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Topic ClosedUpdate 14OCT10 - Faction Info

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Beengalas View Drop Down
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Direct Link To This Post Posted: 19 Oct 2010 at 10:53
Originally posted by Brids17 Brids17 wrote:

Out of curiosity, why do inactive no long produce resources? This makes thieves a lot less useful as the only time you'll use them now is during war. I also used to know someone who used to support thousands of thieves by stealing resources and gold in order to support them, this update makes that impossible now, which is kind of unfortunate as it was a really cool idea. 

This resulted in me stealing from active people instead. So far, I suspect at least 2 players have become inactive due to me. Some have runes to protect them, but most have just the 75 and it makes little difference to me or none. I suggest removal of runes but a spell that has a chance of revealing the target doing ops. against you.
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Direct Link To This Post Posted: 19 Oct 2010 at 17:26
Originally posted by Beengalas Beengalas wrote:

This resulted in me stealing from active people instead. So far, I suspect at least 2 players have become inactive due to me. Some have runes to protect them, but most have just the 75 and it makes little difference to me or none. I suggest removal of runes but a spell that has a chance of revealing the target doing ops. against you.


Isn't attacking (diplo included) active players against the alliance rules? Either way though, I suspect someone is going to track them and it'll cause a war.
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lep View Drop Down
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Direct Link To This Post Posted: 19 Oct 2010 at 18:16
I've started attacking active noobs with advanced thieves too; I suspect a few will decide game is unplayable due to them losing everything as soon as they make it.

Still not getting enough gold to support my thousands of thieves but I am able to go a few weeks longer before having to disband them all.
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Direct Link To This Post Posted: 19 Oct 2010 at 18:22
Quote I've started attacking active noobs with advanced thieves too; I suspect a few will decide game is unplayable due to them losing everything as soon as they make it.
 
Wow!  I cannot imagine the pride that must swell in your chest each evening before you fall asleep.
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lep View Drop Down
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Direct Link To This Post Posted: 19 Oct 2010 at 18:29
Before I had a choice of targets and I never attacked non idle players, I had a nice long txt file of players and their population and date I recorded it and never attacked anything idle less than a month.

Now its either disband useless units or try to use them to pay for their upkeep by starting to attack active players; blame whoever decided such a drastic change in game mechanics without warning was a good idea... we were informed of the change about 8 hours after it happened when I already had over 700 Advance Thieves queued in training. Had we been given more notice of this complete change of game play would have been easier.
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Direct Link To This Post Posted: 19 Oct 2010 at 23:45
 I cannot imagine the pride that must swell in your chest each evening before you fall asleep
 
 
Hey,they can do something about it,call in Toothless or FDU.If we wanted this game to be a simmer fest there wouldnt be all these other alternative paths to take.
 
 
On topic:About the factions,I have only one complaint;The description of many are quite irrelevant.I had expected the descriptions of the Factions to be like the Atagek.You learn they're isolated,like to trade for swords and iron(not armour),and will fight if the enemy is small in number or too close to their city.All this in 2 paragraphs
 
But others,like the description of the Forbidden Empire are rather worthless,I cannot learn what they like to trade,how they fight, or any other basic informative traits of their faction.I just think it would be better to put less role-play and more practical things in the Factions descriptions.


Edited by iluvpie3 - 19 Oct 2010 at 23:46
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GM ThunderCat View Drop Down
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Direct Link To This Post Posted: 20 Oct 2010 at 00:38
Originally posted by iluvpie3 iluvpie3 wrote:

On topic:About the factions,I have only one complaint;The description of many are quite irrelevant.I had expected the descriptions of the Factions to be like the Atagek.You learn they're isolated,like to trade for swords and iron(not armour),and will fight if the enemy is small in number or too close to their city.All this in 2 paragraphs
 
But others,like the description of the Forbidden Empire are rather worthless,I cannot learn what they like to trade,how they fight, or any other basic informative traits of their faction.I just think it would be better to put less role-play and more practical things in the Factions descriptions.
A lot of the trading information will be provided with Trade v2; but the main reason it is not in the faction description as it will be dynamic information driven by interactions with players

As a very simplistic example:
  • If someone keeps dumping wood on a faction expect the price of wood with that faction to fall
  • If on the other hand all their wood supplies are intercepted expect it to become in great demand
  • If a faction's armour was in great demand - expect the price of the armour to rise; but equally they will start demanding the raw materials for the armour at a higher price and in higher volumes
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Direct Link To This Post Posted: 20 Oct 2010 at 00:39
Or hef a basic description and THEN da roleplay stuff.
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Direct Link To This Post Posted: 20 Oct 2010 at 03:57
thats my cue to to pop the popcornWink .oh boy this is going to be ciaos and if to many do it at once well i predict server crashOuch. fun fun fun
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Brids17 View Drop Down
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Direct Link To This Post Posted: 20 Oct 2010 at 06:18
Originally posted by lep lep wrote:

Before I had a choice of targets and I never attacked non idle players, I had a nice long txt file of players and their population and date I recorded it and never attacked anything idle less than a month.

Now its either disband useless units or try to use them to pay for their upkeep by starting to attack active players; blame whoever decided such a drastic change in game mechanics without warning was a good idea... we were informed of the change about 8 hours after it happened when I already had over 700 Advance Thieves queued in training. Had we been given more notice of this complete change of game play would have been easier.


700 advanced thieves in que? Ouch...I'm glad I decided to wait and make my 4th city dedicated to producing as many thieves as possible (I'm still 400 pop away from my fourth city) or else I'd have been even more annoyed with this update.

I just don't see how inactive farming was hurting anything. I can kind of see where they might have been coming from because it could allow people to gain large amounts of resources without building up their own resources but at the same time, it takes thieves or armies to do that, which I'd think would balance it.

Unless the update was made to stop people from having more thieves than they technically should be able to have...
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