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Brids17 View Drop Down
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Direct Link To This Post Topic: War
    Posted: 19 Sep 2010 at 04:40
I can't promise this thread is going to be the most well organized thread but I will do my best to put it together as best as I can.

So to start off, let's talk about money. Not gold or not cows but real money. In order for the GMs to make money they need players to buy prestige. This allows the game to technically be free to play which draws in new players but at the same time allows the GMs to get money to continue making the game and pay their bills and such.

So why do players buy prestige? Well, some buy it because they don't want to wait 2-4 days getting a building to level 20. Others buy it just to support the game. And then others buy it because of war. If your city is under siege, you might need prestige to keep your population up to save your city. You might need it to build troops faster and gain resources faster. Whatever the case in this game war is the main reason people buy prestige. So one would think the GMs would want to encourage war by making it fun and rewarding. However war is a double edged sword.

War is extremely demoralizing in this game. You spend months building your city and for most, building is boring. Not many people jump for joy when their farmyard reaches level 12. You may even resort to buying prestige to avoid the extremely long building times. So when an enemy player destroys your city, something that took you months to build, many people don't want to start all over again. Worse yet, if all your cities are destroyed you may find yourself moved all the way across the map, away from all your allies. Many people quit after their cities have been destroyed.

The war between White and Harmless is a good example of this. Many members of White, some very high ranked players, up and quit the game. It wasn't because building was boring or because they were tired of waiting for ships to be added or because they were mad because Caravans were going to have a gold upkeep cost. They quit because of war.

So the problem is that war is what makes the GMs money but it's war that makes the GMs lose paying customers. The thing that keeps this game going is the thing that kills it.

However, I have no suggestions on how to fix this. War needs to be fun and encouraged but it can't be so demoralizing or else the player base will die. It's something that will require a lot of thinking and what better place to think than the forums. So I encourage people to share their thoughts and opinions on the matter.

Brids







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HonoredMule View Drop Down
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Direct Link To This Post Posted: 19 Sep 2010 at 09:47
Quote The war between White and Harmless is a good example of this. Many members of White, some very high ranked players, up and quit the game. It wasn't because building was boring or because they were tired of waiting for ships to be added or because they were mad because Caravans were going to have a gold upkeep cost. They quit because of war.

I find this conclusion highly questionable.  I know a fair bit about the White players and while I--a Harmless member--would not be the best source of impartial criticism, I will say it seemed very much the case that most of them simply came for the wrong reasons and didn't find what they were seeking.  Without getting into the details of White itself, note how many in Black--a group of players not cut from the same cloth--have continued and rebuilt themselves under a new name despite being misused and discarded by White as well as overpowered by Harmless.

Without any other more compelling (and believable) example, I'm not convinced there's any problem.  Rather, I'd point to the multiple other browser-based games that thrive even though some of them are considerably more brutal and ruthless to paying players (like Tribal Wars)...or worse, blatantly handing victory to the highest bidder (like Travian).  By comparison, Illyriad already provides far better value on expense and is far more forgiving of failure by such means as relocation with research retained and game mechanics that quite effectively minimize incentive to batter smaller players who haven't first made themselves enemies.
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Direct Link To This Post Posted: 19 Sep 2010 at 11:29

This thread is the result of a conversation in Goonies, which I was a part of, and I shall add my contribution to this. I will split the subject into pieces to be able to discuss them more deeply and I most likely will repeat some that brids already wrote.

 

--Overview--

 

Through the years I have been playing all type of browser games, where some idea has been successful and others haven't. One of my first game, Utopia, is still living and breathing, even after 12 years. But others is long gone, or just goes on automatic with no one taking care of them. This is nothing unusual, everything has it cycle and some longer then others. But it shall eventually end. Illyriad isn't an exception to this rule, but its cycle may end sooner then intended and this is what this thread is about: avoiding that.

 

----- Table of content -----

 

1. Economy, the real one

2. War

2.1. Losing everything

2.2 Siege, lose even more

3. Alliances

3.1

3.2

4

4.1

 

1. Economy, the real one

 

The developers of Illyriad do, like almost all other people in this world, have an interest in getting something in return for thier work. This is nothing strange and I assume most people are all right with that (there are some people who critizise the possibility to spend cash to become better, but that is the socialist jealous attitude). So our developers of this game has an interest in making cash and therefore they added a currency in-game that is tied to hard currency. Prestige they call it.

 

Now they need to create an incentive for the players to actually spend thier cash to buy prestige. First is to create a darn good game so the people gladly just buy prestige to support the developers of the game, in order to be able to continue enjoy this game. Second, one may create a situation in the game that might be something the player rather avoid, that can be skipped if one spend prestige (most people will think of speed (movement and building). I will return to this later, but keep in mind that the developers wants revenue.

 

 

2. War

 

Consider all games out there, every single one of them, and then try to name how many of these has no conflict within them. I can assure you, all games, in some senses, involve conflict. Conflict doesn’t always means violence and a like, but two or more parties that wants a resource with limited supply and it is an extremely important element of games. No conflict, no game, since you have nothing to solve or work with. Illyriad is no exception, it NEEDS conflict or it will die. And I will argue that it might already be dying.

 

There is of course conflict in Illyriad and sometimes plenty of it. But the current game mechanics makes most of the conflict just a destructive force with no return to status quo. Conflict, in a game like this, must have ending when the loosing side has a good chance of recovery.

 

2.1 Losing everything

 

Brids took up the example of the war between H? and White. This war was nothing but completely and utterly destructive, as nothing good has yet come out of it. H? may see themselves as a winner, but in reality, they where also on the losing side, as was White of course, but also the game developers and all other players. The result of this war is basically that White got destroyed, as it today is a shattered alliance of inactive accounts.

 

H? won the conflict but lost the game. They are completely uncontested as rank 1 and all conflict they are going to have is someone bored with the game and want to suicide. This is even a joke between some of the goonies players. “Just attack H? and be done with the game”. Is this the mentality we really want to have in Illyriad? Goonies, as rank 3, should be plotting and making strategically plans on how to overcome H? and take the position as rank 1. And I assume that H? is just trying to maximize their production and just fooling around, not making defensive plans versus the closest ranking alliances.

 

The reason for why this situation is several but the primary reason is: it is all or nothing. Win everything or loose everything. A failed or successful attack results in that the losing army loses EVERYTHING. There is no between. No attacks that result in retreats. Your attack will either destroy the enemy or be destroyed by the enemy. And then, the question is, what is the price if one win? The price is that you are going to spend less time rebuilding then the attacker, some experience for your commander/commanders and some resources perhaps. That’s it and it isn’t an incentive at all for fighting.

 

2.2 Siege, losing even more

 

This is probably the most idiotic thing ever implemented in Illyriad (and many other games). I cannot, in any perspective, understand why this ‘feature’ is implemented. In its current form, it is nothing but destructive to the game. The ability to siege someone and completely destroy a city only creates a mentality of extreme caution and conservative gameplay. Alliances and players goes to great length to avoid conflict, creates confederations and naps with everything.

 

Illyriad is a game that is centred on conflict, yet it punish the loser(and sometimes the winner) to such a degree that few people dares to do it. The risk isn’t even close to the gains and this must be fixed if you, the developers, want to create a game which people actually plays.

 

2.3 Conclusion and suggestions

 

There must always be a risk and a cost for losing a conflict, but the price cannot be annihilation. Also, there must also be an incentive for having a conflict and winning it. Experience for your commander and resources are not enough. Going to post some suggestions on how to deal with it:

 

Attacker:

 

When attacking, an option of retreat should be made possible ( 0 – 60% ). When fighting and your numbers reach the % given, they retreat. A few more % should be added as the forces are trying to retreat, but this gives the possibility to fight another day. And if the battle didn’t go as expected, one doesn’t have to loose everything. One should never, even if one wishes, loose more then 60% of its units.

 

Defender:

 

Defender should never lose 100% of its army and it should always have advantage on the attacker. They know the area and they may have the fortifications. Even if the attacker wins, the defender should never lose more then 50% or so of its army.

 

Siege:

 

I do not possess particular much knowledge of how the siege works. But I would suggest that a player who has been sieged and lost, should be able to have his city fully operational in approximately two weeks. Say that buildings gets repaired and it will take X amount of time per each building, depending on its type and level. A low level player might be back on his feets within a few days, but a high level player might need two weeks to recuperate. Two weeks might sound little, but consider that most of his troops is gone and that is two weeks without development. So it may still take up to a month before completely recovered.

 

General:

 

Honor, glory and fame! Being a country that puts high value on the great man and woman should also be awarded as such. While opposite should be paying for their bad manners! Meaning, there should be a honor variable, that gives advantages or disadvantages, depending on ones playstyle. A player who constantly attacks same player, which is nothing but a small, peaceful and quite town should be awarded as the coward he is. Low reputation with the council of Illyriad for its foul acts and for desecrating this beautiful world, however, the dark lord of naughtiness who feeds on the suffering on innocents rewards his servants with wicked power of the darkness.

 

Meaning: There must be more incentive for the players to interact in conflict with each others! Glory and fame, in different way, is usually a great way of accomplishing this. This is also for conflict between players, not between players and NPCs, but the NPC’s should react to players actions.  And this will benefit the developers of Illyriad, as it will keep players in the game, even when suffered a defeat in war. Not as it is now, where the loser has to restart completely (which is going to make them leave). It will also be more attractive to new players.

 

But the extreme risk of conflict MUST go, or Illyriad will.

 

I shall continue with next part when I have time.

 

 

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Direct Link To This Post Posted: 19 Sep 2010 at 11:52
Originally posted by HonoredMule HonoredMule wrote:

Quote The war between White and Harmless is a good example of this. Many members of White, some very high ranked players, up and quit the game. It wasn't because building was boring or because they were tired of waiting for ships to be added or because they were mad because Caravans were going to have a gold upkeep cost. They quit because of war.

I find this conclusion highly questionable.  I know a fair bit about the White players and while I--a Harmless member--would not be the best source of impartial criticism, I will say it seemed very much the case that most of them simply came for the wrong reasons and didn't find what they were seeking.  Without getting into the details of White itself, note how many in Black--a group of players not cut from the same cloth--have continued and rebuilt themselves under a new name despite being misused and discarded by White as well as overpowered by Harmless.

Without any other more compelling (and believable) example, I'm not convinced there's any problem.  Rather, I'd point to the multiple other browser-based games that thrive even though some of them are considerably more brutal and ruthless to paying players (like Tribal Wars)...or worse, blatantly handing victory to the highest bidder (like Travian).  By comparison, Illyriad already provides far better value on expense and is far more forgiving of failure by such means as relocation with research retained and game mechanics that quite effectively minimize incentive to batter smaller players who haven't first made themselves enemies.


Are you kidding me... HM, you guys must be bored to death now that White is gone. Also, the Good Company(Black) has retained some of the most active players against H? and you very well know that.

Just because there are worse games out there doesn't mean there is no space for improvement. I will never start rebuilding a lost city. It is way boring to do it even now...

Did the game benefit from White leaving (even if Diablito is a complete freak of nature)? No. GMs lost lots of paying players. H? is also not using prestige the same way you guys did before.
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Direct Link To This Post Posted: 19 Sep 2010 at 13:13
I think most important difference in this game compared to travian for example is that there is no for now ultimate goal (victory in the server)  that people should fight to get the highest rank. If there would be alliances would quite fast combine against H? and so on. Anyway I don't think I would play this game if it would be so.  Because it makes the game very ruthless against smaller players and you would need to play 24/7 or/and use lot of cash to get big.

Anyway there should be some goals and concrete things where you can compete and reasons to fight like resources. Otherwise people get bored and don't see reasons to continue. If Factions, Trade and crafting are done right in this game I think they can offer those reasons also there should be more quests and much interesting ones like military quests.  
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Direct Link To This Post Posted: 19 Sep 2010 at 16:15
I think war is the essential gameoption in a game based on barracks, producing weapons etc, that all would be senseless without war.

Second, this thread is quite paradox, as it wants ways to win the game, and at the same time prevent other players from loosing (which doesn't work IMO).

Third, we shouldn't think of white as the poor victim forced to quit the game, as I think White caused more players to stop playing than any other alliance.

Finally, I'm proud of Illyriad trying to be a realistic game, where you can loose, but aren't reduced to fulfill quest, or achive some goals like reaching some Pop, or so.
With the new elements added in next months, I think it will get even more real, with each player having different goals, style and tactics, so people will have to work together to get it all (another point quite different to other games).
I'm in a big alliance myself, and everyone I talked to has fun building citys, chatting, and sometimes even going to war and risk loosing the game Cool, That's how life goes.

I myself don't use prestige, exept that one granted by the GM's - THX Wink - and don't play 24/7 but in a fine ally I'm able to compete with those who do, and that's just another reason to play Illyriad.

So, most of those points of criticism above are for other players the main reasons to play!
Just to stop the series of negative statements above Tongue

Thanks to GM's and programmers and background staff.... for creating such a fine game, and even improving it every day Clap


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Direct Link To This Post Posted: 19 Sep 2010 at 17:05
I moved this post to its own thread: See, "Sieging Cities"


Edited by Noryasha Grunk - 19 Sep 2010 at 17:06
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Direct Link To This Post Posted: 19 Sep 2010 at 17:15
I left because of RL and burnout (in part cause I'm not that into browser games in the first place), and I can say that that's the same for many in WHITE.
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Direct Link To This Post Posted: 19 Sep 2010 at 17:23
(I apologize to anyone who dislikes my quoting frenzy. I'm an active poster on another forum and it's common for us to break posts down like this. Though I've noticed not many people here do it.)

Originally posted by Hora Hora wrote:

Second, this thread is quite paradox, as it wants ways to win the game, and at the same time prevent other players from loosing (which doesn't work IMO).

It's not that players shouldn't lose, it's that players shouldn't lose **everything**. I don't mind destroying a players army but often if I'm aware that my alliance is destroying an active players city I'll send him a message apologizing. I feel bad about it because I honestly believe losing everything is too harsh.

Originally posted by Hora Hora wrote:

I'm in a big alliance myself, and everyone I talked to has fun building citys, chatting, and sometimes even going to war and risk loosing the game Cool, That's how life goes.

I'm not saying that no one likes to build their city, even I used to enjoy it but after awhile it gets old. If I wanted to do nothing but build cities I'd play Sim City.

Originally posted by Hora Hora wrote:

Third, we shouldn't think of white as the poor victim forced to quit the game, as I think White caused more players to stop playing than any other alliance.

Then you still agree that war demoralizing players and hurts the game then?

Originally posted by Hora Hora wrote:

So, most of those points of criticism above are for other players the main reasons to play! Just to stop the series of negative statements above Tongue

Just because you don't agree with the statements above doesn't mean their wrong. The entire point of a suggestions forum is to criticize either the lack of something or the way something currently works.





Edited by Brids17 - 19 Sep 2010 at 17:24
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Direct Link To This Post Posted: 19 Sep 2010 at 17:37
Originally posted by HonoredMule HonoredMule wrote:

I will say it seemed very much the case that most of them simply came for the wrong reasons and didn't find what they were seeking.

I find this argument of what players are searching for quite dull. Players are searching for fun. If you're not searching for fun I have no idea what you're doing here. White obviously found what they were looking for because if they hadn't why on earth would they have invested so much time (and potentially money) into a game they weren't interested in? If you didn't like this game, would you have played it for as long as you have? You'd be lying if you said yes.

White played the game for as long as they did because they must have enjoyed something about it. Which means they quit because of something that happened in game not because they didn't get what they were looking for in it. Like I said, it's not some update or family matter that drove them away(Unless everyone in White was all part of the same family), it was the war with Harmless.

Originally posted by HonoredMule HonoredMule wrote:

Without getting into the details of White itself, note how many in Black--a group of players not cut from the same cloth--have continued and rebuilt themselves under a new name despite being misused and discarded by White as well as overpowered by Harmless.


You're not seriously suggesting that everyone from White quit are you? And while some players from Black have rebuilt you can't deny that the Good Company is much smaller than Black was.
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