Play Now Login Create Account
illyriad
   New Posts New Posts RSS Feed - 05DEC11 - Advance Notice: Negative Resources
   FAQ FAQ   Forum Search    Register Register   Login Login

Topic Closed05DEC11 - Advance Notice: Negative Resources

 Post Reply Post Reply Page  123 9>
Author
 Rating: Topic Rating: 4 Votes, Average 4.75   Topic Search Topic Search   Topic Options Topic Options
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Topic: 05DEC11 - Advance Notice: Negative Resources
    Posted: 05 Dec 2011 at 18:36
RUNNING NEGATIVE BASIC RESOURCES WITHOUT SUPPLIES

On Wednesday the 7th of December we will be deploying a patch that changes the way the system handles players who have negative production of basic resources without any reserves stored.

Who this will affect
  • Anyone who has a town population of 100 or more citizens AND

  • Is running an hourly deficit of Wood, Clay, Iron, Stone or Food in that town AND

  • Does not have any of the deficit material stored in that town
ie this change only affects towns that are not just starting out in Illy, but have also completely run out of any one of the basic resources.

What will happen to a town in this situation
  • The buildings that are consuming the goods that you have run out of will fall into disrepair.  

  • This means that buildings will automatically level down to a level where the resource deficit goes back into the positive (ie the town's consumption of the resource is less than the total production).  

  • These buildings will level down in the order of most-recently built first, and they will level down all at once.  Resource production buildings (farmyards, clay pits etc) will be put to the very bottom of the level-down list, as will resource bonus buildings (flourmills etc).  These buildings will only level down if there is no other option.
Running a deficit production of other hourly resource types (gold, research and mana) will continue to function as before (ie units will abandon their posts, sovereignty will auto-cancel and spells will auto-cancel).

We will be entirely unsympathetic to any petitions along the lines of "the system trashed my town" - running a basic resource deficit has now become extremely dangerous.

However, we will look to put in some kind of warning system in the future if players are accidentally setting themselves up for a possible disaster.

We are aware that:
  • This change will give players the opportunity to quickly self-destroy very large portions of their towns if they so wish, simply by hocking the tax rate up to astronomical levels and leveling down essential basic resource production buildings.

  • This change will allow fortuitous siege hits on basic resource production buildings to potentially do "knock-on" damage to other buildings.

  • This change gives some new lease of life to the use of thieves, saboteurs and food blights in a siege context.

  • This change means that the consequences of accidentally choosing the wrong tax rate are potentially disastrous, and we will look to implement an "are you sure?" button on tax rate changes if the system believes this may cause the destruction of buildings due to running out of basic resources.
tldr;
Running negative resources is bad, m'kay?


CLEARING UP INACTIVES
Also on Wednesday the 7th of December we will be doing a bulk clean-out of a bunch of the inactive accounts.

This clear-out will have a number of separate phases:
  • All player accounts on the map that have not been logged into for more than 4 months will be removed from the game.

  • We will then remove an additional substantial proportion of randomly-chosen inactive accounts, and we will not be reseeding new players onto these squares.  This should thin the center of the map quite substantially and leave it available for active player expansion.

  • We will then be altering the new player seeding algorithm to expand the geographical candidate list when choosing where to settle a new player. New players will still be more likely to be near the center of the map, but this will be slightly relaxed and so there will be more empty space between the squares where new players can be seeded.

  • Finally, we will be enforcing a "one-in, one-out" policy for new players joining the game.  For each new player who joins, an inactive will be removed.  At some point the number of new players joining and staying will exceed the number of inactive candidates for deletion, and then we will review this policy.
tldr; 
There'll still be inactives to farm if that's what floats your boat, but they should be better distributed and new players should be seeded in such a way that the center of the map isn't gridlocked.

Regards,

SC


Edited by GM Stormcrow - 06 Dec 2011 at 17:07
Back to Top
shadow View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 24 Jan 2011
Location: USA
Status: Offline
Points: 126
Direct Link To This Post Posted: 05 Dec 2011 at 18:45
Uh Oh! Finally here.....let's see who prepared for it  Ouch
Back to Top
StJude View Drop Down
Postmaster
Postmaster
Avatar

Joined: 12 Jun 2011
Status: Offline
Points: 568
Direct Link To This Post Posted: 05 Dec 2011 at 18:47
Noice!
Back to Top
Silverlake View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 15 Oct 2011
Status: Offline
Points: 417
Direct Link To This Post Posted: 05 Dec 2011 at 19:06
Excellent  Smile
Back to Top
StJude View Drop Down
Postmaster
Postmaster
Avatar

Joined: 12 Jun 2011
Status: Offline
Points: 568
Direct Link To This Post Posted: 05 Dec 2011 at 19:14
Originally posted by GM Stormcrow GM Stormcrow wrote:

CLEARING UP INACTIVES

  • All player accounts on the map that have not been logged into for more than 4 months will be removed from the game.

This is probably my favorite item on the list. Please tell me that it is "logged into" and not "has been sat" that is the qualifying factor here?
Back to Top
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 05 Dec 2011 at 20:34
Can you please give us more info about the new seeding policy for newbie cities ?

I am a little worried about it. As many other players, I moved or settled my cities away from the crowded zone, and it would be VERY annoying to see newbie cities popping near my cities, may be even very near, even aside...

While now this is acceptable in the "newbie ring" because people can move away from there using the spell or exodus, it will be not acceptable in other zones where people patiently moved or settled following a plan.

I am not sure the "solution" isn't worst than the problem...
Back to Top
Tordenkaffen View Drop Down
Postmaster
Postmaster
Avatar

Joined: 16 Oct 2010
Location: Denmark
Status: Offline
Points: 821
Direct Link To This Post Posted: 05 Dec 2011 at 20:53
LOVE IT! THANK YOU!
Back to Top
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Posted: 05 Dec 2011 at 21:00
Originally posted by JimJams JimJams wrote:

Can you please give us more info about the new seeding policy for newbie cities ?

I am a little worried about it. As many other players, I moved or settled my cities away from the crowded zone, and it would be VERY annoying to see newbie cities popping near my cities, may be even very near, even aside...

While now this is acceptable in the "newbie ring" because people can move away from there using the spell or exodus, it will be not acceptable in other zones where people patiently moved or settled following a plan.

I am not sure the "solution" isn't worst than the problem...
Hi JimJams,

Yes, I understand your concern here.

Don't worry, it's not a change that should affect this.  

Currently we select one square, at random, from a list of 20 available "new player starter squares" sorted by "closest to the center of the map".

We'll still select the candidate list by "closest to the center of the map", but we'll be selecting one square at random from an expanded set of 100 squares.

Given that we'll be doing a "one-in, one-out" policy, the "newbie ring" should actually contract initially, and will only start to expand again once we have more players choosing to stay long-term with the game, rather choosing to leave.

In short, the newbie ring should both contract and become less dense.

Best,

SC
Back to Top
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Posted: 05 Dec 2011 at 21:03
I would also add that the only way of guaranteeing that no one can settle near you (as a newbie seed, or as a relocation/exodus/settler) is by claiming Level 1 (or greater) sovereignty on the squares you wish to prevent a player from settling at.

The Chancery of Estates building helps this considerably, and I'm slightly surprised more people haven't explored the limits of this option!

SC


Edited by GM Stormcrow - 05 Dec 2011 at 21:05
Back to Top
Binky the Berserker View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 19 Jul 2011
Status: Offline
Points: 257
Direct Link To This Post Posted: 05 Dec 2011 at 21:04
curious what will happen to accounts that have sitter, but where the original player has left the game for long time
Back to Top
 Post Reply Post Reply Page  123 9>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.