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Topic ClosedNew towns and resources

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The_Dude View Drop Down
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Direct Link To This Post Posted: 06 Apr 2010 at 22:54
Waylander is partly right.  I would like very much a table of build costs.
 
I would also like a table that shows me production cost of Units.
 
For example, as a new player, I know that I lose automatic protection in 4 days.  That means I need to be able to defend myself by that time.
 
So I need defensive units.  So I research Militia to build a Barracks. But I can not build any units yet.   Not until I have built the Barracks do I learn I need to research Spearmanship.  After that, I learn that I can not build a unit until I have BOTH Spears and Leather Armor.  So then I research Spearmaking and Tanning.  It would be very helpful to know this BEFORE I built a Barracks and incur the hourly maintenace food cost for a Barracks that can build NOTHING!
 
Tubana,
 
This is nothing like the real world.  It's a game, not life.  A Barracks could just as easily allow me to build a Militia Unit that fights with sharpened sticks and no Armor.  But the game developers want something different - which is fine.  But why should it be a seek and discover instead of set out in a Player's Guide.
 
Developers, a 4 day auto protect is not even close to sufficient for new players given the long development times to a player's 1st defensive unit.  Players with a few weeks head start will just gobble up new players and the 4 day protection only gives established players an opportunity to plan, organize, and position for assualt against easy pickings.  This problem will only get worse as the game continues and there are more established players closer to newbies.
 
A Player's Guide will at least give noobs a chance to level the playing field.
 
Asking each question, and hoping for a responsive reply treats the new player as a helpless rube.  I can read and understand a Player's Guide - Don't make me ask teacher every question - give me the textbook so I can look it up myself.
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Tubana View Drop Down
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Direct Link To This Post Posted: 06 Apr 2010 at 23:17
The real world thing was to be as an "exact" example. It was simply a point. I am also a noob. I just prefer a little bit of mystery.
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Direct Link To This Post Posted: 07 Apr 2010 at 03:04
Originally posted by Tubana Tubana wrote:

The real world thing was to be as an "exact" example. It was simply a point. I am also a noob. I just prefer a little bit of mystery.
Some gamers like to develop a strategy when they play a strategy game. Smile
 
I suspect there are plenty of mysteries ahead in this game. Wink
 
But the rules should not be a mystery.  Who would play poker if they couldn't know in advance what hands rank how?  Or chess if you had no instruction on piece movement?
 
This is more like a Mouse in a Maze instead of a strategy game. Cry
 
 
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Direct Link To This Post Posted: 07 Apr 2010 at 03:47
Originally posted by Tubana Tubana wrote:

Personally, I think it is better if it is not all spelled out - after all in real life you aren't always sure as to how things will work out. Plus I think the game is more fun if you discover all the nuances as it goes on. Plus there are the forums and alliances that can be used to gather info. Not really into the make it easy for me thing.


The problem with that approach is it punishes new players for their lack of experience while rewarding those who would horde knowledge or use it as leverage.  It's a completely aristocratic approach.

Originally posted by The_Dude The_Dude wrote:

But the rules should not be a mystery.  Who would play poker if they couldn't know in advance what hands rank how?  Or chess if you had no instruction on piece movement?
 
This is more like a Mouse in a Maze instead of a strategy game. Cry


I absolutely agree.  That is why I will be opening a wiki to public access within 10 days (as soon as I've finished school and upgraded some server hardware)

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Direct Link To This Post Posted: 07 Apr 2010 at 17:02
Originally posted by The_Dude The_Dude wrote:

I would also like a table that shows me production cost of Units.
 
For example, as a new player, I know that I lose automatic protection in 4 days.  That means I need to be able to defend myself by that time.
 
So I need defensive units.  So I research Militia to build a Barracks. But I can not build any units yet.   Not until I have built the Barracks do I learn I need to research Spearmanship.  After that, I learn that I can not build a unit until I have BOTH Spears and Leather Armor.  So then I research Spearmaking and Tanning.  It would be very helpful to know this BEFORE I built a Barracks and incur the hourly maintenace food cost for a Barracks that can build NOTHING!
Hi The_Dude

Originally posted by the Hearld the Hearld wrote:


Research tree/summary
The Research tree now shows first level build costs for buildings and the resource cost and upkeep cost for units.

This should help when planning your building and research strategies.


Its not the full table of build costs or attack/defense scores; but hopefully will aid new players. We will look to provide more information in the future.

Kind regards
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Direct Link To This Post Posted: 07 Apr 2010 at 18:38
Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by the Hearld the Hearld wrote:


Research tree/summary
The Research tree now shows first level build costs for buildings and the resource cost and upkeep cost for units.

This should help when planning your building and research strategies.


Its not the full table of build costs or attack/defense scores; but hopefully will aid new players. We will look to provide more information in the future.

Hug
ThunderCat - Way Cool!  Muchas Gracias!
 
One more tweak - if the Rsch Tree could also show the resources required to make the goods.  I.e., Tanning now shows the initial cost and maintenance of a Tannery.  It would also help if it would show the cost of Leather Armor so I can make sure I have the resources on-hand needed to produce the goods once I have the building.
 
As they say in the beer commericals "I love you, man."Wink
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