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Faldrin
Forum Warrior
Joined: 03 Sep 2010
Status: Offline
Points: 239
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Posted: 28 Dec 2011 at 15:11 |
I really really like this idea.
I cant see the points that Rill makes matter. This is something all can benefit from and wont give any insane advantages.
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G0DsDestroyer
Postmaster
Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
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Posted: 28 Dec 2011 at 18:08 |
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Nice Idea! You get hit hard from that food changeor were your cities changed enough to not get insta demolished?
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 28 Dec 2011 at 18:19 |
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With respect to Rill's concerns, the disincentive to engage is just as likely to work in reverse. A player faces potential loss when he provokes a fight; another player faces potential loss when he intervenes. Either might lose one or more cities and face the daunting task of rebuilding, which is made easier by this change. The game invites more participation if it has a bias for action.
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Nokigon
Postmaster General
Player Council - Historian
Joined: 07 Nov 2010
Status: Offline
Points: 1452
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Posted: 28 Dec 2011 at 19:05 |
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I can't honestly see that having a bit more action would be a bad thing. I mean, I don't want Illy to turn into a game where if I blink wrong I get sieged, but a BIT more action wouldn't be a bad thing. There is no real issue to this, since this won't immediately kill newbie protectivity, and a lot of gain.
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 28 Dec 2011 at 19:43 |
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Thanks G0Ds - nope I didn't lose any pop on the day of the "neg-food/res" update - most of my pop dropped before hand due to Exodus.
But I never had any plan to get city #10 so dropping pop was no major bother for me in this case.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 28 Dec 2011 at 20:14 |
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Edited by Rill - 29 Dec 2011 at 06:28
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 28 Dec 2011 at 23:53 |
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Rill, I understand your position; I was trying to point out that the increased risk you are arguing for is at least as likely to deter a white knight as it is a military opportunist. I agree with others on the thread that the most likely effect of facing the population bar again is to discourage players who have suffered losses from getting back into the game; it probably does not do anything to suppress conflict that the prospect of rebuilding doesn't already do.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 29 Dec 2011 at 00:46 |
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Edited by Rill - 29 Dec 2011 at 06:30
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Createure
Postmaster General
Joined: 07 Apr 2010
Location: uk
Status: Offline
Points: 1191
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Posted: 29 Dec 2011 at 03:40 |
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How are the risks not still big Rill? People will still stand to lose everything (months or years of work) from losing at large-scale PvP. The proposal gives people a bigger incentive not to just quit.
Tell me: Do you prefer seeing people quit or do you prefer seeing people stick with the game?
Not only this - but since, as you say, this proposal decreases the risk involved with PvP - you would most likely also notice in increase in the occurence of PvP - maybe a little action would see less people quitting out of boredom.
And this last point applies to newbies and vets and everyone in between... I've seen just as many newbies quitting this game after 2 weeks when they hear that all their city and army building is for nothing because their main interest is combat and there is no challenging combat in Illy - SC himself referred to this exact problem and the current politcal empass himself in the interview yesterday, and referred to potential measures to motivate players into a little more action.
Also I think you are making a mistake by trying to draw such a distinct line between established players and new players - the point is every new player has the potential to grow into an established player, and to benefit from everything an established player benefits from, and to the same level - this is a direct intention/result of the game design.
It seems a pretty logical step to me that if new players see established players active and enjoying the game they will have more motivation to stick with the game and become established themselves - if new players see established players getting bored and quitting or preferring to quit rather than rebuild after getting beaten then the adverse.
Edit: although I feel our disussion is rather taking the spotlight here - I'd like to see some other opinions from others in other alliances, and from both newbs and vets alike... now to wait and see what range of people frequent 'suggestions' regularly. ^^
Edited by Createure - 29 Dec 2011 at 04:18
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 29 Dec 2011 at 04:23 |
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Edited by Rill - 29 Dec 2011 at 06:30
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