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Topic ClosedRare Herb/Mineral Refresh Time

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Garth View Drop Down
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Direct Link To This Post Posted: 03 Nov 2012 at 04:32
Originally posted by The_Dude The_Dude wrote:

I think of these sorts of glitches like a Tornado or Godzilla random event in Illy.  The challenge then becomes to adapt to altered landscape.


I agree. Consider this the first Illy "Act of God" worldwide event (The Rift and Audrey are local events :p ). Natural disasters have been discussed (by the players only, afaik) as game features, this one just caught us by surprise, heh heh.
As for the frustration of planning towns around an enterprise then having to adjust, consider the adjustments of the vets who have been in Illy since before water Sovereignty; before Exodus; before (any) Sovereignty; before Terrain!! This is one of the dynamics in a developping-before-our-eyes-while-we're-playing-in-real-time sandbox game. Oh, right, it's also free to play, and don't tell me that focusing a town on herb gathering is meaningfully enhanced by using Prestige! And yes, there is the research time to consider; in the long run, that's really a minor consideration imo, in the short term it could be rather frustrating to be sure.

A last point: I would rather deal with a defunct herb-gathering town than a mineral-gathering town, because a town dedicated to maximize certain mines (like Silversteel or Obsidian) could be setup to have 800 or so miners. I haven't heard of any Herb-dedicated towns even *approaching* that number (insert joke about herb enthusiasts not having as much ambition, the slackers!)

Another last point: I'd love to see either the Devs or a player with coding/developing experience give a little insight into the difficulties and prohibitive aspects of "restoring" illegitimately depleted patches; I have a couple of ideas, such as what Brasco suggested, yet I'm not even a neophyte about such matters and would be totally talking out of my rear.. That being said, not only might it alleviate some general griping, I love learning about this whole thing, problems and challenges included!

(edited for clarification)

Edited by Garth - 03 Nov 2012 at 04:35
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Direct Link To This Post Posted: 03 Nov 2012 at 04:22
Thank you Luna for clarifying the situation. I'm glad this bug was squished.
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GM Luna View Drop Down
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Direct Link To This Post Posted: 03 Nov 2012 at 02:56
I'm not interested in discussing "what if" scenarios. We deal with each situation individually and this is the resolution that we have come to for this situation. 

I'm sympathetic to how frustrating this may be for you, and again, all I can say is I'm sorry.

Luna aka "the messenger"

Please don't shoot. ;)
GM Luna | Illyriad Community Manager | community@illyriad.co.uk

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Direct Link To This Post Posted: 03 Nov 2012 at 02:50
Yes but people planned cities around herbs being in certain places.  Planned carefully to make sure they were over harvested.  

Not respawning herbs is indeed a 'game mechanic' even if it was only a temporary change.  If a siege mechanic changed but only for a day and a city was lost how is that any different?  
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Direct Link To This Post Posted: 03 Nov 2012 at 02:45
There was no "change to game mechanics". There was a temporary bug which has been since corrected.

I'm really sorry to anyone who's been inconvenienced by their herbs/grapes being accidentally overharvested because of the regeneration rates. But the depleted herbs/grapes have mostly likely all already spawned in their new locations. They've essentially moved already and we can't/won't move them back at this point. 

Again, I'm sorry but that's all we can do. 

Luna
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Direct Link To This Post Posted: 03 Nov 2012 at 02:42
Originally posted by DeathDealer89 DeathDealer89 wrote:

Yes but its a slippery slope.  How bout the next change swaps spears to actually be the best unit for attacking.  All those players who planned city after city of cavalry r hosed.  If you allow game mechanics to change people who plan on them get hosed.  Why carefully plan a city if things can change no notice.

Maybe you misunderstood what I said. Positioning of the resource sites are random. Stats on military units are not, they are fixed, so your analogy doesn't hold.

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Direct Link To This Post Posted: 03 Nov 2012 at 02:32
Yes but its a slippery slope.  How bout the next change swaps spears to actually be the best unit for attacking.  All those players who planned city after city of cavalry r hosed.  If you allow game mechanics to change people who plan on them get hosed.  Why carefully plan a city if things can change no notice.
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Direct Link To This Post Posted: 03 Nov 2012 at 02:22
Originally posted by Raatalagk Raatalagk wrote:

Originally posted by GM Luna GM Luna wrote:

Regeneration is back to normal now. We won't be putting any herbs or grapes back that were depleted, sorry. They'll respawn in a new location as normal.

Luna

Why not?

My guess is because their position was random in the first place and all such sites are randomly generated so they have no specific control over the placement in the code. I could be wrong. My guess is they aren't not doing it to be spiteful tho.

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Direct Link To This Post Posted: 03 Nov 2012 at 02:19
I think of these sorts of glitches like a Tornado or Godzilla random event in Illy.  The challenge then becomes to adapt to altered landscape.
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Direct Link To This Post Posted: 03 Nov 2012 at 00:50
I agree if i'm very careful in not over harvesting I expect to be rewarded by  my patches staying there.  Specifically when I design my city around it.  Whats next upkeep stops working or basics stop being produced and we lose cities and soldiers and just tough luck?  

Its bad enough that the game mechanics have to be figured out yourself or read up on somewhere outside the game.  But for the game mechanics you figured out and worked around to just up and randomly change is something that shouldn't happen.  Otherwise who's to say something bigger won't break?
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