survey of world has never been accurate representation of what is good. A combination means even less. Some things just work while other things don't work. DE is naturally very compatible with mystic.
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survey of world has never been accurate representation of what is good. A combination means even less. Some things just work while other things don't work. DE is naturally very compatible with mystic.
If a survey shows that 75 out of 25 people prefer to eat jam instead of poo it does indeed, quite clearly, indicate that the quality of poo needs to be improved in order for it to stand a good chance in the competition against jam.
Dark elf free runes needs to be nerfed to -50%. Gnome 10 pop and 5/5 elite back. Orc free wages, no science penalty- but, no learn attack :D . Elf stays the same. Dwarf thievery penalty gets replaced by +30% thieves looses on ops. Stables upped to 80 horses? There were other good suggestions on mills and barracks.
or when 99.99999999% of the world's population thought the world was the center of the universe, CLEARLY that means the earth is the center of the universe.
It is just a preference and DE is very noob friendly. Much easier to play than the other races. They also make excellent T/Ms. They are hardly overpowered.
Note: furthermore, while jam is a food poo is not. Your analogy is hardly accurate. While jam may taste better, I bet poo is more nutritious. Don't believe me? Study it.
While candy is more preferable, broccoli is more nutritious. So is Candy > Broccoli?
Changing Military Science from Gains in Combat to ME sounds like one of the better ideas I've heard/read so far in this thread. The formula/modifier would have to change as well for this to really work.
Remove all gains for kindoms attacking you when you war another kindom(out side war hits) and remove military losses from the "victim"... this will make hacking accounts useless(this age several kindoms got hit in wars from provs hacked in different kindoms)
and will also prevent allied kindoms to lure to war another kindom and destroy it togheter
Look, Crisco, you're completely missing the point.
I'm not saying that DE is too overpowered. That's not the point at all.
I'm just saying that I don't want too end up with a scenario where 99.99999999% of the server plays DE.
It doesn't matter if the reason they choose DE is because it's overpowered or not.
If a huge majority of the server has the same race I am the one who suffers. No matter what race I use it will still be boring as hell to see next to no variation in my opponents.
We need to make the other races look more attractive in relation to DE.
If the only reason ppl are playing DE is because it's "noob freindly", as you say, maybe we should try making them a little less "nobb friendly" and the other races a little more?
can somone plz start deleteding all the posts without the suggestions in this tread its too long and i cant read it....
i mean just post suggestions ppl if you wanto disagree on them do it somewhere else open a new tread or somthing (its free you know)
Lydias plz move or delete some of them post here so that there will only be suggestions here without any thing else
(you can deleted this post as well)
Bijo is right on target, this thread is becoming useless fast.
Yeh too much spam ................
=)
they need to change the wording in the guide or make it a little more easier to understand
for example this should be changed 2% Chance of Training a Wizard Daily (per Guild)
2% is nothing not to mention that there is a 98% chance of not training a wizard
at all each hour per guild
science needs some working done on it as well
Thievery Effectiveness/Crime & Deceit
Your thieves are training in criminal procedure by the state. Having state knowledge of crime is of great value in making your thieves more effective both in conducting insurgent operations as well as defending your own territories.
Magic Effectiveness & Rune Production/Channeling
Magic is a powerful force of the lands. By increasing your knowledge of the history of this art, you can improve your wizards' abilities to cast spells and the amount of potential damage done by successful castings. You also increase the amount of runes produced by your towers each day.
both these need a little more clarafication
neither tell how much of anything they do
they do not mention the amount of damage they do by learning them
or the amount of runes you will gain extra by learning
Effectiveness means the capability of producing an effect.
but this does not tell us much of anything other than
it might increase the amount of damage
Shouldn't come as a surprise that cramming every suggestion into one thread makes that thread unreadable. I'd be amazed if anyone (except you CW :p) has read the entire thread.
I'll add an old suggestion of mine to the pile:
Link all moderator and developer posts in a thread to a symbol similar to the "read unread posts" one we already have. That way I, and other people who don't feel like reading a mix of 400 suggestions and flames, can see if OMAC has posted at all in the thread.
This will help indicate which threads that might be worth reading for those who do not read all the posts ever made in this forum. It will make the forum more user friendly and it will allow users to quickly get the important information from other long threads, such as those in the questions and answers forum.
1. Bring back UD & Avian -
UD - either the one getting leets from attack or the tog high offense one - no food necessary
Avian - the one with bloodlust & overlook forts.
2. Bring back the freak personality
3. Stricter penalties on bottomfeeding
4. Leave shep as is - can get more perks but do not touch existing benefits
-1- Elite cost is high, reduce to 900gc
-2- Gaining Building Credits from an attack is USELESS to the Dwarf. How'bout changing Building Credits to also apply to Building Destruction? One credit destroys two buildings (for all races), and dont use them on Dwarf Builds.
-3- (OR) Change Dwarf Build bonus to -50% cost and allow them speed-build. This means lowering Elite cost further. Makes MILLS a bit more useful too.
Here's my spam. Make orc worth playing. Remove one penalty (like the honor one) or improve elite to 8/3. Might aswell reduce the extra sci costs back to 20-25%.
I think DE needs to be nerfed. Take away their access to homes but in return give them +15% population. Take away their +1 off spec but make their elites 8/7. Take away their dice but give them +1 mana regen instead. And lastly, the biggest disadvantage of all, an automatic 25% reduction in net worth. Right now I see many DE prov with more than 190 npa and some even reach 200 npa. With this change, they'll be lucky if they can reach 160 npa. In return, give them 10% faster attack time, qf, cs and gp.
dude GET OUT OF HERE.
so wat if they dont hav homes, DE pure attackers dont need homes. but now u give the +15% pop? . taking away -1/0 from their military power and adding +3/1. GTFO +1 mana but they cant use paradice? is that it? DE ATTACKERS DONT DEPEND ON DICING!! . -25% NW?? u know something....THAT IS ACTUALLY A GOOD THING FOR THEM WITH 8/7 LEETS. U R A NOOB. further more 10% lower attack times+QF+CS+GP.......AAHHHHHHHHH UBER NOOBZOR
ur suggestion just overpowered them more
So what if I'm a noob. I have every right to post my opinion as you and everyone else who plays the game. Also, how is home not important? If you're at the receiving end of a massacre chain or constant fb, then maybe you'll appreciate homes more. I think taking dice away from DE will make the race harder to play and less noob friendly. And lastly, I would like to know why higher nw is not good since everything about the game is nw related.Quote:
dude GET OUT OF HERE.
1) taking away homes and giving +15% population... 1+1=1+1
2) how r u going to break me with my super high defense of /7 points. 1k acre with 2tpa 2wpa and 15epa. with leets 8/7? r u kidding me? 10% lower times, qf, cs, GP! for real? AND MY LOWER NW???
even so with 8/7 leets and science i can go 3tpa 4-5wpa 14epa. fireballs will fail a lot and it wont be worth it.
3) high NW means bigger provs can bottomfeed u. low nw and THAT strong military JUST MEANS YOU WILL EASILY HIT ANYONE UR SIZE WITH NO ONE BEING ABLE TO HIT U. IF LOWER PROVS HIT U THEY WONT GAIN MUCH. IF BIG PROVS HIT U THEY WANT GAIN MUCH. NW BASED GAINS. UNDERSTAND THAT.
does everyone really think Omac is going to take any of these suggestions seriously with all the spam and arguing going on here? i very highly doubt that. im pretty sure the 1st post says something like short brief suggestions.. anyways, i have one.
maybe to promote more combat, have a threshold of ME that can be obtained or lost based on how active your military is. for example, if you are making 2+ hits per day, your military can gain a possible +5% ME, however, if your army hasn't attacked or been attacked for 3 or 4 days, you gain nothing.. and 1 attack per day is +2.5% ME.
anyways, i just though something like this would promote more attacking, and more excitement.
how exciting. i make 2 attacks a day nd get attacked 4 or more times and i still gain nothing. very exciting. cant wait for the thrill.
to increase my chances i will keep high def. at home and bottom feed. yay bottomfeeding
Raze as it was in the past and not nerfed in war. Razing is an essential tool during wartime, especially against opponents that 1) like to suicide and 2) drag out a war. It allows a kd to keep its NW lower by not gaining land and thus able to make better hits (especially with the annoying NW-based attack times). This promotes smarter warring and decreases incentive for a losing kd to draw out a war.
yes remove nw base attack times. its ver very annoying.
Fledge - Problem with Raze in war is that it was not a tool, but the only option.
This is what made raze fairly overpowered.
i'd like to see a further reduced effect on science after a certain point to discourage 8 weeks of pumping, and consequently, encourage more wars.
or maybe change war wins to award a % of science to the victor KD? either way, i'd just like to see more wars, and less pumps throughout the age.
edit: added "further" reduced effect.
How bout balancing both elves and orcs?
Give orcs -50% defensive combat losses, and elves -50% offensive combat losses. Orcs get punished less in ambush.
Stop trying to make it so orc doesn't have a penalty attached to its giant offense.
You're not ever going to get both giant offense and softer ambushes.
That's like fat pop-bonus, and immunity or resistance to fireballs.
You aren't training them easily, with or without free draft, and they die to ambush.
Balance - right there.
Go stalk Catwalk instead, Luc.
Now, human with the old elite-price, plus 30% income...
1. Economy "boost" => easier to train troops because you have more cash
Balanced? Yes. Problem? It's just like every other race
2. Ambush protection => lose less troops, but you still need to work to retrain the ones you do lose.
Balanced? Yes. But it's not like every other race, it actually takes some strategy to make it work.
It's ok VT2, we all know of your limited brain power, and we understand why you need solutions that work for less gifted people too.
I haven't looked at Catwalk's suggestions.
Question though. How is the skill bias made smaller by free draft? Less experienced players will still get ambushed and fireballed and their age will suck.
My suggestion was to introduce an ambush protection for orcs. Just throwing some numbers out there i went with: 50% of ambush attempts made on orcs fail. A failed ambush results in the orc only losing 10% of the troops he would lose if the ambush had succeeded.
How simple the solution is shouldn't really matter, just how attractive the race and game is made by the change. Economy boosts is the universal solution to all problems, and using it on every race just makes the game boring.
Add another server for the non warring kd's ,those who focus on chart position let them play with themselves.Dedicate a server to those kd's willing to war oop and beyond.If the kd's in the warring server can not find a war at least every two weeks throughout age ,auto assign wars based on NW,eventually this will force more kd's to war each other without hesitation that are simular in size and NW or take the chance of auto assign war which may or may not be to thier advantage.
I would like to stress that orcs do not need 8/3 elites.
race modifications :
ORcs
- use bushels for everything instead of gc.
- using gc as bushels .
gnomes
- cant use Tg:s,forts, GS,hospitals,dungeons.
- homes are double as effective
Dwarves
- they increase +5% BE from every attack(succees), BE also decay 0,4%/hour
- they cant spell fog, instead fog randomly comes and goes .its ON 75% of time.
Efs
-Wizzards works also in 3/3 point troops, can send also in combats.
-and are created from attacks. more guilds more created form one attack.
-They have only one free general.
DE
they use runes for growing BE
80% cheaper spells
Human
they suck at magery =) .
bring us some diversity and different to races, thank you .
id like some rather simpler races/personalities like:
humans:
+30% income
+30% science bonuses
double rune costs
6/4 elites $800
spellbook: gp
elves:
+50% magic effectiveness
+1 defensive spec
-50% military losses
-5% population
6/5 elites $700
spellbook: same
dwarves:
free building construction
+30% BE
30% magic resistance
access to only spying operations
7/4 elites $1000
spellbook: fog
orcs:
+30% gains and damage on attacks
draft costs as 1 tier lower
immune to fog
+50% science costs
8/2 elites $700
spellbook: fana, agg, ms
gnomes:
+15% pop
+50% thievery effectiveness
-50% thievery costs
no access to hospitals
-35% birth rates
5/4 elites $250
spellbook: qf, tw, vermin
dark elves:
no rune costs
+50% magic damage
+1 off spec
cannot explore
-10% be
5/6 elites $800
spellbook:same
avians
-30% attack time
ignores enemy defense modifier
cannot be ambushed
+25% military losses
-10% income
6/3 elites $650
spellbook:gp,tw,ws,agg
undead
spread & immune to plague
offensive units will not die in combat
+1 stealth
elites cannot be trained (are converted from offensive specialists)
9/4 elite $-
spellbook: fana, ad, ws, vermin, pf, nm, ms
merchant:
+15% income
immune to income penalties
shepherd:
-50% training/exploring/building/researching time
no food consumption
sage:
every 2 acres generate 1 science point
immune to plague
rogue:
+1 stealth
enhanced operations
mystic:
double effectiveness on guilds
+33% mana & rune production
warrior:
-20% attack times
+25% enemy casualties
war hero:
+1 general
+50% bonuses from honor
all capacity and flat rate buildings are 25% more effective
immune to tornadoes / arson / raze & massacres
Quote:
How simple the solution is shouldn't really matter, just how attractive the race and game is made by the change. Economy boosts is the universal solution to all problems, and using it on every race just makes the game boring.
Apparently an economy boost is simpler and easier to use for less gifted people, therefore contains less skill bias than any other suggestions so far, such as ambush protection of stronger elites.Quote:
It's ok VT2, we all know of your limited brain power, and we understand why you need solutions that work for less gifted people too.
One thing I'd like to see is a way of mystics to hurt theives. Rogues have AW which can really hurt the mages. but all mages have against theives is Expose thieves. there should be a spell that kills theives. but to balance it out maybe make AW a little easier.