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Topic ClosedEliminate Option to Tenaril After Exodus

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Auraya View Drop Down
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Direct Link To This Post Posted: 21 Mar 2013 at 18:50
Killjoy :P

Everyone knows my love of terraforming, I don't need to repeat myself here. I hope it is never taken away and I've not known any newbie who was unhappy to do it. I wish I'd had the option as a newbie, exodusing later was brutal and heartbreaking. 
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Direct Link To This Post Posted: 22 Mar 2013 at 00:22
Originally posted by Brandmeister Brandmeister wrote:

Several steps could be eliminated if we could simply declare any town our capital. Why is it necessarily the first one?

hear, hear.  the devs promised this when they introduced Tenaril's and have never delivered on it.

terraforming opens up sections of the map that would otherwise be less habitable (i.e., sections devoid of 7-food squares), so i submit that removing it from the game would put new players at a further disadvantage, since they now would not only have to live with their first 5-food city, but might also have to make further compromises on a crowded map that no longer offered terraformed spaces as an option.

i agree that the process is arcane and burdensome, but the burdensome part is exodus rather than terraforming.  alliance assistance can make it much more enjoyable, and serves as an excellent introduction to one's allies.  as Le Roux has consistently pointed out, there is no issue reaching the population for 10 cities with one located on 5-food, so it really should be optional.  furthermore, the vast majority of players will never reach the point where it matters, as in the usual player churn they move on well before maximising population has any bearing on their play.  i was one of the early proponents of the technique, but i do not push players toward it other than to explain how it works--because for most players it is a burden they needn't bear.  it seems to me that where the "fun test" is failed is not in the mechanic itself, but in the community's insistence that everyone is served by pushing it on new players.
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Direct Link To This Post Posted: 22 Mar 2013 at 00:47
Originally posted by Angrim Angrim wrote:

It seems to me that where the "fun test" is failed is not in the mechanic itself, but in the community's insistence that everyone is served by pushing it on new players.

Angrim, I feel that way about a number of so-called Rules that new players are told to follow. I think the huge Illy players sometimes forget how boring the first few weeks can be, and give advice that makes it even more boring. When GC tells someone that they will be ready to start playing in 'only' another month of steady grinding, I think we lose a lot of energetic new players who want to begin with a little excitement and interaction. The obsession with terraforming and 7-food tiles is a great example of that phenomenon.
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Direct Link To This Post Posted: 22 Mar 2013 at 02:54
Originally posted by Brandmeister Brandmeister wrote:

Originally posted by Angrim Angrim wrote:

It seems to me that where the "fun test" is failed is not in the mechanic itself, but in the community's insistence that everyone is served by pushing it on new players.

Angrim, I feel that way about a number of so-called Rules that new players are told to follow. I think the huge Illy players sometimes forget how boring the first few weeks can be, and give advice that makes it even more boring. When GC tells someone that they will be ready to start playing in 'only' another month of steady grinding, I think we lose a lot of energetic new players who want to begin with a little excitement and interaction. The obsession with terraforming and 7-food tiles is a great example of that phenomenon.
Disagree- terraforming is the smart way to inhabit a "golden" spot rather than an ok spot- If the player sticks around to have 6,7 or 8 cities they will be thankful they saved the tenaril and terraformed rather than being stuck on a 5 food and having to exodus later. If having "a little excitement" is making stupid moves you will regret later and have to correct then by all means go ahead- but dont say we didnt tell ya so;p
"Our generation has had no Great Depression, no Great War. Our war is spiritual. Our depression is our lives."
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Direct Link To This Post Posted: 22 Mar 2013 at 04:19
Originally posted by The Duke The Duke wrote:

If having "a little excitement" is making stupid moves you will regret later and have to correct then by all means go ahead- but dont say we didnt tell ya so;p


So noted, but I don't expect to have any regrets.

I've been here six months, and I'm on city #5. I have no particular hesitation about keeping my original city. If I ever choose to build #7,8,9,10 I think there will be plenty of time to correct non-ideal placement of a single city. I haven't used my Tenaril spell yet, and probably won't unless a really interesting location becomes available. But on the slight chance that it happens, I would value the magic much more for that purpose than for shifting around a single 7 food tile.

I should be clear, I'm not questioning the usefulness of terraforming. It is a good tool for experienced players who have committed to the long haul. It's just that newbs get fed a diet of really bland advice--prep your 2nd settlement for terraforming, don't have an army until 5000 population, focus primarily on leveling resource plots, don't claim sov under 10000 pop, ad nauseam--and most of that advice is only relevant if you're a player who sees investing a year to attain 10 cities as your personal endgame. If a newb happens to be a player who's interested in trading, exploring, hunting, crafting or other non-military, non-alliance activities, the GC environment can be discouraging.

I chose to ignore the standard wisdom about how to start Illy. I've had a lot of fun. But in all honesty, after hearing so many people in GC tell me that I'd have to invest a year, and do things The Right Way, and follow a very bland path to maximum population, I thought long and hard about hitting Abandon. I'm glad I stuck around, and I'm really glad I didn't listen to their advice.
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Direct Link To This Post Posted: 22 Mar 2013 at 04:27
First.. I have terraformed to establish a town in frozen tundra area. So I have done this and when I examine my gameplay honestly, as things currently stand, I kind of gamed the system in doing this.. and others are doing the same imho... It does change the 'trade-off' dynamic in some extreme locations. They did limit alt accounts to one per player - players get around that by abandoning an alt as soon as a terraforming operation is done. The tenerial spell was created to move players out of the noob ring... not to promote terraforming (we didn't have exodus back then).  There is no way the devs intended us or could have foreseen us doing taking advantage of this game mechanic and the loopholes in the game rules this way.

I think it would be epic if the devs implemented this suggestion and made terraforming an advanced spell of some sort. - M.

EDIT: oh yeah forgot to mention... imho new players have other stuff to worry about. So much focusing on a seven square food tile is useless for 90% of the player pop. Most will never need that much food just as most will never claim more than one or two sov squares per city.


Edited by Meagh - 22 Mar 2013 at 04:32
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Direct Link To This Post Posted: 22 Mar 2013 at 04:52
How prevalent is it to create a new account, exodus/tenaril for the terraform, and then abandon? It seems rather against the spirit of having only a single alt. I was under the impression that terraforming was typically used just once in order to locate a 7 food plot close to some high value boost tiles like dolmens, barrows and so forth. Creating large numbers of expendable alts is an industrial process that seems more like an exploit.

Since you have to join someone's alliance in order to Tenaril within 10 squares of them, shouldn't it be obvious to the devs that some alliances have a constant churn of new accounts joining, using Tenaril to drop a 7 food tile near an established player, and then abandoning immediately afterwards?
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Direct Link To This Post Posted: 22 Mar 2013 at 08:52
The devs are aware of, and have given permission for, terraforming using alts providing you don't attempt to get free prestige by referring yourself multiple times. 

Every game has many players join and 90% quit. I actually encourage terraform more for the server itself than the newbie in question. If the newbie quits, they have at least created a better square which someone else can take thus not wasting the millions of resources sent to them. Interest can be raised in other ways - Q&S run quizzes, encourage quests/mysteries early on, try to get them talking in AC/GC etc. The biggest turn off for most newbies is that they can't smash other newbies, not terraform.
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Direct Link To This Post Posted: 23 Mar 2013 at 08:45
I don't just think that Rill's suggestion shouldn't be implemented; I think that it must not be implemented, because it would unbalance the game.
 
The newbies who terraform do so because it gives them an advantage. The defensive power of a mountain combined with the good sense of settling on a 7 food square is a good combination. This is obvious; were it not, then newbies would not be advised to do it. So those new players who have taken the time out of their lives to sort that out have been rewarded for their dedication.
 
If this was then banned, those players would be at a permanent advantage which can never be oversome. It would unbalance the game.
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Direct Link To This Post Posted: 23 Mar 2013 at 13:58
Nok - you can't run a game where you never make changes because it would disadvantage some section of the player base.  You'd end up completely stagnated and never able to progress. 

One city on a 7 food mountain out of a possible 10 is not really that much of an advantage in the long run.

That said I'm completely agnostic to the original issue of this thread.
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