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Post Options Post Options   Thanks (0) Thanks(0)   Quote ajqtrz Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 18:36
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Originally posted by ajqtrz ajqtrz wrote:

how do you know that no P2W isn't occurring right now?  There are a lot of players and there are a lot of players generating very large armies.  Even the fastest p2w strategy takes some time.  So how is it you know this "fact?"


If you are actually versed in formal argument techniques, then surely you know that Malek cannot be asked to prove a negative. You just demanded hard evidence of others. As the person asserting that P2W happens here, the responsibility is yours to furnish proof positive that it has happened in at least one case. You cannot credibly make a theoretical argument based on a very flawed understanding of the underlying math, and then demand that other people prove you wrong with actual facts. This is your assertion, so put in the groundwork, or concede the point.


Actually you could prove it as the set if finite and thus you could make a survey of 100% and have absolute certainty it's not happening.  But of course that's probably impossible.  My point is that your statement that it isn't happening isn't any more provable than saying it isn't.  And, more to the point, I've never said that p2w IS happening, but that it COULD happen. 

As for the ground work.  Done.  Take a look and correct what glaring errors you find because according to everybody there must be some real big ones.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Originally posted by ajqtrz ajqtrz wrote:


Many people here, including myself, have already demonstrated that true structural P2W cannot happen in Illyriad. You proposed a scale of 1000-2000% faster troop production or more. That is practically impossible given the constraints on basic resource production and the inability to instantly create basic resources. While prestige sales can produce immediate gold, that gold is only part of the equation of troop production. Either you can describe a city layout that can deliver the troop production speeds you suggest, or you must concede the point.


The city layout of which you speak is already posted.  Do take a look. You see, I do hold myself to standards and if I ask others to provide the calculations they use, I do the same.

I've actually conceded the point in the last post.  I implied that 750% is probably the top percentage and stated that 2,000% while probably theoretically doable, is not likely.



Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Originally posted by ajqtrz ajqtrz wrote:


Now you are trying to morph this into an upkeep problem. While prestige sales can indeed help with upkeep, I do not find that any more disruptive than the alternate arrangement of using permasat farms. Military accounts in this game often run at 0% taxes and are supplied externally. Effectively their gold is nearly infinite, and so the bottleneck during tournaments and wars is the troop production rate, not the acquisition of more gold.


Actually those who claim that 20 squares is the max have been the ones who "morphed" this into a upkeep problem.  Do read the immediate responses to my initial post.  In the midst of the rhetoric of "aj's an idiot" are the explanations by which they claim the 20 sov square limit, the real one being that you can't pay for more squares...i.e. pay the upkeep.

I agree with you that the production rate is the problem, but if I maintain a production rate of 1,000% for very long I pretty much outstrip those who don't have the billions I can raise to do so.  Do look at my analysis of an actual city layout that could, as I understand it now, work to produce 600% production increase.


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

[QUOTE=ajqtrz]
As long as the mathematical bottleneck in this game is troop production speed, nobody can sell prestige to attain a real P2W scenario. Production is limited by sovereignty, and sovereignty is limited by basic resource production, and basic resource production cannot be strongly influenced by either prestige (beyond the standard 20% boost) or augmented with gold derived from prestige sales (or any other gold source).


This is true if you must rely upon your own res production.  But basic resources are cheap and readily available. I've actually done contract supply of basic resources so there are players willing to deliver if you have the gold.  In the end, if you have no limit on gold you have no limit on contract deliveries of basic resources.  Thus, the amount of gold you posses determines the amount of resources you can deliver to your warehouses.  For some reason sov doesn't care if YOU produced the basic resources or the city down the street.

Thus, your basic assumption that YOU have to produce the basic resources needed is incorrect.

[Quote=ajqtrz][QUOTE=Brandmeister] [QUOTE=ajqtrz]
The worst that can happen with prestige items is that some players who are willing to pay some real money can come up the curve faster than normal. Rapid growth has always been the case in Ilyriad, vis a vis prestige building of captured cities. As Malek pointed out, people have also sometimes sold prestige for gold via the more awkward sitter mechanism. The main distinguishing point of true pay-to-win is the ability to far exceed the free-to-play accounts by huge factors. That cannot happen in Illyriad because the way troop production is currently structured, the best a wealthy player could do would be to rapidly achieve parity with a standard tournament or military account. They could not exceed the powers of those accounts regardless of additional spending, and so the time investment of slowly built accounts is preserved. As long as that parity isn't broken, this game cannot be accurately described as pay-to-win.


I agree it would be harder to p2w here.  But you argument rests on an assumption that you cannot sustain more than 20 sov squares.  I think with unlimited gold you can.  As for the ratio of p2w vs f2p  I would suggest that the ratio is a lot larger than you envision.  Even a modest player like myself who invests about five dollars a month or so can achieve a lot, but not an army of 100k every 36 days.  Look at my analysis and see where the flaws might be.  If I'm right then you may need to re-think your assumptions.

What you are saying, I think, in essence, is that troop production throttles even the richest player and makes it impossible to actually do p2w.  But if troop production could be enhanced to 1,000% would that be significant enough to make a p2w person able to enact p2w?  I think it could.

Do analyze my post and see what you think.

AJ

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Post Options Post Options   Thanks (1) Thanks(1)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 18:23
It really doesn't matter whether your math for the sov costs for 120 squares is correct or not.  You're confusing being able to claim sov claims and being able to make use of those claims through the construction of structures on your sov.  You're only allowed a maximum of 20 structures, period.  It's why most do not claim more than 20 sov squares as you can not make use sov squares above 20 to boost production.  20 structures built somewhere on 20 of your vast 120 sov claims at level 1 will garner you a 100% boost in troop production, not the 600% you're claiming.  If you look at the research tree you'll see there is a line for what level you can raise a claim to.  There is a research tree for how many squares you can make claims on and there is a research tree for how many structures you can build be built on your claims.  There are reasons why one might make claims in excess of 20 squares, increasing production isn't one of them.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Hyrdmoth Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 18:16
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Hyrdmoth Hyrdmoth wrote:

AJ.

Please go to, Research Tree --> Sovereignty --> Subjects (2nd row, 2nd from right end).


Please go to Research Tree--> Socage, --> Sejeanty  (3rd row, last item in the row)

Thanks

AJ
AJ.

Do you know what a sovereign structure is?
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Post Options Post Options   Thanks (0) Thanks(0)   Quote ajqtrz Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 18:14
Originally posted by Hyrdmoth Hyrdmoth wrote:

AJ.

Please go to, Research Tree --> Sovereignty --> Subjects (2nd row, 2nd from right end).


Please go to Research Tree--> Socage, --> Sejeanty  (3rd row, last item in the row)

Thanks

AJ
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Hyrdmoth Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 18:11
AJ.

Please go to, Research Tree --> Sovereignty --> Subjects (2nd row, 2nd from right end).
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Post Options Post Options   Thanks (0) Thanks(0)   Quote ajqtrz Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 18:11
Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:

Your original statement:
Originally posted by ajqtrz ajqtrz wrote:

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.

What you attempted to change it into:
Originally posted by ajqtrz ajqtrz wrote:

Let's see.  To craft enough items to support sov of the proper amounts you would have to craft and sell about four million gold a day.  Does our crafting do that?  Not that it matters much in this as it takes almost 0 time to crafts a scroll and it can sell in an instant as well.  Thus, I get millions for a couple minutes work at most and you get ... 


Don't try to change your statements. Your original assertion was that "currently it is not cost effective to use crafted items". I addressed that. Crafted items are very cost effective when properly used. As a result, it is profitable to craft certain items right now and sell them to competent customers.



There is no change.  The first statement refers to the use of crafted items, the second to the production of crafted items.  The first says it's not really cost effective to use crafted items, the second questions if you can produce enough crafted items and sell them to sustain a large army in comparison using the selling of prestige. 


Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:


The myths about "crafted gear is not cost effective" and the related "crafting is not profitable" are oft repeated and wholly incorrect. Both myths take for granted the outrageous price points in Centrum, which largely do not represent the real supply or demand of the crafted item niche market. A knowledgeable crafter can constantly produce a superior return by efficiently manufacturing in-demand items. Likewise, a smart player can use crafted gear to great effect. Over the years my customers have shared some shocking battle reports using crafted gear.


Good points all.  But of course since I'm not knowledgeable about such private sales and the "real" Illy economy, I have only what I have to go on.  And I do know that crafted items are listed at sometimes outrageous price points.  Often the buy price is 1/2 of the sell price.  But that just means you have to make more of them to actually sell them and maintain the army of which we speak.  The TOME price is not the asking price but the willing to pay price currently listed in Centrum.  Thus if I had a tome it's the actual price somebody is willing to pay at this point.

And I did not say crafting was not profitable, but that in comparison to selling unlimited prestige it's not competitive.  It cannot compete with 1/2 billion sales.  If you have evidence to the contrary I'd love to hear it.

Originally posted by ajqtrz ajqtrz wrote:

Originally posted by Brandmeister Brandmeister wrote:


I don't really care if someone can sell a tome and make a lot of gold. Your statement that they produce in a couple minutes' work what I produce in weeks of crafting is misplaced. Their real world money has value, as does prestige. If they wish to trade me a few hours of their real world labor for the imaginary digital items that I enjoy crafting, perhaps I consider that a benign transaction. After all, the prestige sales you so decry also have a motivated buyer. Those free-to-play gamers are now able to enjoy the benefits of paid prestige without the requirement of investing real money into the game. I can only see that as a win-win. It isn't possible to break Illyriad with gold alone, so all this really boils down to is a more efficient market.


So you do agree that it would take you "weeks" to craft enough items to compete with the gold generated by the sale of prestige.  At least we've made it that far.  And you seem to be saying you don't really care if somebody purchases a lot of prestige it's a benefit to all of us.  I agree.  It's not the prestige sale of which I'm "decrying" but the ability to use the prestige to "win" the game without the long hard work a less financially endowed person would need to invest.  There's nothing morally wrong with p2w but unless you consider it's impact on the other players of the game and have a sense of the need to maintain a level playing field as much as possible.

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When I was in college my best friend once said of me that I was always busy "re-supposing what others had pre-supposed."  It's a pretty good description.  I do tend to think outside the box and thus, sometimes make glaring mistakes.  If I were afraid of making mistakes, even glaring ones, I'd probably have missed some of the most important (and painful) lessons of my life.

So when I "re-supposed" the whole sov issue I first analyzed why there was this idea that you could only have 20 sov squares.  I knew from my own discussions and training that the cost was prohibitive once you had a sov square, lvl 3 more than a couple squares from you city, so it was obvious to me that the bases of the objection wasn't in the number of squares but in the cost of those squares, a point several people have made. 

However their assumption that you need to raise the sov to level 2 or 3 to be effective seems to me to be to be in error.  That you can have up to 150 squares is allowed led me to ask why the smart developers would have that level if it were either impossible or outside of the abilities of a person to sustain.  And that led me to do some calculations of my own.  Here they are.

I may have made a mistake somewhere in the following calculations and be wrong entirely.  I suspect somebody will rapidly re-do the math and will, no doubt, reveal to me my errors either in calculations or assumptions. I can accept that.

With a Chancery of Estates and Serjeanty research you can claim up to 150 sov squares.   We start with that assumption being true.  We also assume that if the developers allowed the claiming of 150 squares it could be done effectively, even if not efficiently.   The cost of the Chancery of Estates in basic resources upkeep is 800 wood, 3200 Clay and 1600 stone. An alternative would be to raise the Chancery of Estates to level 10 and do the Burbage research and limit yourself to 100 squares.  That greatly reduces the basic resources needed  to 550 wood, 1350 clay and only 88 stone.  But for now we are assume the full Chancery at lvl 20.  You might note that once you have the  Chancery you get a 40% discount so keeping it at lvl 20 will reduce your level 1 costs significantly.  My  guess is that once the developers realized the high cost of having sov of over 20 squares they put this in as a way to increase the sov squares available and usable.  And since the supporting troop type building only reduces the gold costs, there will be no need for that building since we have unlimited gold.

First what can a 5 square resource balanced city produce?

A plot can produce 2,538 in an hour.  Times 5 plots is 12,690.  (2,538*5 = 12,690).  Add the prestige boost we are at, 15,228. And if we use the proper buildings we get another 40% boost to 20,304.

Further improvements of up to 22% are possible.  For this exploration I assume the 8% geomancy spell is applied to the clay as it's the most used for Chancery building and while not totally eliminating the deficit does make it mostly modest.  (8% of 203045 is 1,624.32 and thus cuts the clay shortage incurred by the Chancery from 3200 to about 1600).

So our basic resource budget tops out at 20,304.  There are costs to this and with those costs the actual number is something around 15,000.  Other costs include the cost of building maintenance as discussed above, which vary from res to resource but which add up to about 8% for the three resources used by the Chancery. 

Now what combination of sov and unit production can be accomplished with that?  If we have 20 squares of level 3 sov the cost in resources is 600 per square per hour: 12,000 total (20 x 600).  For that we get a 15% x 20  production increase of 300%.  Not too impressive but not to bad either.   And if we continue adding level 3 sov squares, each square adds 15% to our production rate.  Since, at maximum resource production is 15,000 we have about 5 more squares we can add at lvl 3 before we outstrip our ability to feed the sov.  A total of 25 sov squares times 15% for a total improvement of about 375%.    Not great,  but acceptable.  And that’s sustainable without importing anything but gold and and books to cover the research points (we'll look at the gold and research points farther down).

Of course, if we lower those 25 sov square levels to level II we get a 250% (25 x 10%)  boost at a cost of only 7,500/hr (300 x 25).  Even adding another 10 squares we get a 300% boost at 10,500 per hour. (35 x 300).  And so on.  In the end we arrive at the equation which shows us that with 15,000 basic resources we can sustain 50 level 3 sov squares.  At this point it's just basic math.  The cost of each square does not change with the distance so we just divide the amount of available hourly basic resource by the cost: 15,000/300 = 50. And 50 squares is 500% improvement... quite nice!

But of course, the real costs are not in the basic resources but in the distance from the city and it's growing cost of gold and research points.  So lets take a hypothetical example and see where it leads.

Let's take 120 level 1 sov squares and lay them out around a hypothetical city in the dessert.  A nice balanced 5 food city.  If you have 120 squares of lvl 1 sov it costs 49,436 gold and 4943.6 research per hour.  The farthest you would have your sov square would be 6 squares away, and highest multiplier based upon distance would be 6.08 or 608/hr.  (6.08 x 100).  But of course, distance has no bearing on the amount of the resources needed so you have almost all the resources since the actual maximum production is about 15,000 and the cost of the 120 sov lvl 1 squares appears to be 18,000/hr (150 x 120).  This is, of course, 12,000 / hr above what you can sustain (3,000 x 4 resources) but since you have a level 20 Chancery of Estates you get a 40%  discount anyway and that adds up to far 6,000/hr.  It is unclear to me if the benefits of the Chancery apply to basic resources, but even if they don't a negative 3,000/hr adds up to only 288,000 resources per day (4x 72k), an amount you can easily bring in or have delivered. 

So 120 squares is doable from the point of resource production.  You will have to import at most 96 carts of resources per day to cover the 72k shortfall in each resource ( 3,000/pr hr * 24 hours * 4 resources) but that's pretty minor if you have the prestige to move your carts.  And even if you subtract some resources used to support your city you can still import enough with about two trips to your local hub/market a day.

But of course, it's the gold and research points that have limited sov for the most part.

Since the distance is the crucial factor in calculating the cost of each of our squares we can use the following grid to compute the cost of each square.

 

1

2

3

4

5

6

7

1

1.41

 

 

 

 

 

 

2

2.24

2.83

 

 

 

 

 

3

3.16

3.61

4.24

 

 

 

 

4

4.12

4.47

5.00

5.66

 

 

 

5

5.10

5.39

5.83

6.40

7.07

 

 

6

6.08

6.32

6.71

7.21

7.81

8.49

 

7

7.07

7.28

7.62

8.06

8.60

9.22

9.90

 

When we do that we get the following grid:



 

 

 

 

608

600

608

 

 

 

 

 

 

 

 

583

538

510

500

510

538

583

 

 

 

 

 

565

500

447

412

400

412

447

500

565

 

 

 

583

500

424

361

316

300

316

361

424

500

583

 

 

538

447

361

283

224

200

224

283

361

447

538

 

608

510

412

316

224

141

100

141

224

316

412

510

608

600

500

400

300

200

100

x

100

200

300

400

500

600

608

510

412

316

224

141

100

141

224

316

412

510

 

 

538

447

361

283

224

200

224

283

361

447

538

 

 

583

500

424

361

316

300

316

361

424

500

583

 

 

 

565

500

447

412

400

412

447

500

565

 

 

 

 

 

583

538

510

500

510

538

583

 

 

 

 

 

 

 

 

608

600

608

 

 

 

 

 

The number in the square represents the multiplier times 100, the cost of gold for level one sov square.  Since research points are 10% of the gold costs, we can use both charts to compute the gold and research costs.

Calculating our 120 sovereign square we find at level 1 they cost us 1,186,464 (add up the total of the squares in the second chart) in gold each day and 118,646 in research points.  The gold is no problem as we have that in unlimited quantities.  And as for the research pts, if you use books you can convert them to research points.  Thus, since you get 20 research pts per book it would take just over 5932 of books a day (118,646 / 20).  Of course you can have a building for making some books, but you can also purchase 6k of them at, current value, 410 gold.  But for sake of fluctuation we can bump the price to 500 per book.

But all this is sort of academic and exaggerated because you get that 40% discount so, actually your needs are only 60% of these numbers. The gold output would be 711,878 and the books needed, about 3560 a day, or 1,780,000 (500 x 3560) in gold.  Since you have unlimited gold you can spend about 2.5 million a day and have your 120 squares of sov and your 600% speed increase.  And with 30 more squares you could use to produce even more you can reach a maximum of 750% unit production speed.  I suspect, though I have not done the math, that the 1,000% level is reachable, but doubt that you could do the 2,000% I suggested, though I suppose with unlimited funds even that could be reachable as everything needed can be bought.

In summary, to sustain 120 level 1 sov squares you would need to import at most 288k of basic resources, 3.5k of books (minus what you produce of course), and 711,878 in gold.  And it may be that with a careful placing of other level 2 squares you may actually do even better.  Now here's the fun part.  Once you have that sov with a 600% production bonus, you can produce troops.  How many and how fast you ask?

If you have kobolds at 3 minutes 5 seconds and speed them up by a factor of 6 you get 2802 per day.  At that rate it would take you right at 35.68 days.  In just over a month you could have your 100k army and some fun.

100,000 troops from one city with only modest importing needed.    Yes, the troops will cost you some too, but again, you just buy that.

So it appears to me my first intuitions were correct.  36 days, 100k,  and no limits.

"The point of sovereignty is not necessarily to be able to do something efficiently; rather the point is that you can do more of it, more quickly, at high cost."  Albatross, May 11, 2011, Illyriad forums.

I repeat.  I may be mistaken in some way and have calculated sov costs incorrectly.  You are certainly right that I don't know as much about sov as I would like.  But still it's nice that you all took the time to read my post.

 AJ

 

 

 

 

 

 

 

 

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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 07:32
Your original statement:
Originally posted by ajqtrz ajqtrz wrote:

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.

What you attempted to change it into:
Originally posted by ajqtrz ajqtrz wrote:

Let's see.  To craft enough items to support sov of the proper amounts you would have to craft and sell about four million gold a day.  Does our crafting do that?  Not that it matters much in this as it takes almost 0 time to crafts a scroll and it can sell in an instant as well.  Thus, I get millions for a couple minutes work at most and you get ... 


Don't try to change your statements. Your original assertion was that "currently it is not cost effective to use crafted items". I addressed that. Crafted items are very cost effective when properly used. As a result, it is profitable to craft certain items right now and sell them to competent customers.

The myths about "crafted gear is not cost effective" and the related "crafting is not profitable" are oft repeated and wholly incorrect. Both myths take for granted the outrageous price points in Centrum, which largely do not represent the real supply or demand of the crafted item niche market. A knowledgeable crafter can constantly produce a superior return by efficiently manufacturing in-demand items. Likewise, a smart player can use crafted gear to great effect. Over the years my customers have shared some shocking battle reports using crafted gear.

I don't really care if someone can sell a tome and make a lot of gold. Your statement that they produce in a couple minutes' work what I produce in weeks of crafting is misplaced. Their real world money has value, as does prestige. If they wish to trade me a few hours of their real world labor for the imaginary digital items that I enjoy crafting, perhaps I consider that a benign transaction. After all, the prestige sales you so decry also have a motivated buyer. Those free-to-play gamers are now able to enjoy the benefits of paid prestige without the requirement of investing real money into the game. I can only see that as a win-win. It isn't possible to break Illyriad with gold alone, so all this really boils down to is a more efficient market.
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 06:57
Originally posted by ajqtrz ajqtrz wrote:

how do you know that no P2W isn't occurring right now?  There are a lot of players and there are a lot of players generating very large armies.  Even the fastest p2w strategy takes some time.  So how is it you know this "fact?"

If you are actually versed in formal argument techniques, then surely you know that Malek cannot be asked to prove a negative. You just demanded hard evidence of others. As the person asserting that P2W happens here, the responsibility is yours to furnish proof positive that it has happened in at least one case. You cannot credibly make a theoretical argument based on a very flawed understanding of the underlying math, and then demand that other people prove you wrong with actual facts. This is your assertion, so put in the groundwork, or concede the point.

Many people here, including myself, have already demonstrated that true structural P2W cannot happen in Illyriad. You proposed a scale of 1000-2000% faster troop production or more. That is practically impossible given the constraints on basic resource production and the inability to instantly create basic resources. While prestige sales can produce immediate gold, that gold is only part of the equation of troop production. Either you can describe a city layout that can deliver the troop production speeds you suggest, or you must concede the point.

Now you are trying to morph this into an upkeep problem. While prestige sales can indeed help with upkeep, I do not find that any more disruptive than the alternate arrangement of using permasat farms. Military accounts in this game often run at 0% taxes and are supplied externally. Effectively their gold is nearly infinite, and so the bottleneck during tournaments and wars is the troop production rate, not the acquisition of more gold.

As long as the mathematical bottleneck in this game is troop production speed, nobody can sell prestige to attain a real P2W scenario. Production is limited by sovereignty, and sovereignty is limited by basic resource production, and basic resource production cannot be strongly influenced by either prestige (beyond the standard 20% boost) or augmented with gold derived from prestige sales (or any other gold source).

The worst that can happen with prestige items is that some players who are willing to pay some real money can come up the curve faster than normal. Rapid growth has always been the case in Ilyriad, vis a vis prestige building of captured cities. As Malek pointed out, people have also sometimes sold prestige for gold via the more awkward sitter mechanism. The main distinguishing point of true pay-to-win is the ability to far exceed the free-to-play accounts by huge factors. That cannot happen in Illyriad because the way troop production is currently structured, the best a wealthy player could do would be to rapidly achieve parity with a standard tournament or military account. They could not exceed the powers of those accounts regardless of additional spending, and so the time investment of slowly built accounts is preserved. As long as that parity isn't broken, this game cannot be accurately described as pay-to-win.
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Malek Quote  Post ReplyReply Direct Link To This Post Posted: 03 Mar 2016 at 06:41
For P2W to be occurring, you have to be at war who is at war apart from sin and vic/unbow/shark/tuna? No one. How many wars have there been since the end of the great war? Not many. The only real P2W in this game is by warring. Most of the alliances in this game all talk tough, but never really carry through with anything. 
I am certain that the people sin are at war with are not P2W as they have proven they will sacrifice towns and position. Sin is not P2W. This rounds out anyone in a P2W scenario "right now". 
As for building up? build away, when it comes time to put the p2w cities into play, you will find quite quickly that your version of p2w does not happen. This I know through experience. 

The gray market for prestige purchases was a hot topic for a while, transacions were processed through sitters, I know a few players that used to do this, one of them heavily. I was never in the prestige selling business as my RL money goes to my gaming and not someone elses. 
I think the biggest change in the prestige market is the fact that the price has significantly come down which would hamper a P2W as there dollar does not go as far. 
As there is no real outcome in Illy, the P2W scenario is largely irrelevant this is due to there being a perpetual server and the fact that the majority of the community really dont care. If there are any potential players that want to have a crack at a P2W scenario have at it. It is the dollars of those people that play the game that keep it going. 
Perhaps one of the reasons that there has been a slowdown of DEV interactivity and updates stems from the fact that there is not enough prestige being purchased to warrant an investment in releasing any updates in a timely manner. 

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