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Thread: Comments on age 53 potential changes

  1. #316
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    question regarding dragon slaying with halfling soldiers; one point or two?

  2. #317
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    Quote Originally Posted by Humanoize View Post
    question regarding dragon slaying with halfling soldiers; one point or two?
    With the current rule set, all specs slay for 5 points regardless of their strength. I expect this to be the same for soldiers.
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  3. #318
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    Avians
    Bonuses:
    * - 20% attack times
    * Defensive Specialist Strength +1
    * +50% Birth Rate

    Penalty:
    * +20% combat losses(remove -10% building efficiency)
    * No access to stables

    Other Information:
    * Offensive Specialist: Griffins (5/0)
    * Defensive Specialist: Harpies (0/6)
    * Elite Unit: Drake (6/4, $600, 6.25 nw)
    * Spell book: Town Watch, (remove Clear Sight and Fanaticism)

    Dwarves
    Bonuses:
    * + 20% BE
    * Free Building Construction
    * Can use credits to raze buildings

    Penalty:
    * Accelerated Construction not available
    * + 35% rune consumption (remove -15% thievery effectiveness)
    * + 50% food consumption

    Other Information:
    * Offensive Specialist: Warriors (5/0)
    * Defensive Specialist: Axemen (0/5)
    * Elite Unit: Berserker (6/6, $750, 7.0 nw)
    * Spell book: Vermin, Quick feet

    Elves
    Bonuses:
    * + 2 mana per tick in war
    * Defensive Specialist Strength +1
    * +30% damage on instant offensive spells.

    Penalty:
    * No access to Hospitals

    Other Information:
    * Offensive Specialist: Rangers (5/0)
    * Defensive Specialist: Archers (0/6)
    * Elite Unit: Elf Lord (7/3, $600, 6 nw)
    * Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury, Quick Feet

    Halflings
    Bonuses:
    * + 1 extra stealth per tick
    * - 50% thief cost
    * + 10% population
    * Espionage operations are 100% accurate in war

    Penalty:
    * -10% gains on attacks

    Other Information:
    * Soldiers: 2/2
    * Offensive Specialist: Strongarms (5/0)
    * Defensive Specialist: Slingers (0/5)
    * Elite Unit: Brutes (5/6, $500, 5.0 nw)
    * Spellbook: Town Watch, Quick Feet, War Spoils, Aggression, Fanaticsm

    The Undead
    Bonuses:
    * 6/0 offense specs (remove successful land attacks convert specialists to elites)
    * No obtainable elites but in war, offense specs metamorphs into 7/2
    * Spreads and is immune to The Plague
    * No Food required

    Penalty:
    * - 20% science effectiveness
    * Access to basic thievery operations only (neutral relations ops)

    Other Information:
    * Offensive Specialist: Skeletons (5/0)
    * Defensive Specialist: Zombies (0/5)
    * Spellbook: War Spoils, Nightmares, Chastity

    Note: If the transforming ospecs deem impossible, lower the 9/3 elite price to $900 / 950 with conversion available. Give them 6/0 ospec still.

    The Shepherd
    * +50% flat rate & capacity buildings effect (homes, farms, towers, stables & dungeons)
    * Immune to Droughts, Storms, the Plague and Dragons.
    * -30% Building Construction Time and costs

    Reasoning:
    - Avians can be hybrid instead.
    - Dwarves wont be just used by top kingdoms only.
    - Halflings can be a/T with those slight offensive boost.
    - Elves need Quick Feet to be a/M.
    - Undead just needs to be comparable to Orc for heavy attacker spot.
    - Shepherd can be pretty powerful.

  4. #319
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    Procrastinat3 - you can have avian with combat losses penalty and elf as attackers with no hospitals.
    well, you can - but no one will pick it up as attacker.

    Bishop - when you look at the races in the game, you can see today we have 362 avians, this is the race that got the lower base of players.
    last age it was the same...
    they should get a buff, not a nerff and what was offer so far was a nerff.

    elf got 1112 players and the top 3 persona are 597 mystic, 210 Sage and only then 65 clerics. that mean players like to play the a/M with the race and useing mystic to save space to build other things. with no hospitals you make it not attractive to play them as a/m when you should make it a little more hard. again +20% combat losses will fix that.

    human got 842 players and the top 3 persona are 286 Merchants, 178 sages and 149 rouges.
    again, you can see that players like to play a/t as almost 16% of the race gone to play rouge.
    (god bless the poor 7 human mystics on the server, lets move talk about halfers)

    Halfling got 952 players (450 rouge, 192 cleric) while fae got only 792...
    thata can show you that players want to be a/* - the pure tm race got less players on it then the 3 a/* races...

    my point? the changes like they are now remove the place for a/* - and take out the play style that most players like to play.

    i know i said it befor in my last post, but this time i hope the numbers will give it little push :)

  5. #320
    Game Support Bishop's Avatar
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    Race popularity is not an indicator of strength
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  6. #321
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    Quote Originally Posted by Bishop View Post
    Race popularity is not an indicator of strength
    true, but:
    (1) it's indicator of what players want to play
    (2) its linked to strength, as most players pick what they belive to be the best combo of race and persona

    i think the numbers show that players want to play a/* and the changes go against that.

  7. #322
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    My suggestion is to buff every single race up to make the game more exciting, been playing uto since day 1, it needs some flavour

    Avians
    Bonuses:
    * - 20% attack times
    * Defensive Specialist Strength +1

    Penalty:
    * -25% Birthrate
    * No access to stables

    Other Information:
    * Offensive Specialist: Griffins (5/0)
    * Defensive Specialist: Harpies (0/6)
    * Elite Unit: Drake (6/4, $600, 6.25 nw)
    * Spell book: Clear Sight, *loses town watch*

    Dwarves
    Bonuses:
    * + 20% BE
    * Free Building Construction
    * Can use credits to raze buildings

    Penalty:
    * Accelerated Construction not available
    * - 15% thievery effectiveness
    * + 40% food consumption

    Other Information:
    * Offensive Specialist: Warriors (5/0)
    * Defensive Specialist: Axemen (0/5)
    * Elite Unit: Berserker (6/6, $750, 6.25 nw)
    * Spell book: Vermin, Quick feet,

    Elves
    Bonuses:
    * + 2 mana per tick in war
    * Defensive Specialist Strength +1
    * +30% damage on instant offensive spells.

    Penalty:
    * No access to Hospitals

    Other Information:
    * Offensive Specialist: Rangers (5/0)
    * Defensive Specialist: Archers (0/6)
    * Elite Unit: Elf Lord (7/3, $600, 6 nw)
    * Spellbook: Mystic Aura, Clear Sight, Pitfalls, Reflect Magic, Mage's Fury, Tree of Gold

    Faery
    Bonuses:
    * + 50% magic effectivness
    * + 50% thievery effectiveness

    Penalty:
    * - 10% population
    * Offensive Specialist Strength -1

    Other Information:
    * Offensive Specialist: Magicians (4/0)
    * Defensive Specialist: Druids (0/5)
    * Elite Unit: Beastmasters (3/8, $900, 7.0 nw)
    * Spellbook: All spells

    Halflings
    Bonuses:
    * + 1 extra stealth per tick
    * - 50% thief cost
    * + 10% population
    * Espionage operations are 100% accurate in war

    Penalty:
    * -10% gains on attacks

    Other Information:
    * Soldiers bonus remove
    * Offensive Specialist: Strongarms (5/0)
    * Defensive Specialist: Slingers (0/5)
    * Elite Unit: Brutes (5/6, $500, 5.25 nw)
    * Spellbook: Town Watch, Quick Feet, War Spoils, *Remove Agression*

    Humans
    Bonuses:
    * + 30% income
    * + 40% Damage on Sabotage Operations

    Penalty:
    * - 20% magic effectiveness
    * Offensive Specialist Strength -1

    Other Information:
    * Offensive Specialist: Swordsmen (4/0)
    * Defensive Specialist: Archers (0/5)
    * Elite Unit: Knight (8/3, $800, 6.5 nw)
    * Spell Book: Greater Protection, Fountain of Knowledge

    Orcs
    Bonuses:
    * + 20% gains
    * Trains elites with credits
    * Massacres do 10% more damage

    Penalty:
    * - 50% thievery and magic damage (on offensive operations)

    Other Information:
    * Offensive Specialist: Goblins (5/0)
    * Defensive Specialist: Trolls (0/5)
    * Elite Unit: Ogre (9/2, $800, 6.75 nw)
    * Spellbook: Fanaticism, Aggression, Bloodlust

    The Undead
    Bonuses:
    * Successful land attacks convert specialists to elites
    * Spreads and is immune to The Plague
    * No Food required

    Penalty:
    * Remove science penalty
    * Access to basic thievery operations only (neutral relations ops)

    Other Information:
    * Offensive Specialist: Skeletons (5/0)
    * Defensive Specialist: Zombies (0/5)
    * Elite Unit: Ghoul (9/3, $1200, 7.0 nw)
    * Spellbook: War Spoils, Aggression, *nightmares, chastity removed*


    Personalities

    The Merchant
    * Removed +% to income
    * -25% Money Losses on Plunder Attacks and thievery ops
    * Immunity to all Income Penalties (Riots, Plagues, etc.)
    * Each bank functions as two (subject to DBE)

    The Shepherd
    * Farms and Towers functions as two
    * Immune to Droughts, Storms, the Plague *removed dragons immunity*
    * -30% Explore time and costs
    * -25% Draft Cost
    * +5% Pop

    The Sage
    * + 20% Science effectiveness
    * - 20% Book Costs
    * -20% Research Time
    * -75% Losses on Learn Attacks
    * Every 4 Acres of land produces 1 Science Book per Hour

    The Rogue
    * +1 Stealth recovery per tick
    * Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    * Each Thieve dens functions as two (subject to DBE) subject to DBE
    * +10% damage on offensive ops

    The Mystic
    * Meteor Showers spell
    * Each Guild and Tower functions as two (subject to DBE)
    * +30% Spell Duration (For Duration Spells Only)


    The Warrior
    * +15% Enemy Casualties (on attack or defense)
    * -15% Your Military Casualties (on attack or defense)
    * 10% more OME in war
    * Double bonuses from honor

    The Tactician
    * Gain 30% more Specialist and Building Credits
    * -15% Attack Time
    * -30% Military Training Time
    * -50% Land Losses when Ambushed

    The Cleric
    * Offense doesn't die on attacks you make
    * 1 extra General
    Last edited by hjenny; 25-01-2012 at 13:36.

  8. #323
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    Thumbs down Halflings in trouble

    Penalty:

    * -10% gains on attacks

    is a HUGE Penalty in the long run.

    They will be in the lowest ranking in land.

    *** would be nice if the GAME is designed to be either a WAR or Growth Objective.

    NW should be modified by the balance of Offense and Defense ratio. Pure DEFENSE military should have a NW bust to attract attackers.
    Last edited by Wallfly; 25-01-2012 at 12:30.

  9. #324
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    Suddenly everyone wanna add -10% gains or give avians 6 point specs or something else stupid. Their fine as they are now

  10. #325
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    Quote Originally Posted by Sharaf View Post
    Bishop - when you look at the races in the game, you can see today we have 362 avians, this is the race that got the lower base of players.
    last age it was the same...
    Avians as they are now are designed to make 3 uniques/day which is a very taxing schedule to keep. That is the reason that most people choose the other attacker races. Avians are actually quite strong.
    Retired at one time but no longer retired.

  11. #326
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    Quote Originally Posted by Ordray View Post
    Avians as they are now are designed to make 3 uniques/day which is a very taxing schedule to keep. That is the reason that most people choose the other attacker races. Avians are actually quite strong.
    i will take what you say ordray (about the race actually quite strong) - since i did'nt play avian after they lost the immune to ambush 3 ages ago, but haveing a race with only 300 players picking him up mean the race need a change.

    my problem with the change that was offered is that it will only make less players pick them.

  12. #327
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    Dear bishop
    Here is a "constructive" comment.
    Dwarves; take avay the free construcion of dwarves and reduce the nw of the elites to 6.25/6 or sth like that.. I think this will be a better balance. 20% bonus to B. efficiency is already somthing big.
    Faeries; make elites 1000-1050gc or sth.. they need are alittle bit srtong right now..
    Avians; I admit that they need a nerf but you killed the race.. They need attack force not def.. I think drakes should be 8:2 instead of 6:4. maybe NW 6.75. and cost is higher. you can take hospitals from avians not from elves.. and harpies are 5 def with less death rate..
    So avians;
    Bonuses:
    * - 25% attack times
    * 30% less troops lost when attacked

    Penalty:
    * - 10% building efficiency
    *- some birthrate.. (it is up to you. They already gain peasants when they attack. so this will force them to attack..)
    * No access to stables and hospitals

    Other Information:
    * Offensive Specialist: Griffins (5/0)
    * Defensive Specialist: Harpies (0/5)
    * Elite Unit: Drake (8/2, $750, 6.5 nw)
    * Spell book: Clear Sight, Town Watch, Fanaticism
    Last edited by kingkahn; 25-01-2012 at 13:43. Reason: - birthrate mention..

  13. #328
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    That means that a "chained" undead easily finishes off the chained targets for the rest of a kd and allows for the rest of the kd to end chains at 1000 acres. This frees up ALOT of hits and makes chain MUCH easier in war. And while this in itself isn't a big deal (and my my kd rarely early chains an undead) it NEVER ends they can keep this up all war. This also allows for say an full undead kd to have multiple people in a war with 100+ hits still end wars with 1000 acres becasue a kd simply doesn't have enough generals to keep 7-8 zero def undead knocked out.
    Fortunately gains are NW based. Your chained 12k elite province has a sub-120k NW, meaning you cannot hit any targets above 160k NW for good gains. Most opponents who have not been chained will be much bigger than that and therefore unbreakable. So your immortal offence really becomes quite useless. Usually a war in which heavy chaining occurs splits into two: one war for the people who still have defence and another war for the chained provinces on both sides, who will trade blows and not really lose or gain much from it. So it is possible, and even quite easy, to knock out a KD heavy on undead this age, or a KD heavy on clerics next age.

  14. #329
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    How can faery's be better thieves then Halflings? That doesn't make a lot of sense... Yes halflings lose less but they should be the best at it not less losses switch them around....

    halflings:
    +50% theivery effectiveness

    Faery:
    -50% thief cost

    well since you remove the undeads ability to be undead, avians shouldn't fly, Elfs should suck at magic, humans should be bad with money, Faerys should be an attacking race, Orcs should be docile magic users, and dwarfs should be thin stealthy creatures. IMO... taking away something like that kills the race.

    Making it weaker could make sense like lose nothing on offense and lose 50% on defense. Even All offense and defense losses are 50% less.

    Halflings

    * Espionage operations are 100% accurate in war(why just war? why not always?)

    Dwarves
    Bonuses:
    Add builders boon is 15% more effective maybe?

    ---

    The Mystic
    * Stronger Meteor Showers spell (since faery also have it by defult)

    move immunity of plague from shepard to cleric(clerics banish undead in D&D)

    add to shepard
    Greater protection(shepards are protectors)

    Those are my suggestions. Flame away.

  15. #330
    Game Support Bishop's Avatar
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    new changes going up - so i am locking this one. Please use the new thread i intend to create any second now.
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