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Thread: Changes to give Utopia some direction

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    Changes to give Utopia some direction

    Changes to give Utopia a New Direction

    The goals of the developers (for the last ~2 years) are for cosmetic changes and premium features only. This is clear from the development blog:
    Quote Originally Posted by Official Utopia Blog
    When I think of revamping I don't think of game tweaks. I think of new features, more user options, bringing a game that has an unparalleled and dignified history up to date*.
    -September 2010
    Quote Originally Posted by Sean
    In the short term, we plan to focus on premium features so that we can afford to have some people working full time on the game. In the medium term, we hope to be focusing on bring new players into the game. In the longterm, we would love to see Utopia being successful enough to fund the development of a simpler version designed to attract less hard-core players, and funnel those who are able for it into the current version of the game.
    -August 2011

    Utopia has made little progress in the last couple of years and this is why:
    1) Goals of changing the game's visual design attract little attention and should slowly develop over time. That should be happening in the background, while mechanics-changes are being fixed.
    2) Adding more Premium features =/= maintaining or increasing player population. Sean's short/mid/long term goals do not facilitate one-another.
    3) There is a large communication gap between the developers and the players. The success of an MMO game is determined by how many people play. This is why newer MMO companies regularly use extensive amounts of player feedback to guide their changes.

    Quote Originally Posted by Official Utopia Blog
    We're going to ask for your feedback and thoughts on where to go from here on very soon. We've got our own ideas but this isn't the time where we ignore our loyal followers and try to forge on alone.
    -September 2010

    It's been over a year and I still haven't seen a single action warranting my feedback. What gives?
    I am going to offer you my thoughts since you were too shy to ever ask.

    Proposal: Changes to give Utopia a New Direction
    Short Term - Find and fix small problems. The small problems are what really break the game experience. Since they are minor, they are getting put to the bottom of the to-do list. This is backwards, they should be finished first. One little annoyance is okay, but they add up really quickly. Most of these problems are discussed in the Suggestion forum:
    Nature's Blessing
    Problem: Too low of a percentage to remove Plague; potential to drain all mana/runes without curing AND still suffer the negative effects is overpowered.
    Solution: Effect: Protects your land against Storms, Drought and Plague. Duration: max 6 hours
    Solution2: Increase the chance you can cure the plague each chance. Cast 1 = 20% chance, Cast 2 = 25%, Cast 3 = 33%, Cast 4 = 50%, Cast 5 = 75% chance, Cast 6 = 100%.

    Bouncing Undeads
    Problem: Offense doesn't die on attacks; creates unique 'tactic' for undead bounce waves
    Solution: Offense doesn't die on successful attacks made

    Utopia Time
    Problem: Utopia Day/Year is only displayed on the Throne Page
    Solution: Add a column to the maroon bar to the left of 'Money' for the 'Date'

    Buildings
    Problem: Building cost per building increases as land size increases
    Solution: Flat-rate or linear building costs

    Land in War
    Problem: A lot of undeveloped land in war; makes province less efficient (and fun) in war
    Solution: Traditional March takes a high percentage of undeveloped land first & Raze targets developed land only.

    Automatic War-Diplomacy
    Problem: Potential for war to last several weeks; stubborn KDs can grief/troll; long wars with large disparity in KD size offer a non-fakewar possibility to still grow in war protection.
    Solution: Formulate conditions for automatic war end that scales with KD Size/NW (1 mil NW vs 500k NW war at age start is okay, but 16 mil NW vs 8 mil NW isn't); parameters for auto-diplomacy should include KD Land, KD NW, # Provs, Max Offense Prov vs Min Defense Prov (aka unbreakables).

    Remove Unfriendly
    Problem: Unfriendly offers too little of a tactical window for relations and is more-or-less useless.
    Solution: Remove Unfriendly; this adds more importance to 'Hostile'

    Trade Balance
    Problem: Positive Trade Balance decays too quickly and has no advantage
    Solution: Remove taxing in war; positive trade balance should slightly improve the effects of 'Banks'

    Tiny Kingdoms
    Problem: Abundance of small/empty KDs when cycling through the list
    Solution: Remove the empty KDs altogether; monarchy check box to auto-merge KDs with <10 provinces (should happen every utopian year)

    In-Game Communication
    Problem: Constantly reviewing in-game forum threads for new posts; no indication for new posts
    Solution: Bold threads with unread posts
    Problem: Adding a post to the forum during a tick doesn't work; annoying as heck to repost
    Solution: Forums should be hosted independent of ticking; don't allow user to click 'Post' if the game is ticking
    Problem: Unclean forums; desire to change monarch msg when monarch is unavailable
    Solution: Monarch should be able to choose anyone as 'Page'; choose who can change monarchy msg
    Problem: War Forums are annoyingly deleted
    Solution: Other KD cannot delete your KD's posts
    Problem: KD Chat is another useless feature
    Solution: Add the date-stamp; add indication of new chat posts; add indication of current # of chatters
    Problem: Mail needs to be more convenient
    Solution: Button to 'Send Mail' to a province when viewing their province profile page

    Vacation Mode
    Problem: Currently allows for indefinite, full province protection; abusable feature that is manually monitored
    Solution: Maximum of 2 week VM protection followed by a 24 hour cooldown; maximum of 30 days of VM time per age per province

    KD Tagging
    Problem: Constantly having to type in KD ##:## to War, Mystic, Thievery, & Mail pages
    Solution: In War, all offensive operations default to the enemy KD ##:## rather than your own KD ##:##

    Changing Monarchs
    Problem: Too easy to change monarchy for the sake of gaining monarchy bonus
    Solution: Can change monarchs once every 24 hours; 6 hour sliding monarchy bonus

    Dragon Page
    Problem: There are times it is beneficial to restrict province access to the Fund/Attack Dragon page
    Solution: Monarchy checkbox to grant/restrict their KD to Fund/Attack Dragon; easy way to prevent unwanted dragon funding or attacking

    Fortified Stance
    Problem: Fortified stance is still viable for active hostilities
    Solution: Remove specialist/building credits and undead elite conversion hitting in/out of fortified

    There are definitely other small tweaks that could be made that are unlisted here. Above is definitely my opinion but regardless, the point is that the small changes happen first! And they definitely need to happen. Refining the gameplay is vital; fixing the small problems goes a long way towards the health of the game and a better user experience (fun-factor).
    Once these wrinkles are ironed out, the medium-term goals need to be set. This is the most vital step towards shaping the future of Utopia. This is where we must address the ultimate goal and lay the building blocks to achieve it. From the development blog it would seem that increasing the player population would be most beneficial for generating revenue and maintaining an enjoyable gaming experience.

    Medium Term - Focus on the individual's play experience. What would a new player face upon their first entry into Utopia? How can we make that experience fun and fulfilling and desirable to continue playing in future ages? These questions all must be answered if you want to even consider reaching 10k players.
    Here is my answer: Goals. There should be clear and easy goals for a new player to accomplish. Then there needs to be slightly more challenging goals for the average player. And finally the difficult goals, to be accomplished by the most skilled players.

    New Player - the new player must be presented with the game mechanics in a fun way, use small incentives and random events as a way to guide the experience. These could be in-game mail from an NPC representing your people to say "Our people want to explore the lands, grow to 500 acres by xx date and they rejoice! Reward: +5% BR & BE." When a random thief intel op shows up in your news, "The thieves from ##:## escaped with vital information about our province, you have 1 day to find where they are (perform: infiltrate thieves guild on the prov they came from). Reward: +5% TPA for 4 hours." Keep the 'quests' simple and the rewards simple. Nothing near 'overpowered,' the rewards should be greater than or equal to a self-spell. Like 50 free building credits or something.
    Also, acknowledge simple accomplishments. While this may seem nub at first, gaining feedback from the game itself is vital for a better experience, especially at the lowest level. Reward a prov 1 days income for slaying a dragon idk.

    The second most important aspect of a goals/quest system is to provide the 'ghettos' additional entertainment. The chain is only as strong as its weakest link; Utopia's ghettos could use some help. Perhaps there are also daily mail quests that you can complete to provide your province with small bonuses. Giving the ghetto/new player incentive to log in to Utopia more often will incite player activity in the lowest tiers.

    Average Player - After a province reaches a certain point (1 EoA or ~1200 acres) the option to view all player statistics becomes available. This is so essential to keeping players self-motivated. The 'History' page is in the background right now. Bring that page forward and display more information such as 'Largest attack'. Place more importance on these statistics too so all players have a chance to compete at something (the avg player isn't going to be near #1 on the current charts).
    The statistics should be presented in two columns: All-time and Current-Age. When the game is tracking/storing your statistics, you feel like part of the system. All-time statistics is the best way to facilitate the average gamer. It will always give the user something to improve and/or brag about.
    I imagine that this new History page should be linked to your province profile more intuitively.

    Advanced Player - The easiest thing to do here is increase the difficulty/complexity of the quests/accomplishments while phasing out the easy ones. Scale it with KD NW? Achieving these goals/accomplishments should somewhat require the participation of your kingdom. "Dragon's Head: Your kingdom has slain the invading dragon in 2 days; its head is posted outside the kingdom's throne for all to see. Effect all provinces +5% ME and BE for 4 hours."
    "You have destroyed all that was of Province ##:## from the World of Legends! Reward: Your KD +10% OME for 24 hours"

    Long Term - As per design sequence, this is where the most lengthy changes lie. Adding the 'mail-quest' system is simply additional content. Long Term is where the original code/mechanics need adjusting.
    Honor System
    I'm going to omit Honor Rewards because they are trivial. Keeping the current titles and ranges.
    Everyone starts at zero Honor points. Order of more points gained/lost to less:
    +Gain+
    War Wins
    KD at war*
    Very Positive TB*
    Someone bounces on you
    Successful TM/Raze in war
    T/M Ops in War
    Attack Dragon/Dragon Kill
    Successful TM/Raze in hostile
    T/M Ops in Hostile
    'Quests'
    Attacking into Aggressive

    -Lose-
    You PK someone oow; KD-Wide
    Attacks/Ops into KD within ## hours of breaking NAP; KD-Wide
    Someone PKs you in War; KD-Wide
    Attack into War
    User-suspension/reported
    Lose a war
    Dragon ravaging lands*; KD-Wide
    Attack Fail
    Very negative TB*
    Thieves caught
    Spell backfires
    Successful Plunder/Learn
    Anonymous attacks
    *=per tick
    I have roughly worked out a system to score honor points. Currently the numbers I have are based upon winning (meaning you are guaranteed to finish the age as a Duke if your KD has 8 WWs). When implementing a new honor system, realize that is should probably be one of the most important statistics in this game.
    I'm going to take some time to highlight a few purposes of a new honor system:
    Gaining honor should be awarded for two reasons (1) You're a team player (2) you're a good player. Honor should be a litmus test of your activity and success in Utopia. There are many ways to lose honor but they shouldn't be too taxing for positive honor growth. Since Honor is a representation of your reputation, getting suspended for content/flaming etc. in-game should result in significant honor loss. This will reduce manual moderation!

    The losses for hitting in/out of war & within ##hrs of breaking NAP should also be upwards to a whole honor ranking. This is designed to discourage foul play but not stop it entirely. Dishonorable diplomacy tactics should always remain in Utopia. But lately the main forums have been cluttered with flames/trolls/hostilities, which makes the community look terrible; therefore utilize this in-game solution.
    New War Win charts should facilitate a new honor system.

    Premium Feature:
    Acting General: Allows one of your kingdom members to use one of their generals to lead your army into battle. -5% Gains, +5% Loses. Usable once every 48 hours.

    I thought this would be a good way for revenue and player activity. Often times Utopia requires a time-commitment that many players cannot maintain. Being more active certainly puts you at an advantage in this game therefore there's no reason to bring a disadvantage to casual players. The required general and 48 hour cooldown ensure that this is not a pay-to-win feature.
    ---

    Conclusion
    I've played this game for many years now and I have trudged through the muddy times. This is my final offering to Utopia. I'm not saying what I wrote is the only solution; they're just ideas on the table. IMO Sean and Brian need to seriously start focusing on why the game isn't thriving in a generation of popcorn-web-users (always popping up google, facebook, emails, espn.. etc). Right now, the gameplay just isn't there for the masses. Mobile devices aren't supported, new content doesn't exist. It's a very static gaming environment that definitely needs some more up-to-date mechanics.

    Changing the image of the game was a huge step backwards, in my opinion. It shows that actual development isn't happening. S&B always sought to preserve the unique-ness of Utopia but this "face-lift" was totally botched. Now, the game that I was barely having fun playing is unbearable to look at. Good luck, Sean & Brian, may the force be with you.
    Last edited by golfer44vip; 12-02-2012 at 22:02. Reason: fixed ?'s

  2. #2
    Game Support Bishop's Avatar
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    "The goals of the developers (for the last ~2 years) are for cosmetic changes and premium features only. "

    I stopped there. You are gravely mistaken.
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    Forum Addict Scavenger's Avatar
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    Read on nonetheless imo, it has some nice ideas mixed in with the bad.

  4. #4
    I like to post Landro's Avatar
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    So many bad suggestions....
    Gaining honor because the enemy fails to hurt you? People could fail on you on purpose just to donate honor to you
    Losing honor for failing spells/ops? People would stop trying to op/cast on high tpa/wpa provs for fear of losing honor. bad idea
    Losing honor for getting reported? Better ask Bishop about the percentage of reports that can be confirmed as cheater before even thinking of touching that one
    Gaining honor for slaying? Getting rid of a dragon is it's own reward. Why would you need more incentive?
    More benefits for slaying fast? Sheesh! See above
    Losing honor for getting PK-ed? LOL! You already lose everything so what gives?
    Losing honor for having a negative TB...... wow, everybody will lock their TB just to avoid losing honor
    Gaining honor for having a very high TB? haha, I'd pick Hu/Merch, lock my own TB and just aid-bomb the nubs for free honor
    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...

  5. #5
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    Short term suggestions aren't so bad, though sometimes wrong or outdated

  6. #6
    Forum Addict scorpio86's Avatar
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    I think Utopia has brilliant direction, onwards and upwards!

    Do you not have ' on your keyboard?

    There are a few suggestions i can agree with, Utopian Time and Trade Balance effecting Banks. Apart from this i disagree with the majority of your post golfer44vip yet i respect that you typed out such a post and have clearly put a lot of effort into it, despite the use of ? instead of ' :-)
    LIVE LONG AND PROSPER

  7. #7
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    very nice write up. a lot of good ideas

    but, the way to get things implemented and up to date, would be to seperate out the different job areas and start deligating so you have consistant work in those areas

    the facelift was much needed, but with new changes, it can't be lagging, and there has to be a way to make things better for mobil phones.

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    Dude in all my years of playing I've never seen a player suggestion make it to the game, at least in recent times (but as far back as I can remember even).

    Good luck.

    If for some reason I'm not remembering correctly and there were some suggestions made by players that actually made it into the game in the way the player described, please, by all means, refresh my memory! And I don't mean way back in ages 1-30.

  9. #9
    Forum Addict Scavenger's Avatar
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    Don't ask people to dig up the piles with examples to prove what you're to lazy to look up.

  10. #10
    I like to post Landro's Avatar
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    I suggested that netw be included in SoTs and guess what? SoTs now include province netw
    I also suggested to remove the free soldiers from Cleric to make the Orc/Cleric combo less OP.

    Ofc I've also made many suggestions that never made it. That's how it goes.
    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...

  11. #11
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    Scavenger: No disrespect, but please don't expect me to believe what you are 'too lazy' to prove. Because, in my experience, I have never seen a suggestion make it from the forum to the game.

    Landro, that is good to hear. So some suggestions do make it through. That's good to hear.

    Aside from the point, but I've always had respect for you Landro, your posts always seem to calm me down and don't instigate further fighting. Thank you for being you :-D.

  12. #12
    Game Support Bishop's Avatar
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    Quote Originally Posted by SirVanir View Post
    Scavenger: No disrespect, but please don't expect me to believe what you are 'too lazy' to prove. Because, in my experience, I have never seen a suggestion make it from the forum to the game.

    Landro, that is good to hear. So some suggestions do make it through. That's good to hear.

    Aside from the point, but I've always had respect for you Landro, your posts always seem to calm me down and don't instigate further fighting. Thank you for being you :-D.
    Your experience is terribly lacking.
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  13. #13
    Forum Addict Scavenger's Avatar
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    Quote Originally Posted by SirVanir View Post
    Scavenger: No disrespect, but please don't expect me to believe what you are 'too lazy' to prove. Because, in my experience, I have never seen a suggestion make it from the forum to the game.
    DHaran (I think) made a whole list of implemented suggestions recently when yet another one claimed nothing got implemented. And that wasn't the first time wich is why I reacted like that.

  14. #14
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    Quote Originally Posted by Bishop View Post
    ... I stopped there. You are gravely mistaken.
    Well thanks for reading one line, in the time it took you to reply you could have read why I am not "gravely mistaken."

    Quote Originally Posted by Bishop
    The following items will not be done before age start, but we want to look at them mid age. Bishop, or another mod, will create a thread mid-age detailing the issues and how we want to resolve it. We will invite people to discuss the issue and solutions with a view to implementing them at a later date

    - inactive provinces can be deleted by the Monarch after 5 days along with making them available to trade for 5 more days.
    - tax rate tweak on how the rate is calced on shipments
    - relations system
    - honor system
    - science system
    Hmmmm Bishop I do not recall you ever creating a thread for these issues. Wait, we talked about honor and nothing changed!
    So let's have a looky at what did change.


    Since 2010:

    Things that can be done in ~3 hours but take ~3 ages:
    *Add/remove - halfer/gnome/darkelf/faery/undead/cleric/artisan.
    *Add/remove a couple of spells.
    *Numbers tweak (balancing)

    Important things since 2010 (but still not quite there):
    *New anti-cheat measures. I guess they're working since there hasn't been mass-deletions in a whole age. Sorta pissed couples/roommates off though.
    *KD Chat. Awesome idea that got ditched underneath the abandoned on-ramp for the highway to nowhere.
    * Forbidding fake wars. Could you get any more ambiguous??? No reasons/definitions given here at all...

    Wait wait, the cosmetic changes/prem feats have a bigger list! Taunts, Invites, change prov details, relations meter, MO calc, and an entirely new layout of the game.
    Time spent on IMPROVING mechanics/gameplay/experience = time spent on cosmetics/premfeats ?? Don't think so.
    If you still disagree with me, here's a quote:
    Quote Originally Posted by Sean, Aug 2011 interview
    New players coming from other games will need something more easy to grasp, but this may require a new Utopia ?Lite? to be built from scratch, which would be a lot of work.
    ...our long-term hope for the game is to have a simpler version for more mainstream gamers.
    AKA instead of making Utopia itself a better game, they'd rather make an entirely different version to attract new players. I think this is backwards, hence my post.

    TL;DR = The Dev changes now are pushing gameplay/mechanics to the background because cosmetics/prem feats are easier to implement therefore the only real goals of the developers. Each time that a major mechanics change is mentioned by 'the top'... nothing actually happens.
    So you, Bishop, are gravely mistaken. The To-Do list is a tease. The To-Done list tells me what the devs can/will do. Only thing on the To-Done list is cosmetic changes/prem feats. and the few things above.
    Last edited by golfer44vip; 12-02-2012 at 23:18.

  15. #15
    Game Support Bishop's Avatar
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    Its hard to make me laugh on a Monday morning, but well done to you. Of the 5 items you quoted me as saying that were not addressed we have implemented two already.

    FYI 2 !=0.

    To say that the only changes we have made are cosmetic shows you have not researched your subject matter at all. If you want to be taken seriously I would advise you to familiarise yourself with what has happened in the last few ages.
    Last edited by Bishop; 13-02-2012 at 10:08.
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