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Kumomoto View Drop Down
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Direct Link To This Post Posted: 19 Mar 2013 at 18:45
+1 DD!

I believe that complexity in games gives them longer term playability. Complexity makes things interesting and provides far more options for players who enjoy different aspects of the game to have fulfilling experiences each in their respective games. That is super cool. Having said that, I too think that managing 20 cities per account (times 2 because I have an alt) will be quite a burden. As such, I'd love to hear people's ideas on tools that could make city management easier across multiple cities, because that is what I think I am going to enjoy the least.

I'll start with a few of my own (which may or may not have been suggested by others before in the Forums, I simply don't have time to thoroughly research, so if I am restating yours, sorry!:
1) Ability to queue more than two techs (but you'd be risking a sabotage, so there is a downside)-- would enable folks to not worry about switching techs all the time
2) Some way to make managing basic production (cows, saddles, LA, etc) less tedious. Adding to the queues is a constant time sink. (production AI advisor?)
3) A military production AI advisor or way to simplify military builds (ie. being able to set rules such as "if the resources are available, once a day queue up as many Trueshots as you can automatically. If not, queue up Marshals." Something like that...
4) Notifications if someone settles within x squares of your city, or occupies with an army within x squares (maybe up to your diplo visibility limit?)
5) A tax AI advisor (I know this is a little far fetched, but being able to set rules that will change your taxes upon reaching certain threshholds).
6) A building queue of more than two buildings (and also a destruction queue of more than two)
7) A "Max Skillpoint" button to the commander screen so I can allocate all 10 sps (or in some cases fifteen) at once as opposed to hitting the button slowly 10 times for each many, many times for every single commander I want to retask.

I sincerely hope that other folks at #s 8-100 to this list!

In short, this is just a start, but I strongly hope that the GMs make this game MORE complex, not less! I want Factions, Naval, and all the other cool stuff they have said they are working on! Having said that, a few pieces of functionality would make the less fun administrative functions of city maintenance much, much easier. And I think the player base, as a whole would thank them profusely!

Thank you though, GMs, for making a game that I have and continue to enjoy so immensely!


Edited by Kumomoto - 19 Mar 2013 at 18:46
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Deranzin View Drop Down
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Direct Link To This Post Posted: 19 Mar 2013 at 20:46
Originally posted by gameplayer gameplayer wrote:

please stop trolling me

I have now officially read it all !!!  LOL
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Gemley View Drop Down
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Direct Link To This Post Posted: 19 Mar 2013 at 21:36
Originally posted by gameplayer gameplayer wrote:

please stop trolling me


What?! Gameplayer is calling another player a troll!? lol
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Direct Link To This Post Posted: 19 Mar 2013 at 22:42
Dezanzin, Gemley...
At least she's trying to bring a different viewpoint.
Rather than criticizing the person, criticize the point made.

You are trolling when you can't critque the viewpoint, and instead make it personal.
Try staying on the topic.
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Direct Link To This Post Posted: 19 Mar 2013 at 22:43
Originally posted by Kumomoto Kumomoto wrote:

+1 DD!

2) Some way to make managing basic production (cows, saddles, LA, etc) less tedious. Adding to the queues is a constant time sink. (production AI advisor?)



All good suggestions but if I had to choose one to be implemented it would be this one. Doing queues for my 19 cities is incredibly tedious and I would love to be able to instruct my cities to automatically queue advanced res.

In addition it would be nice if cities could automatically send all the advanced res in a city to a designated hub once a week. Right now I have to do that manually and it takes a lot of time.

Go easy on Gameplayer Wink. I don't agree with most of her suggestions but I think she sincerely is trying to improve the game.
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Direct Link To This Post Posted: 19 Mar 2013 at 22:45
:( please limit troop numbers to 5 per town and only 1 town and no more then 50 pop and 1 building type.

i just cant handle more, but its unfair against me and those like me if some get to have all this..
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Angrim View Drop Down
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Direct Link To This Post Posted: 19 Mar 2013 at 23:02
* better control of which igms one receives (such as the ability to suppress quest or trade notifications, selectively).
* the ability to set repetitive, scheduled shipments of goods between one's own cities.


Edited by Angrim - 19 Mar 2013 at 23:02
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Direct Link To This Post Posted: 19 Mar 2013 at 23:19
I've been thinking similar thoughts on game-driven automation, and knowing that bots are not allowed, it could only be done by an 'expert' NPC role in the city, perhaps using researched technologies and a building.

However, if such a thing were to appear (and I expect it will not), it would have to give a mediocre result, rather than the best result. I say this in the interests of game balance, because you want people to be able to find their own opportunities to do better than others (given a level playing field of opportunity), and having advisers of limited usefulness gives players the headroom to make a difference.

Also, the advisers cannot be too good at scheduling long build queues, because that would allow players to build without interacting with the game (players would be sleeping on the job!), and it would allow 'fraudulent' accounts to be created easily.

I actually have no objection to the long growth path that is open to a player. The same opportunity is offered to all players. I see objections where new players look at established players and see the capability gap: they think it is unfair that they can't yet play with the big toys. Conversely, I see the oldest players observing newer accounts growing more quickly than they themselves could. Broken Lands is a good response to these objections. Indeed, I believe there should be a new continent/server every couple of years, so that a land can be populated without the 'I'm powerful only because I got there first' advantage that is a consequence of a long growth period. For this to work, Illy needs a fast-growing player base: enough to keep filling continents, so that new players can grow in a lively land of opportunity.

Last, a slightly controversial statement: this game needs patience, time, a reasonably analytical or mathematical approach, and gratification is not instant. Illyriad is not for everyone; other games may satisfy their needs, and people should play whatever engages them. It's fine to say "this is not for me"; I just hope that before people reach that point, they gave it a good try.

Having said that, there might be scope for a ' Minillyriad' variant, where build times are shorter, buildings can only go to level 15, and the settler function is more generous. It would result in a very fluid game, but perhaps one where being offline for two days is disasterous.


Edited by Albatross - 19 Mar 2013 at 23:23
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Direct Link To This Post Posted: 20 Mar 2013 at 00:25
Originally posted by Angrim Angrim wrote:

* better control of which igms one receives (such as the ability to suppress quest or trade notifications, selectively).

+1

I don't need to get mails for caravans or quests. Once I hit 5 towns, the notification screen also became almost useless. There should be a disable for every category of notification (separate for outgoing, harvesting start, returning and delivery) plus a filter to view events for a specific town.

I don't know that the game is becoming too complex. It just needs a usability overhaul, particularly for harvesting and trade hubs. I've worked on plenty of big software projects that evolved over time. The requests that people are making in this thread are typical of users trying to manage several layers of bolt-on upgrades.

Illy just needs some refactoring.

P.S. The requests for tools like auto-queue are only superficially reasonable. Such systems are complex to engineer because they require a lot of exceptions for infrequent cases. What if a thief robs your resources, and your next auto-queue can't start? If someone sends you 200k of each resource, should your inventory bank that in the trade hub or queue another resource build? I worked with manufacturing machines, and every one of our customers had their own quirky setup for achieving their preferences.
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Direct Link To This Post Posted: 20 Mar 2013 at 01:13
Alot of good suggestions here in this thread- I usually just Browse through ppls responses however Ive actually read each post so far and without further delay heres my two cents worth. 

I love the complexity of Illy. I think it really filters out alot of the "trolls" you find in other games. However if I were coming to Illy as a new player I would for sure find the game very deep and hard to comprehend. I also think that this is why we have so many training alliances. Some better than others and I trust that those leading training alliances can teach players how to specialize or point them in the right direction at least. These things are key moving forward. 

Suggestions: 
I would love some kind of Auto que for adv res as well. Also love the igm to be sorted. Just yesterday I lost a scouting report among 50 some System mails. 
As for me Id like these things to be added that havent been suggested yet- 

Poison Herbs- Id like to have the ability to plant Poisonous herbs- If harvested they would Kill the herbalist/Cotter. Not sure what unit would plant the herb- I was thinking Herbalist but maybe a new unit. 

Thats all that Ive not suggested previously
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