means of those that
can only spend a small amount of time each day to pay for the upkeep of
the game for those that can spend a lot of time in the game. About half
of the people that I know of that quit, did so because they simply
couldn't afford to spend the amount of time it
takes to play it any more. Ministers would solve that problem. Misc: Obviously ministers would never replace the people. They would not be real smart. If a person relied too heavily on them for extended absences, they may very well come back and find that they no longer exist in the game. And that would be by design. You would never make minister smart enough to replace the people that they help. Each of these ministers could cost the same 5 prestige per city per
week that your other ministers do currently, and would also require an
active prestige account. An important aspect of these ministers is that
they would NEVER do anything that the player
couldn't do themselves if they were online. I.e. they would NOT give
any advantages to the player other than convenience.
Potential profit to Illy:
As can be seen, the potential for profit to Illy is 5 ministers times
10 cities times 2 accounts times 5 prestige = 480 prestige per player
per week. It is unlikely that most will spend all 480 (though some
might) but a lot will probably use 1 or more of these ministers.
What types of ministers could Illy have: One or more of the following:
Building minister: In its simplest form it could be something as simple as providing 6 building slots instead of only 2. When one of the 2 normal slots becomes empty, it is replaced with the next item in the "extended" build queue.
War minister: It can schedule a particular army to
attack a particular target, and arrive at a particular time. If the army is
not present when the scheduled departure time arrives, then the attack
is cancelled.
Production Minister: Whenever a production queue (not including troops or diplos)
becomes less than xx hours long, then it would automatically schedule
another 1000 of whatever the last item in the queue is. For instance, if the last item queued in the blacksmith was swords, then the next item scheduled would also be swords. There would be a single production minister for all buildings, but each building would have a check that enabled or disable it for that building. To stop the re-queuing for a particular building, you would simply turn off the production minister for that building.
Defense minister: It can be set to either
automatically dodge any incoming attack, or can be set to call in
reinforcements from other cities that are within xx miles when attacked. Obviously these options are not all-saving for the person, and the person would use them at their own risk. Nothing ever beats the person being present. Cotter/Gatherer: It would use the cotters and skinners in that city to gather stuff that is either within xx squares, or currently has one of the player's armies posted on the square. It would not send to any square that had another player's army on it, or already had anyone's gatherer posted on it.
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Replies:
Posted By: Rill
Date Posted: 18 Dec 2014 at 18:01
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To me, this seems like putting Illyriad on "auto-play."
The one aspect I sort of like would be the ability to send an army at a specified time. If this were implemented, I would hope it could only be scheduled up to 24 hours (or maybe only 12 hours) in advance. The purpose of this would be to prevent people from having to stay up all night to time army movements.
I'm a little ambivalent about even that, since part of the "fun" and challenge of a war or tournament is that it's HARD to get everyone to be up at the right time, and someone always oversleeps, etc. (Or, if you are lucky it's the OTHER side that misses their time.) Sure, it might be more efficient, but is it more Fun?
One advantage I would see is that since sitters presumably couldn't use this option, it would make sat accounts potentially less efficient than real accounts. Since as I comment below sat accounts don't take that much time to play, this effect would probably be minimal.
The bottom line is, Illy is really not all that time-consuming to play, unless you are in a war or other high-intensity event, or choose to play in such a way that makes it so.
I think this change is unnecessary and potentially unFun.
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Posted By: Brandmeister
Date Posted: 18 Dec 2014 at 19:36
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This seems like another way for people to run multiple accounts with less effort. Most permasats probably do password sharing as well. Players wanting the advantage of tight synchronization, constant harvesting or frequent builds should recruit a properly active sitter. If they can't afford the time to play the game... oh well.
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Posted By: Steven Quincy Urpel
Date Posted: 18 Dec 2014 at 19:40
I do not like this idea either, basically for the same reasons as the Rill.
------------- They call me MISTER Urp!
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Posted By: Beyljr
Date Posted: 18 Dec 2014 at 21:07
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Rill said: “To me, this seems like putting Illyriad on
"auto-play."
Yes, it is effectively putting some of the more mundane aspects of the game on
auto-play. I think that most people that play this game, do so for reasons
other than wanting to go through all the build queues of all the cities and doing
the monotonous task of requeuing them every day. I think they want more time to
plan strategies, or to talk to others, or to do other more meaningful things.
And if not, then they can still do it all manually. Nobody will ever be
required to get the ministers.
Rill also said: “I'm a little ambivalent about even that, since part of the
"fun" and challenge of a war or tournament is that it's HARD to get
everyone to be up at the right time, and someone always oversleeps, etc. (Or,
if you are lucky it's the OTHER side that misses their time.) Sure, it might be
more efficient, but is it more Fun?”
I beg to differ with you. It is not fun to me to stay up half the night to
launch the various attacks in order to get them there at the appointed time,
and then get up early in the morning to go to work. If I have to choose between
playing the game, or being awake at work, the game loses. Period. So why would
we go out of our way to make people upset at the game? Or worse yet to have to
chose between playing the game or working for a living. Why not offer them a
choice? If they want to do it all manually, go for it. And if not, then offer them
a legal alternative.
And I am not suggesting anything that can’t be done already anyway. There are
plenty of bot browser addins that will do it already for those that don’t want
to obey the rules. I am simply suggesting that we allow it legally, in such a
way that helps the game instead of hurting it, and in such a way that gives
those that obey the rules the same advantages as those that don’t.
Brandmeister, said "This seems like another way for people to run multiple
accounts with less effort. Most permasats probably do password sharing as
well".
If permasats do password sharing, then they are already in violation of the
rules, and should eventually get caught and banned. This suggestion is not
about trying to make rule breakers have a harder time, it is about giving those
that obey the rules an easier time. And if they don't care about the rules,
then they probably also have bots that do all of this stuff already anyways.
With that said, what I am proposing is letting those that play by the rules
have some of the same advantages as those that violate the rules by using bots.
Namely a little automation.
You also said "Players wanting the advantage of tight synchronization,
constant harvesting or frequent builds should recruit a properly active
sitter."
Why should people have to team up and have 2 people play the same account in
order to be able to play the game fully. The game is about each player playing
it, not a bunch of players all playing a single account. I have played games
that effectively require a sitter or two per account, and you might notice that
I am here instead of playing those games. Why not let those that want to play
an account without needing a sitter, do so? And if that makes them easier prey
because they are not online when you attack, so be it, enjoy your prey. Then
both you and they are happier, and everyone benefits.
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Posted By: Sheza
Date Posted: 18 Dec 2014 at 21:16
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Sounds like to me its a Bot . no thanks Been there done that .. The charm of the game to me is that it is slow. Bots ruined the game I used to play .. The botters were huge and normal player were eaten alive.
------------- If Horses don't go to Heaven when they die. then I want to go where they go.
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Posted By: Consul Zynot
Date Posted: 18 Dec 2014 at 21:22
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Stop trying to turn Illyriad into LOU...
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Posted By: Beyljr
Date Posted: 18 Dec 2014 at 21:38
I never mentioned LOU, you did. But since you did, it would stand to reason that if another similar game did it, then perhaps some people like it, and maybe, just maybe, it might be worthwhile doing it.
But FWIW, if I were trying to turn this game into LOU, then I would probably be lobbying to make bots legal, instead of lobbying for the game to change. LOU had the user community fill in a lot of the missing details instead of hiring developers to do it.
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Posted By: Sir Edward III
Date Posted: 18 Dec 2014 at 21:45
The idea isn't to turn Illyriad into LoU, but it is to borrow one of the things that did work better in LoU. The War minister idea in particular would be helpful. The building minister would only help when you are first starting a city, which helps keep new players interested, but wouldn't be used in your city once you wound up with the multi day build times. I like the idea of a production manager too, but that one isn't as important. Same with the cotter one, maybe allow them to turn right back around to the same square they were previously harvesting from. Things like this only automate those portions of the game that require no thought, but basically are menial tasks. The addition of the War minister adds a new level of strategy as far as timing original attacks etc and may increase that portion of the game. ( The idea of only allowing this schedule within a 24 hour period is fine too. ) It basically moves the need for getting up at 3 am to launch an attack. As Bey said, those of us who have jobs or kids activities are going to put those things first. If anything it evens things out vs those who are on here nearly 24/7.
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Posted By: Brandmeister
Date Posted: 18 Dec 2014 at 22:04
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If your entire argument boils down to "I don't want to wake up in the middle of the night to launch attacks," then maybe you should learn more about armies in Illyriad. A single piece of equipment or a single unit can slightly change the speed of an entire army. It is almost always possible to shift an army's launch time into a desired time slot.
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Posted By: Beyljr
Date Posted: 18 Dec 2014 at 22:14
I am well aware of using equipment and troops to change travel times. And if that were my "entire argument", then I wouldn't have stated anything. As the title of this thread says, it is about "adding ministers" to the game to reduce the need to do time consuming monotonous task for those of us that would rather not have to do them.
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Posted By: Rill
Date Posted: 19 Dec 2014 at 00:54
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Having to be up at the right time is a constraint. Part of the fun and challenge of Illy is planning around constraints. For example ... person X lives in the wrong time zone and can't be up to launch their army. Therefore they have to set person Y as their sitter in order to do this. But wait, person Y is already sitting two accounts that are crucial for this operation. We must find another way.
This sort of constraint requires planning and teamwork. It is NOT a mindless task. In my experience, wars and tournaments are not won on the strength of armies alone, but by the planning and teamwork of the winning alliance.
Should the best-coordinated, most efficient alliances have an advantage over others? Absolutely.
Should we take this away by allowing people to just input a landing time four days before the event and then go away? I think not.
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Posted By: Brandmeister
Date Posted: 19 Dec 2014 at 01:14
It would also allow mostly inactive players to be highly effective during tournaments and wars. I imagine that it takes effort to calculate landing times, and be online to launch twenty different armies from multiple accounts. Having an auto-launcher would remove the challenge. A single organized player could quickly line up the Minister, and hit a very narrow window.
Same deal for the production thing. Setting queues takes a modest effort every week. The ability to automatically queue endless batches with an active prestige account removes one of the only activities that requires a regular login.
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Posted By: abstractdream
Date Posted: 19 Dec 2014 at 02:40
Both sides of this argument make some valid points. I tend to come down on the "yes" side of this suggestion, but just barely. I work 10 hours a day and drive 40 minutes each way, yet I still have time to log in at least a few minutes a day. It is true that a new city tends to lag behind because queues run out but that isn't some "I'm abandoning because it's too slow" thing for me. I do think that any way the game can potentially make more money while keeping the "pay to play" genie in the bottle is a good thing, so over all, I support this.
Here's my thoughts, for what they're worth on each individual minister:
A building minister would be acceptable to me. I agree that it wouldn't really be much use for cities above a certain size. That sort of makes it more palatable too.
I do like the war minister idea but a time limit seems logical, however I do not like the "pick a landing time" process. In my opinion, any changes must keep the need to time it out or it will loose its level of difficulty and become too easy. For me, timing is an important and satisfying process.
I think production queues are good as they are. The only thing ministers would change would be the ability to build further into the future using resources you don't have yet. I do not like that idea but I can understand how some would.
A defense minister sounds like a bad idea to me. I think that's just my warmongering attitude though, because I don't want my enemies to be able to dodge an attack without actually being there and seeing it coming.
I'm indifferent to the ideas for the Cotters/Gatherers. I haven't harvested something in a looong time, so I just don't care much either way.
------------- Bonfyr Verboo
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Posted By: Berde
Date Posted: 20 Dec 2014 at 04:44
abstractdream wrote:
I do like the war minister idea but a time limit seems logical, however I do not like the "pick a landing time" process. In my opinion, any changes must keep the need to time it out or it will loose its level of difficulty and become too easy. For me, timing is an important and satisfying process. |
So instead you'd prefer a "Delay Launch until X Time" option where the player would have to set a launch time rather than an arrival time? I'd support this, as would my sleep schedule. For some reason all my launch times on coordinated things have always tended to be around 3am :|
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Posted By: Angrim
Date Posted: 20 Dec 2014 at 14:27
for the building minister, four queue slots ought to be sufficient; 2x seems more than enough advantage. the moral hazard of this is that players who rarely visit the game would visit even less often. it also offers players the opportunity to misqueue and spend even more nonrefundable resources on things they shouldn't have built in the first place. :P
i don't mind a war minister that queues a launch, maximum of one queued launch per town. i agree that it ought to work on departure time rather than arrival time. if illy gets into the business of calculating departure based on arrival, that ought to be available to everyone.
production minister may need more thought. this one seems as much hindrance as help, as it could easily change from an advantage to a disadvantage if a player were suddenly taken away from the game by rl with unsustainable production defaults set. i think a page showing idle production buildings across all towns might address this issue better. (a quartermaster, though, which would take control of vans made available to it in order to keep certain inventory levels in each town and ship excess to hubs...now *that* would be worth paying for.)
defence minister seems to reach into the very point of the game. i don't think this is fun or workable.
cotter/gatherer...all i can think of is the "you stole my kill" conversations. could we also have a forum minister to post our outrage for us? ;)
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Posted By: abstractdream
Date Posted: 20 Dec 2014 at 17:11
Angrim wrote:
... could we also have a forum minister to post our outrage for us? ;) |
LOL +1
------------- Bonfyr Verboo
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Posted By: Captain Kindly
Date Posted: 20 Dec 2014 at 21:05
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There is no need at all to get a War Minister to do your sending for you during a War or Tournament, because the game already has an instrument for that if you cannot be online at the time.
It's called a Sitter.
On a general note, I agree with Rill that this is leaning towards autoplay, and that is not needed at all. Illy doesn't take that much daily time, if you discount GC.
So a 'nay' from me :P
------------- http://elgea.illyriad.co.uk/a/p/60249" rel="nofollow">
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Posted By: Angrim
Date Posted: 21 Dec 2014 at 00:53
just a thought as i read again through the posts...
there are good reasons to think some of these are bad ideas, but because as a vet you have become adept at some of the drudgery of the game is not one of them. i would encourage vets to look carefully at what might be "missing" from the game after these changes and be sure that it represents something desirable and not merely something for which they would be nostalgic. yes, you may be justifiably proud at overcoming these familiar difficulties; i hope that does not mean that players with less determination can never be welcome here.
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Posted By: Dragonwort
Date Posted: 21 Dec 2014 at 23:38
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Dragons?........Ministers?
Sounds to me like some LoU refugees are discovering they are not going to take over Illy anytime soon and are trying to keep from paying the dues everyone else did.
The costs of ministers ( err..bots....remember Evony?) would be prohibitive to many and just another way for the wallet warriors to gain a huge advantage.
I'm NOT a veteran (less than a year) but I'm with Rill on this one..unfun.. The reason I enjoy this game is because it takes commitment to play. It's a game of balancing so many aspects and infinitely more complex than any one dimensional war game.
I like it fine WITHOUT ministers Dragonwort
------------- Just another wrench in the works..
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Posted By: Brandmeister
Date Posted: 22 Dec 2014 at 00:09
Angrim, I agree that the devs should consider automating tasks that are true drudgery. Build queues is a decent candidate. However, many of the things described--dispatching harvesters, launching armies, setting production queues--are the primary interactions with the game environment. When those things are removed, it becomes possible for a player to log in once every week to a fully functioning account.
There are tasks which active players find tiresome. Ok, fine, let's think about those. For example, there are a number of trade functions that were clearly not designed for proficient traders. I trade a lot, and it takes me 200 clicks when I think 20 should suffice. However, there are also players who seem to feel that any interaction with the game is tiresome. If playing the game isn't the main objective, then what is? I really don't think this is a chat/social game, as many have proposed. And I am completely against any new features that enable people to continue having permasat accounts or mostly-inactive accounts that harvest, produce, and perform at full power during tournaments or wars.
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Posted By: Beyljr
Date Posted: 22 Dec 2014 at 14:54
Brandmeister, If your problem is your dislike for permasat accounts, then why not propose a suggestion to deal with that problem. If your problem is inactive players, then why not propose a suggestion to solve that problem. But purposely trying to make life "inconvenient" (to quote the purpose of the proposed ministers) is NOT the solution to stopping permasat accounts or inactive players. So let's try to solve the problems of the game instead of saying no to solutions just because they might not solve your dislike for a different aspect of the game. I.e. let's work toward solutions, instead of just blaming everything on dislike of permasats or inactives. After all, did anyone think that just perhaps there is a reason that those account are inactive? Like perhaps they are tired of the useless drudgery that other games don't make you go through? And please don't confuse drudgery with game interaction, because they are NOT the same thing.
And nothing that I proposed would allow "a player to log in once every week to a fully functioning account". Any player that doesn't log in for a week should find themselves on the wrong end of a spear. But that is a different problem, and requires a different solution, and therefore isn't being addressed as part of this suggestion.
I think that I have played just about every empire building game that there is. I am finishing up a round in one now that never once required staying up until 3 AM, getting a sitter, or doing a thousand clicks of drudgery every day, and it looks like I will be finishing ranked #6. The ones that I have played the least, are the ones that emphasize the drudgery, minimize the skill and strategy, and maximize winning by staying up until 3 AM or having multiple people play the same account (requiring sitters to achieve great success). And as far as I can tell, I am in no way the minority in this regard. People don't play empire building (strategy) games to go through a thousand click routine everyday, they play empire building (strategy) games to match their empire building skills and strategies against other players empire building skills and strategies. And those that play strategy games for the strategy, quickly get ticked off when winning becomes staying up until 3 AM, or getting a sitter, or doing a thousand click routine everyday. And ticked off players soon leave. So let's emphasize the skill and strategy, and minimize the drudgery and the inconvenience.
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Posted By: Berde
Date Posted: 22 Dec 2014 at 15:48
Brandmeister wrote:
However, many of the things described--dispatching harvesters, launching armies, setting production queues--are the primary interactions with the game environment. When those things are removed, it becomes possible for a player to log in once every week to a fully functioning account. |
I fail to see how having something that will launch an army at a pre-set time - which the player has to enter ahead of time, equates to "removing" a "primary interaction with the game environment."
If I want to attack X and land my army at Y and calculate that I have to launch it at Z time - what is the harm of having a 'hold army until Z and then launch' option instead of just launching automatically? The only difference in that equation is that I might not have to wake up at 3 am or have my sitter launch my army. In truth this would more likely ENCOURAGE interaction with the game environment. I'd be much more likely to be engaged if I could do so at times that were convenient to me rather than having to set an alarm to do stuff at a certain time or have someone else do it.
For those who say that there is a built-in solution called a Sitter: not everyone WANTS a sitter. I have one sitter on this account and no sitter on my other. I'll eventually have to find a sitter for that account, most likely, but I haven't decided on anyone yet. You are responsible for what people do while they are on your account. People can do seemingly innocent things to get you banned in chat, or worse right off the game, at the drop of a hat (Sitter makes crack about being 12? BOOM. You're outta there! A bad example now, as everyone knows better, but what else could people learn the hard way?). More importantly, to me, having a sitter in the first place just encourages not being active because hey, my sitter can handle it for me!
I agree, having harvesters launch automatically to keep returning to a square would be bad. I don't think, though, that being able to do a single "launch harvesters at X time" would necessarily be a bad thing so that you could tell the game to send your cotters out when your army is almost at a square of NPCs. This does come with the risk, of course, that your army fails its mission and your cotters or skinners could be gacked. Price to pay for convenience though! Still, in some cases it may be better than having to wait around 3 hours after you've launched your army to send your skinners. Again, I do believe that the player should have to personally calculate when to launch and put in a specific time, number, and destination.
I don't like the idea of automated production queues. For one, you can already set your production queues to run for several days at a time, assuming you have the resources. I see the automation as a dangerous thing as when combined with build queues it has the potential for causing a city to go negative food and delevel.
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Posted By: Beyljr
Date Posted: 22 Dec 2014 at 16:19
Berde wrote:
I don't like the idea of automated production queues. For one, you can already set your production queues to run for several days at a time, assuming you have the resources. I see the automation as a dangerous thing as when combined with build queues it has the potential for causing a city to go negative food and delevel. |
Very true. And that is a good thing. As you said, that is part of the price to pay for using automation. You aren't trying to remove the risk of using automation, and in fact you don't want to remove the risk. I would say that any risk that the automation adds would be a good thing. Automation is a convenience to the player, but all thinking must still be done by the player. All the automation is doing is whatever they ask it to do, whenever they ask it to do it. It is a dumb servant. The player must still think about whether they wish to activate it or not, and they reap the reward, or suffer the harm, if they do. That is part of the strategy that it adds. For instance if they tell their troops to attack a square at 00:00 and then log off, if their friend then takes that square, too bad. They are not online to change their orders, so their troops are still sent to attack it. We would want to be careful not to add safeties to the automation. It does exactly what the player asks it too, without any thought. Remember minister are for convenience only, and specifically should not add any intelligence.
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Posted By: Angrim
Date Posted: 22 Dec 2014 at 19:07
Beyljr wrote:
Remember minister are for convenience only, and specifically should not add any intelligence. | to this point, a minister who can schedule an army launch can also dodge an incoming attack. let the player initiate the strategy.
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Posted By: Beyljr
Date Posted: 23 Dec 2014 at 11:34
Angrim wrote:
Beyljr wrote:
Remember minister are for convenience only, and specifically should not add any intelligence. | to this point, a minister who can schedule an army launch can also dodge an incoming attack. let the player initiate the strategy.
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I agree that the player should initiate the strategy. But if a player schedules an army move in order to dodge an incoming attack, then they have initiated the strategy. All the minister would be doing is carrying out the player's orders. I.e. the minister would not be doing anything but what the player told it to do, but without the inconvenience of the player having to stay up all night to do it.
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Posted By: Captain Kindly
Date Posted: 23 Dec 2014 at 16:25
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You do not need a minister to dodge an attack late at night for you. As soon as an attack is sent, you get notified. If that army hits at, say, 3am you can give the order before going to bed, and occupy for a few hours. This is already common business now.
The only gain I see is for sending armies in a concerted war action. True war alliances have mastered the art of having their armies landing within seconds after each other. I know H? and NC did, I'm pretty sure T-O does, and some more alliances as well. That planning and devotion is what sets them apart, and I think it's a part of winning battles. It gives them an edge over less devoted alliances, and setting a minister to do it for you because the time is inconvenient takes part of that away from them.
The same might go up in tournaments, but in a lesser way. Being late or early by a few hours has a lesser impact on tourney spots (in fact, I remember EE's first tournament where we won a spot exactly because a few players sent out 6+ hours late), because reaction time in tournaments is way longer than it is with a siege. So a war minister isn't needed there.
As for sitters, if you are against using them I can understand that. There is currently only one player left in this game who I trust with sitting my account. But if that is a problem, you might want to stay out of military alliances, because having a sitter during operations is mostly expected there if you can't send on designated times. :)
------------- http://elgea.illyriad.co.uk/a/p/60249" rel="nofollow">
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Posted By: Albatross
Date Posted: 23 Dec 2014 at 17:29
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Can this question be answered within the framework of the developer's own intentions for how the game should be played? I think the information is already out there (from about 3-4 years ago).
Aside from that, I have mixed feelings about automation. In no particular order: - By imposing a template on town development, you're taking away the interaction. So new players might miss out on the social opportunities that happen while learning (and asking about) the game.
- By imposing a template on town development, you're removing the diverse choices that players make (perhaps by accident, mistake, or poor interpretation) when shaping their towns.
- Any automation should be sub-optimal. The reason is that players should be rewarded for doing it themselves, and finding better ways. We don't want that spirit of adventure to be snuffed by an easy option.
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Posted By: Beyljr
Date Posted: 24 Dec 2014 at 16:59
Captain Kindly wrote:
As for sitters, if you are against using them I can understand that. There is currently only one player left in this game who I trust with sitting my account. But if that is a problem, you might want to stay out of military alliances, because having a sitter during operations is mostly expected there if you can't send on designated times. :) |
So if I understand this correctly, the solution to "convenience" that people are giving here is "get a sitter", and getting a sitter "is mostly expected", yet they also realize that getting a sitter is not a "trusted" solution. Am I the only one that sees that these statements don't add up?
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Posted By: Beyljr
Date Posted: 24 Dec 2014 at 17:09
Albatross wrote:
Can this question be answered within the framework of the developer's own intentions for how the game should be played? I think the information is already out there (from about 3-4 years ago).
Aside from that, I have mixed feelings about automation. In no particular order: - By imposing a template on town development, you're taking away the interaction. So new players might miss out on the social opportunities that happen while learning (and asking about) the game.
- By imposing a template on town development, you're removing the diverse choices that players make (perhaps by accident, mistake, or poor interpretation) when shaping their towns.
- Any automation should be sub-optimal. The reason is that players should be rewarded for doing it themselves, and finding better ways. We don't want that spirit of adventure to be snuffed by an easy option.
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I don't know where you got "imposing a template" from. This suggestion NEVER suggested imposing a template, or anything else for that matter.
And there is a HUGE difference between a "spirit of adventure", and having whoever doesn't have to work for a living and therefore can stay up until 3 AM is the winner. I don't think that this game really wants to tell those that work for a living, and therefore can afford to pay for the prestige, that they are going to suffer a handicap because they can not afford to stay up until 3 AM to launch their army. That is not winning by strategy. All you have done is replaced "pay to win" with "stay up late to win". And that means that those that don't pay have the advantage over those that do, since it is those that don't pay because they are not employed, that can afford to stay up late. I am really amazed at how many people here favor a "stay up late to win" process. I personally don't see how that is any better than pay to win. If anything it is worse because it not only favors a select few, but does so at the expense of the game's finances.
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Posted By: Rill
Date Posted: 24 Dec 2014 at 19:49
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Beyljr, I don't see a lot of people advocating for "stay up late to win." Most people agree that being able to send out an army a bit in advance would be a helpful option.
However, I do see people advocating that people should be rewarded for time spent interacting with the game, particularly in terms of collecting certain resources. Some resources are generated automatically in our cities: clay, iron, wood, stone, gold, etc. Others must be harvested from the world map through an interaction. It seems like one of your proposals is to automate this interaction too, and to me this sort of defeats the purpose of having these resources being out in the world and requiring interaction.
The game is explicitly not pay to win, but "not requiring effort or sacrifice to win" is not anywhere in the game developers' stated values. Illy already does not have a lot of requirements for spending time character leveling or other aspects that characterize some other games.
Your contention seems to be that if a player is willing to pay for it, he/she should be able to gain equivalent advantages from being online for under 10 minutes that other players might need to spend an hour or more to accomplish. I think this would lead to less interactions between players, which many people find to be one of the more satisfying parts of the game.
Illy is at its heart, imo, two things: 1) a community and 2) a time-management strategy challenge -- both managing how to fit things into real time and how to fit things into the time one has to play Illy.
Too much automation interferes with both those things.
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Posted By: Brandmeister
Date Posted: 24 Dec 2014 at 20:29
Beyljr wrote:
So if I understand this correctly, the solution to "convenience" that people are giving here is "get a sitter", and getting a sitter "is mostly expected", yet they also realize that getting a sitter is not a "trusted" solution. Am I the only one that sees that these statements don't add up? |
That is Captain Kindly's personal preference. It is not universal.
Most players in an alliance have several sitters that they can trust. The challenge is more for alliance leaders, as their account includes access to many alliance functions. But an alliance without trustworthy members is hardly an alliance worth joining.
The war minister feature seems primarily of interest in a war (not a tournament). If you cannot trust your comrades enough in a war to grant them temporary control of your account, I suggest you either find better comrades or else surrender.
Beyljr wrote:
And there is a HUGE difference between a "spirit of adventure", and having whoever doesn't have to work for a living and therefore can stay up until 3 AM is the winner. |
As has been stated repeatedly on these forums, you can change army speeds and therefore launch times with a single piece of equipment. Your argument seems to boil down to: 1. you don't feel like investing the effort to learn how to time armies correctly, and 2. you don't feel like you can trust anyone to sit your account and launch armies on your behalf. Therefore you want a tool to do it for you automatically.
There are plenty of people in this game who work for a living, don't stay up until 3 a.m., and still manage to launch armies on time by using their brains and a little careful planning. While the auto-launch concept may have merit, many of the arguments you have presented in its favor do not.
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Posted By: Captain Kindly
Date Posted: 25 Dec 2014 at 10:31
Beyljr wrote:
Captain Kindly wrote:
As for sitters, if you are against using them I can understand that. There is currently only one player left in this game who I trust with sitting my account. But if that is a problem, you might want to stay out of military alliances, because having a sitter during operations is mostly expected there if you can't send on designated times. :) |
So if I understand this correctly, the solution to "convenience" that people are giving here is "get a sitter", and getting a sitter "is mostly expected", yet they also realize that getting a sitter is not a "trusted" solution. Am I the only one that sees that these statements don't add up?
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The reason I am picky at sitters is because of my mailbox (which goes over 3 years back), not for war reasons.
Note I am not in a war alliance.
For the rest, what Brandmeister said about rolling over.
------------- http://elgea.illyriad.co.uk/a/p/60249" rel="nofollow">
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Posted By: Brandmeister
Date Posted: 25 Dec 2014 at 16:05
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I have a similar situation. As a trader, I have transactions with quite a number of players, and I have many messages archived. I wouldn't let just anyone casually peruse those, although I have several people whom I would trust. I am also cautious about invitation rights to the alliance (although 90% of my sitters would be eCrow anyway).
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Posted By: Angrim
Date Posted: 25 Dec 2014 at 19:36
unsurprisingly, i find myself in the minority, as i think reducing time spent interacting with the interface frees time to interact with players, and that convenience is not only a good thing for players to pay for, it is the *best possible* basis for paid features in illy. instantly completing buildings, speeding caravans to a needy ally, granting fiat bonuses to army strength--in short, the advantages we currently enjoy from prestige--are all granting material advantages that can shift the balance from one side of a conflict to another. all of these would be "pay to win" if weren't for the fact that small amounts of prestige are granted players through logging in. the prestige features that could never be perceived in this way--avatar changes, city graphics changes--are purely cosmetic, and these sorts of uses, imo, ought to be encouraged. a building queue expansion falls in this category because queuing four upgrades takes just as much time as queuing two twice. queuing a military launch takes *more* time than an immediate dispatch; it simply allows a player to determine when to spend that time with regard to the real world clock. *if* sitters offer the same advantage, then we take away an impediment to play for those who do not wish to have sitters, and collect some theoretical income for illy. is that so bad?
some of these ministers i find unworkable or undesirable for one reason or another (see my prior posts), but the concept of paying for convenience ought to be embraced by the community because it allows illyriad to make a revenue stream which does not unbalance the game. i should not need to remind anyone that the current revenue stream has not supported, to date: meaningful quest lines (as were predicted for Broken Lands), faction ai, new schools of magic, pathfinding, naval units... (/me trails off meaningfully.) progress draws new players and excites old ones. without progress, illy languishes. so i like "free as in beer" as much as anyone, but irl there are practical considerations to be served. as an example, illytools was fantastically successful in one sense...so successful, in fact, that some players might now wish that they'd paid something for it to keep it running.
change almost inevitably makes winners and losers. in this case, some players who are either very busy irl or lack the training to play at the highest level of expertise "win", but they do so by supporting the game for everyone. those with much time on their hands or who have plumbed illy's secrets "lose", relatively speaking. having time irl is an arbitrary advantage that should probably be eliminated, especially if eliminating it earns revenue to support the game; curiosity and diligence will be advantages regardless of any changes discussed here.
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Posted By: Beyljr
Date Posted: 08 Jan 2015 at 14:32
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Rill:
I can definitely see your point about the minister to
automate harvesting, versus a reward for doing the harvesting yourself. And in
this respect the harvesting minister is probably not a good one to have. But
please realize that my suggestion was to add ministers, not to add a particular
set of ministers. The possible ministers that I listed was just that, a
possible set. Something to give people an understanding of what I was talking
about when I talked about adding ministers, and that was all. Any of those particular
ministers may be desired or not by certain people, and certainly almost nobody
would like them all. But I think the idea of adding ministers of some kind is a
very good idea. What kind of ministers are added would have to be decided by
the developers.
I personally would prefer more time to deal with people, and
less time taken up doing the mundane repetitive junk. But I can achieve that as
far as the resource harvesting by simply not bothering to do it, and buying my
resources, which I have already switched to for the most part, as have many
others. But this removes us from that part of the game, instead of making that
part of the game more tolerable. But as I said, that is only 1 example of a
possible minister, not really part of the suggestion to add ministers.
Also, please realize that I in no way feel that someone
should be able to play for 10 minutes a day, nor an hour a day. On an average
day I am online for about 8 hours, spent between 4 accounts in this game (main,
alt, and 2 sat accounts) and 1 in a different game. That in itself should
answer that. I also stated that ministers should blindly do what they are told,
not be intelligent, and never give an advantage. They are convenience, not substitute
players. Their intention is to allow people to be freed from the mundane
repetitive junk to be able to be more involved with the meaningful stuff.
Anyone spending less than 10 minutes a day will be extremely easy pickings
during any type of war, and are generally referred to as cannon fodder. But at
the same time, if somebody wishes to support the game for everyone else by
being their cannon fodders, then great, man the cannons. To each their own, and
each plays an important part in the game as a whole. Captain Kindly:
I am not finding fault in what you are saying. I agree with
it. In fact I find most people are in the same boat, they don’t want to risk a
sitter reading older posts in their inbox. This is probably the biggest problem
with the sitter feature today. My only point was that this removes “get a
sitter” as a solve-all solution, and brings us back to “let’s add the ability
for things to be more convenient”. Brandmeister:
You seem to miss the whole point here. The whole purpose of
the war minister, or any other minister is to “allow a person to do the same thing
that they can already do, but more conveniently”. They are not intended to do
anything that can’t already be done. But thank you for checking to make sure
that they meet their goal of not adding any advantages.
Angrim:
Right on! Well said!
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