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Unintended Consequences

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ajqtrz View Drop Down
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    Posted: 01 Mar 2016 at 03:25
Under the category of unintended consequences we find the following scenario now available for exploitation in Illyriad, the result of which is pretty much "pay to win."

A player or alliance decides they wish to win at any cost, both in game and out.

Said player or alliance purchases large amounts of prestige with real world currency.

Having purchased the prestige they then sell the prestige in the form of prestige scraps etc...

Now, having large amounts of gold with which to sustain huge armies city sizes are irrelevant.

So they build huge armies with which to dominate their opponents who, had they had the same real world financial abilities, might do the same.

So is there a solution?  

Here's what I think the should be done.

Limit the size of a cities army to one and a half times it's current population.  This would result in the following:

1) It would limit armies from a single city to no more than  45k or so.  45k is no small number but it also means that all players can reach that number without a lot of out of game financial help. 

2) By limiting the size of armies you would place the emphasis on city growth rather than just enough to raise a huge army. 

3) By limiting the size of armies you lay renewed emphasis on properly equipped armies over more soldiers.  Currently it is not cost effective to use crafted items.  But if my army is as large as it can get and I still need it to be more effective I can use crafted items to do so. 

4) By limiting the size of armies you emphasize a more balanced PVP as no player or alliance can produce more soldiers than another by simply buying the prestige to do so.  Again, if one alliance is bent on "winning" at all costs and has the out of game finances to do so, they will produce millions of soldiers and simply "pay to win."

I think, in the long run,  "pay to win" must be avoided since that is a good reason many small to medium players leave games like Illyriad.    There are many "rich" players, but there are just so many more "average" ones who either do not desire or can not compete in a "pay to win" environment.

AJ
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Sun Tzu Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 04:30
what the heck are you talking about.  i saw you get your ass kicked by TenKulch who was using one castle against your many and not much more than elite divisions and skill.  go somewhere else 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Inferno Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 05:22
Large amounts of gold can be acquired within the game with no need whatsoever for real money, so buying prestige, turning it into scrolls, then selling it on the market is no different from hunting, gathering and/or crafting and selling what you've collected or made on the market for gold, or straight up selling basic resources, in the end all players are still governed by troop production times and there is no way around that.

Pay to win in games like Illy is usually associated with acquiring power instantly or at a much faster pace than the normal non-paying player would, I don't believe that's possible here, the only edge a paying player could get over a non-paying one regarding troops is that +10% attack power, and that is still achievable for non-paying players through daily prestige.

The only aspect that I could think of that is borderline pay to win is the insta-build option, personally I don't like it, even from the perspective of a prestige user, but I don't really have time to get into it now.

Have a nice day :)
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Malek Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 06:07
This thread should be changed to Unintended Nonsense. 

Firstly a player that razes his own towns and claims them as a victory should re-evaluate anything they post, though since AJ is miles above us mere mortals he does not have to consider that. 

Now, to the nonsense posted and how dumb it really is. 

1. What you are saying here is that people should be limited to 45k spears and others to 45k cavalry. I am not sure what game you are playing, on most terrain with most players cav will get somewhere between 3:1-6:1 ratios. The defending player will not be able to generate enough def/s to over come the attack/s posed by the cavalry let alone marching to the target where the undersiege player will continue to generate attack/s where the attacking player is fixed for defense. In summary rubbish idea. 

2. The problem with this particular strategy is that it takes a lot of time/investment and/or RL money to build these large towns. So this would have the reverse effect you would say and people wont risk their precious towns which is what occurs now. Having the complete opposite effect of what you are saying. The pvp is coming from the smaller dynamic towns where the large fat whale towns just get fatter. 

3. This is counter productive, you would then have the coiners actually buying all of the crafted gear, leaving nothing for the poorer player. If I will do anything to win and I am paying to do that, I will ensure that by buying every single piece of advanced gear that the other player might need. That aside with both parties full stacking their armies with elites does not work as well as you would think. 

4.I dont know where to start with this particularly hopeless idea. You have 0 warfare experience in this game yet you are trying to outline a viable concept for war with 0 comprehension of the war mechanic. One of the things you fail to take into consideration here is travel distance. If I send an army from fellandire to Aindara, I cant make anything to replace that army till its dead. That in and of itself shows this is nonsense. I could go on, but i dont have the time to get out the crayons and outline how war mechanics actually work. 

You keep banging on about this concept of "pay to win". The only difference that has occurred now is that prestige can be traded. Previously, the rich players could allocate prestige to the alliance pool and go have at it. 

You are not considering the one important aspect of this. Illyriad can not be pay to win as you cannot buy gold through the shop, you cannot instabuild armies, you cannot prestige research, you cannot speed up armies past the 50% FM, you cannot queue more than 2 buildings per queue. Need I go on?

 There is only a finite amount of gold in the server, it goes up and down depending on whats happening in game. Whilst there is only a finite amount of gold generated by the server this game cannot be a "play to win" game. If people are desperate to accumulate gold they will dilute the value of tomes and what not which in the end will see a stop trade on people selling prestige as they will perceive the return on investment in buying prestige will not be worth selling. 

Players are also limited to how fast they can produce troops as well, traditionally I could out produce anyone running large negatives having to keep up by doing a lot of trading. Whilst others have large standing armies based on the fact that they have 7 food towns and higher taxes. The trade off there being they cant re-produce said army in a hurry. 

The rich player concept is also rubbish. This game is not played on an individual basis, it is an alliance based game. A comprehensive understanding of how to wage war will trump a rich player any day of the week. There are some wealthy players in Shark/Vic/Unbow yet the wealth of that alliance group is not a major factor because if being a wealthy player was, sin would be dust by now simply down to the fact there are more players in those alliances which means a higher chance of people willing to spend money. This is a perpetual server and the players that have been playing for 5+ years have accumulated a significant amount of ingame wealth, and starting from before prestige was a tradeable item. 

I think in the long run, you stick to philosophy and preaching your intellectual superiority and stay away from game mechanics since you clearly do not understand them and simply spew forth the first thing that comes out of your mouth. 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote DeathDealer89 Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 06:13
1. A person can sustain an army of nearly 10x the city size with almost no problem without any use of prestige.  45k troops is easy, you can have 100k troops in each city and still be positive with gold.  

2. Why should the devs want force players to focus on city growth rather than raising an army?  Both are fair goals

3. If you wanted to emphasize equipped armies you would vastly raise the power of equipped troops.  As it stands now even if you equipped all of them with the best equipment you would get maybe 50% boost for billions of gold.

4. Why would devs want to decrease a revenue stream specifically when said stream benefits the player/alliance very little.  If you think this game is pay two win then you have been heavily sheltered in playing this genre.  Players simply can't produce millions of soldiers via outside finance.  


Either way gold stores are rarely the limiting factor for army size.  It is more often the time required to produce the troops.  Outside money could support you for 1 war while you spent years building up.  But after those troops are spent there is no way to increase troop build speed with outside money.  
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Post Options Post Options   Thanks (0) Thanks(0)   Quote BARQ Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 09:21
Aj there is an old Quote " a Poet can't be  a Soldier "
hope u can understand what i want to say
I m the most scarring dream of your life
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 14:12
When prestige trading was first implemented, I worried that Illyriad would become P2W. Since then I have seen that my concerns have never come to pass.

Permasat accounts produce more gold and resources than most battle accounts can use. That was true long before prestige could be bought or sold. As others have pointed out, the limiting factor is production time. Even unlimited gold and 0 taxes can only drive up the production speed so far. A true P2W regime would allow the instant completion of troops in exchange for money (represented by virtual currency that can only be acquired in bulk with cash), and the instant acquisition of troop materials for currency.

This game has always had a natural balance between large cities that allow the acquisition of 10 cities (now limitless), and smaller cities that efficiently produce troops or advanced materials. Putting all the emphasis on big cities will just cause even more conflicts over good food locations. That's just as pseudo-P2W as selling prestige for gold, because as we have already seen, the big prestige buyers will just build bigger cities.

Also, crafted items are profitable and cost effective. I am one of the biggest crafters in the game, and it makes gold far higher than the opportunity cost. Your assertions otherwise show a complete lack of understanding of the crafting, equipment, and trade aspects of this game.

I'm honestly not sure what aspects of the game you are proficient at, but it definitely isn't military, trade, or manufacturing.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Attila Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 14:22
Originally posted by Brandmeister Brandmeister wrote:

When prestige trading was first implemented, I worried that Illyriad would become P2W. Since then I have seen that my concerns have never come to pass.


Debatable.

Prestige users have a clear advantage. As long as the supplies come in, you can keep your city alive, not matter if its under heavy pult fire. All you need is the mats coming in, and you can prestige all day.

In fact, its widely celebrated in YARR that they prestiged someone up 11k population in one hour. Are you implying that is not clearly pay to win?


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Post Options Post Options   Thanks (0) Thanks(0)   Quote IbnSenna Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 14:33
mmh! I'd suggest try and prestige out one of your cities out of a determined, coordinated & competent attack from a couple/trio of attackers…

I don't think this can be achieved.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Malek Quote  Post ReplyReply Direct Link To This Post Posted: 01 Mar 2016 at 14:38
Originally posted by Attila Attila wrote:


Debatable.

Prestige users have a clear advantage. As long as the supplies come in, you can keep your city alive, not matter if its under heavy pult fire. All you need is the mats coming in, and you can prestige all day.

In fact, its widely celebrated in YARR that they prestiged someone up 11k population in one hour. Are you implying that is not clearly pay to win?



Attila, you are also showing a severe lack of knowledge of the game mechanic. Have you ever tried to pres build whilst taking fire? I doubt it, there is a little mechanic called blockade, maybe you should look it up. You can get past blockades but it is a pain in the Censored. Also if you are taking hits from multiple sieges keeping the city above raze level is also harder especially as the hours tick by and the paults become more accurate. 
Sin landed 7 sieges and one block on a Lost A town, it fell in i think 3 or 4 hours. 
Cactus holds the record for fastest raze that I know of coming in at 12h27 mins. 
I would like to see you pres build out of either of those types of situations and stay above raze level. 

I also agree with brandmeister, some of this problem has been alleviated with the 90 day rule it has not been eradicated. 
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