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27MAR14 - Exodus bugfixes

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Rill View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Topic: 27MAR14 - Exodus bugfixes
    Posted: 07 Apr 2014 at 21:47
This is an announcements thread.  Perhaps discussion of what people think about a related but different game mechanic (how exodused cities behave when they land on occupying armies) should be adjourned to the suggestions/game enhancements forum.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Anjire Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 19:28
Originally posted by Miklabjarnir Miklabjarnir wrote:

I think running away is a valid option when an enemy is approaching, but I have never liked the way exodus works. It should not be possible to just move away without leaving anything behind. At the very least some ruins and stragglers, and it would be a major job to tear down walls and remove fields and quarries. The siege army should get some spoils in that situation.

There is actual a glitch/bug with exodus that will do just that.  I have had crafted material drop from my cities inventory to be left behind as spoils.   

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Post Options Post Options   Thanks (1) Thanks(1)   Quote Miklabjarnir Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 17:31
I think running away is a valid option when an enemy is approaching, but I have never liked the way exodus works. It should not be possible to just move away without leaving anything behind. At the very least some ruins and stragglers, and it would be a major job to tear down walls and remove fields and quarries. The siege army should get some spoils in that situation.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Starry Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 13:18
+1 Angrim

Yes, Rill, I read your post, did you read mine?   Obviously not, the fact is the Devs have not felt it needed to be changed.    Just because you don't like a tactic does not mean it needs to changed.  I agree with Angrim, iIlly is not YOUR game, perhaps you should give the Devs credit for allowing players room for creative game play which has been the hallmark of this game from the start.

Exodus has been used defensively in battle since it was released, this is no different and well within the rules of game mechanics.


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 07:55
verb
verb: exploit; 3rd person present: exploits; past tense: exploited; past participle: exploited; gerund or present participle: exploiting
ikˈsploit/
1.
make full use of and derive benefit from (a resource).

noun
noun: exploit; plural noun: exploits
ˈekˌsploit/
1.
a bold or daring feat.

so call it an exploit if you like, that seems quite accurate based on this definition. it's part of the published workings of the game. players can agree or disagree that it makes any sense, alongside all the other various rules in illyriad, but let's not pretend that the devs will be changing it as a result of public consensus on the forum. Stormcrow's game, his rules...and, at least for today, this manoeuvre is within them.

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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 04:54
Starry, did you read the thread?  Stormcrow is the one who said he thought it should be changed, although by a method that fell short of destroying the city on arrival.  I can understand why they didn't choose to prioritize this question, but I can see both sides -- those who wanted it changed and those who didn't.

If you do read the thread, you were one of the people most vocal about this very mechanic before.  In both cases -- then and now -- I have mostly focused on how the mechanic is actually working rather than expressing a strong opinion about how it should work.  What I think most important is that people are able to consistently predict what will occur (that is, what game mechanics will occur if Player X does Action Y, rather than being able to predict what Player X might do), and then as you said, to interact with that creatively.

Edited to clarify that the game mechanics, rather than the players, are what should be predictable.


Edited by Rill - 07 Apr 2014 at 04:55
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Starry Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 03:24
Originally posted by Rill Rill wrote:

I have re-read the moving cities announcement thread http://forum.illyriad.co.uk/29sept11-moving-cities_topic2495.html and it appears that I remembered the peace of the camp conditions incorrectly.  Stormcrow clearly states in that thread that peace of the camp will prevent the army from the city from attacking any army on the square.  So it appears that the mechanic is working as intended.

Stormcrow also said in that thread that he believed they needed to give additional consideration to changing those mechanics in the case of a city landing on a hostile army.  So Stormy, how about some reconsideration?

By the by, that thread is an amusing glimpse into the history of Illy featuring such luminaries as StJude, Celebcalen, HonoredMule, Starry and Kumomoto (as well as some contributions by yours truly).  Remember all that stuff?  Makes me smile now, seemed so serious at times then.

Good for perspective!

It should not be changed, the rules of the game are being followed.   There needs to be enough flexibility in the game for people to be creative, isn't that what you are always espousing?   This is a sandbox and the players find new uses or strategies in the game?     Just because the use of this strategy went against your "group" does not dictate change, there needs to be some room for players to fight a war with new and innovative ideas.   You cannot have it both ways, Rill.   Destroy the ability for players to use their imagination in this game and you doom the game to boredom and predictability.  You don't see H players demanding change for some of the ways your group are using the game mechanics and trust me, there is a very long list of creative strategies being used on both sides.


Edited by Starry - 07 Apr 2014 at 03:25
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 02:47
I have re-read the moving cities announcement thread http://forum.illyriad.co.uk/29sept11-moving-cities_topic2495.html and it appears that I remembered the peace of the camp conditions incorrectly.  Stormcrow clearly states in that thread that peace of the camp will prevent the army from the city from attacking any army on the square.  So it appears that the mechanic is working as intended.

Stormcrow also said in that thread that he believed they needed to give additional consideration to changing those mechanics in the case of a city landing on a hostile army.  So Stormy, how about some reconsideration?

By the by, that thread is an amusing glimpse into the history of Illy featuring such luminaries as StJude, Celebcalen, HonoredMule, Starry and Kumomoto (as well as some contributions by yours truly).  Remember all that stuff?  Makes me smile now, seemed so serious at times then.

Good for perspective!
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Lyken Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 01:56
I think the issue to these people is less that it's possible, and more that NAP/confed armies reinforcing a tile block any further hostile action by friendly forces upon that tile. It's fair enough that the rules of exodus allow for it, but the consequences of such have clearly not been examined closely enough, likely due to the lack of the tactic being employed.

If it's to be a 'working as intended' feature, it should at least be balanced... as it is there is little risk to the town in making the maneuver, which makes little sense if you think about what's actually going on... you've just ordered your town dismantled only to be re-constructed on top of the enemy's camped forces!

...but hey, what do I care? Have fun with it while it lasts!

edit:: perhaps the results of the subsequent battle should determine the cities fate? Would certainly make more sense...


Edited by Lyken - 07 Apr 2014 at 01:57

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Post Options Post Options   Thanks (0) Thanks(0)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2014 at 01:55
Well, it's really for the devs to decide whether it's working as intended.  That argument could have been made about NPCs reinforcing player encampments.  Whether a city should be allowed to exo to an occupied square or not, I'll leave up to the developers to decide, but you have to admit it can hardly being working as intended to have enemy units reinforcing the city as a result.  
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