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Brids17
Postmaster General
Joined: 30 Jul 2010 Location: Canada Status: Offline Points: 1483 |
Posted: 29 Jul 2011 at 02:45 |
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Lol, well 10% is a big difference! I also just realized being able to change your underlying tile would make settling in areas like the desert or the wastes a little more practical, since you could ship supplies there until you had whatever means it would take to change the underlying tile. Though I wonder how many would do so over gaining the bonuses of sov around the map.
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G0DsDestroyer
Postmaster
Joined: 16 Sep 2010 Location: Ásgarð/Vanaheim Status: Offline Points: 975 |
Posted: 29 Jul 2011 at 05:41 |
I was not trying to suggest that the GMs reset everything, which would be very hard, i was trying to say that it would be a way to fix problems that are there with the update, from my point of view that is. And although i typed the former post at 2 am, i did think about it alot Brids, a lot indeed, just not organized.
As for TornSky, having the tax at 100% would generate revenue, which would allow the purchase of adv. items to make the troops and/or allow for many to be made and sustained because of the upkeep, which indirectly helped level up the commanders and therefore was a part of exploiting the game, if that's what it is called. Very strange way too look at it i think, but meh. as i said I would not expect the GMs to even consider something like that.
I Have no real problem with the change, only a few of my cities were negative, remedied by reducing the size of the armies/diplos there. About specialization though, the only cities of mine that were running negative were the ones that were specialized(only one type of unit in that city), so I'm wondering how I'm suppose to specialize better? One thing this update does is reduce my ability to help out my alliance militarily as not everyone builds armies to defend themselves and they depend on me to defend them, which i will be unable to do if there is a larger threat, which is unlikely(i hope). But it also cuts down other peoples stuff as well, so that's a plus.
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Canesrule
Wordsmith
Joined: 24 Oct 2010 Status: Offline Points: 112 |
Posted: 29 Jul 2011 at 10:54 |
What I would like to know, as the change will take place in some form or another, is:-
1 Will the Aug. 14th deadline be enforced or will we have more time.
2 If there is any chance of a tournament to eliminate excess troops.
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Capricorne
Wordsmith
Joined: 15 May 2011 Status: Offline Points: 117 |
Posted: 29 Jul 2011 at 11:35 |
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If you want to get rid of your troops the altars remains a kind of free combat zone. If you send them there I'm sure someone will be happy to kill them all :)
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Canesrule
Wordsmith
Joined: 24 Oct 2010 Status: Offline Points: 112 |
Posted: 29 Jul 2011 at 12:49 |
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I am aware of that. A tourney would be more fun.
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Erik Dirk
Wordsmith
Joined: 01 Jun 2011 Status: Offline Points: 158 |
Posted: 29 Jul 2011 at 13:54 |
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Cane, the only part of god destroyers post that I actually see as a potential issue are the winners of tournaments who used exploit. Now I certainly wouldn't go so far as to suggest that rewards should be revoked, however I strongly believe that a tournament for players who used the exploit to get rid of troops is unlikely to be high on the devs list for this very reason.
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Canesrule
Wordsmith
Joined: 24 Oct 2010 Status: Offline Points: 112 |
Posted: 29 Jul 2011 at 14:45 |
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Fair enough point. But there is no harm asking. lol
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Ander
Postmaster General
Joined: 24 Apr 2011 Status: Offline Points: 1269 |
Posted: 29 Jul 2011 at 14:50 |
G0DsDestroyer wrote:
having the tax at 100% would generate revenue, which would allow the purchase of adv. items to make the troops and/or allow for many to be made and sustained because of the upkeep, which indirectly helped level up the commanders and therefore was a part of exploiting the game, if that's what it is called. Very strange way too look at it i think, but meh. as i said I would not expect the GMs to even consider something like that.
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This problem was more of an irrational game mechanism than an exploit.
Everyone knows what happens when you run out of food, everyone knows 100% tax would give maximum gold revenue at the expense of other basic resources. Some people were done with building their cities and did not need any basic resources, so they ran at 100% tax with a negative food. They did not find it economical to buy food and feed the town. Period. There was no dishonesty from anyone. There was no rocket science that only the tournament winners could understand. Currently our troops and caravans march over the oceans. But we cannot say that anybody who trade across the ocean is exploiting.
On the other hand, if one day this 'waterwalking' feature is revoked, you cannot say that your units should be allowed to march across the sea because you chose to settle in a small island. You should be ready to face changes in a dynamic sandbox environment.
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Albatross
Postmaster General
Joined: 11 May 2011 Status: Offline Points: 1118 |
Posted: 29 Jul 2011 at 17:18 |
Whatever the development roadmap, I hope it has some bearing on the reality of settling a patch of land, rather than being a slave to the fiddling with existing numbers. e.g. if plots are to be re-purposed, then is should take effort proportionate to the real life equivalent. I fear (or hope?) we might have to head towards Sim-City-like zoning/building mechanics if we want to be redeveloping bits of our towns in any significant way.
However, I think we just want to keep it simple, and find ways of working with whatever assets a town has. It's important for a game like to strive to allow the
differences to create interesting game dynamics, rather than have everyone aspire to the perfect identical city.
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JohnChance
New Poster
Joined: 25 Jul 2011 Status: Offline Points: 24 |
Posted: 29 Jul 2011 at 17:45 |
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I agree albatross, specialization of cities should be the future. War is simply too devastating in ILLY to be the future of the game. It takes too much time, effort, and even real world money for prestige users, to build up a big city from a mere settlement. Nobody really wants to risk it for any MINOR reason. That means the economy and city management portions of the game have to be well done. Otherwise, eventually, it's just boring.
Wish the economy would have more to it than simply "build stuff to build troops", especially since now it seems like you will be able to stockpile a lot less troops and thus need to only replace losses from fighting NPC's or participating in tournaments.
Edited by JohnChance - 29 Jul 2011 at 17:47
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