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Thread: Comments on Age 54 potential changes.

  1. #31
    Regular Midoki's Avatar
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    I think the Orcs could do with losing there TPA/WPA penalty, with the other races getting a boost in that area is a penalty to the orcs within itself, give them higher off losses instead. With the way the can use credits and the possability of winning 5EPA at the end of a war is enough of a compensation for this as well.

    I like halfers altho I doubt i'll go them as they are, there leets are super, taking NW into account. 6 def points for 5.75NW is better than any other race.

    I feel sorry for elves, those leets are horrable, so NW heavy, Will anyone actually use those pathetic leets? Lower the NW of them to 5.5 IMO, still not good enough to use as a full leet army (dSpecs still better NW value) but at least a 100% spec army wont be more powerful for your NW.

    Humans I would like to see as they are, leets kinda sucky but it works IMO with the bonuses they'll have.
    Undeads look good to me as well, also Avians are nice.

    Faes look over powered in the TM field but they are pure TMs so... it works for me, for me it gives more importance in WT due to there capability to auto fail and thats nice. They're not hard to take out with teamwork either.

    poor dwarfs as well, they need some love. Lose the -BE and give them something else instead... maybe double dragon losses?
    "A man should look for what is, and not for what he thinks should be."

  2. #32
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    Quote Originally Posted by KuhaN View Post
    New changes is a step towards the right direction, gj.

    ...And dont really care about balancing the races, its funner when theyre unbalanced neways.
    Utopia never had balanced races.
    If races where balanced, to kingdoms would have "1/3 A, 1/3 T, 1/3 M" or something like that.
    For starting "attackers win wars" - that alone states the unbalance.

    but now... "New changes is a step towards the right direction"??
    I fear you are losing you mind, friend =/
    Simians FTAA!

  3. #33
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    The game mechanic changes is a good step towards strengthening the willingness to war. The pers changes are ok (bare Sage who is ok this age, with 100 free books per war it should def not be strengthened). The races are completely off, should rethink from scratch.

  4. #34
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    Thumbs down

    totally over the top. Its looks like a joke
    Last edited by Bishop; 18-04-2012 at 17:48. Reason: advertising

  5. #35
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    Quote Originally Posted by Bishop View Post
    Race Changes

    Avian
    -30% Attack Time
    + 30% Spell Damage (Instant Spells)

    - 10% attack gains
    No Access to Stables

    SpellBook: Clearsight, War Spoils, Fools Gold
    Elite: 7/4, 600gc, 6.75NW
    ...Umm. That's really super good and awesome and stuff...


    Dwarf
    + 5% population
    +40% thievery damage

    -10% BE

    Spell book: Quick Feet, Fanaticism, Vermin
    Elite: 7/4, 700gc, 6.5NW
    Eh, you're trying to make dwarf a sexy race, but meh


    Elves
    +30% WPA
    +1 mana in war

    Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
    Elite: 6/5, 700gc, 6.75NW
    Nice to see the +WPA mods go out to other races so we can see some good hybrids again, but you gave it like nothing else AND a weak army. Can't compete.

    Faery
    +50% damage on spells and ops
    +50% WPA and TPA

    -10% Population
    Offensive Specialist Strength -2

    Spellbook: All racial spells
    Elite: 3/8, 1000gc, 8NW
    I love you Bish ;p

    Honestly though, would still like to see something different. Also, what does all racial spells mean?

    Halflings
    +30% TPA
    +1 stealth

    -15% Birth Rate

    Spellbook: Invisibility
    Elite: 5/6, 500gc, 5.75NW
    Not good enough. If Super thieves were still viable, oh yea, this would be good. But they aren't, so it's not.

    Humans
    +20% BE
    + 30% Thievery Damage (Sabotage Ops)
    + 30% Spell Damage (Instant Spells)

    Spellbook: Tree of Gold, Fountain of Knowledge
    Elite: 6/5, 600gc, 6NW
    ...umm....WHAT? LOL!

    Orcs
    +20% gains
    Can train elites with credits

    -25% TPA and WPA

    Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
    Elite: 9/3, 900gc, 6.75NW
    *in his bad Australian accent*
    Now THAT'S a race.


    The Undead
    -50% Offensive losses on attacks you make
    Successful land attacks convert specialists to elites
    Spreads and is immune to The Plague

    - 25% science effectiveness

    Spellbook: Greater Protection, Town Watch, Animate Dead
    Elite: 9/2, 1000gc, 6.75NW
    It seems like Undead is slowly getting phased out. No more 'No offensive losses', no more 'No food' needed, no more 'Can't train elites'. Why do we even have Undead anymore?

    Quote Originally Posted by Bishop View Post
    Personality Changes

    The Merchant
    +30% Income
    -50% Money Losses on Plunder Attacks
    Immunity to all Income Penalties (Riots, Plagues, etc.)
    Slight nerf...ok

    The Sage
    + 30% Science effectiveness
    -75% Losses on Learn Attacks
    - 20% Book Costs
    Hmm, it's a change...kinda lol

    The Mystic
    Access to Meteor Showers, Mages Fury and Chastity
    All Guilds and Towers are twice as effective
    +30% Spell Duration (For Duration Spells Only)
    +1 mana per tick in War
    I like the extra spells.

    The Warrior
    +1 General
    +10% OME in war
    ...So what? Weak.

    The Tactician
    Gain 50% more Specialist and Building Credits
    -15% Attack Time
    ...*shrugs*

    The Cleric
    - 50% Your Military Casualties (on attack or defense)
    Animate Dead spell always active
    Now that's sexy :)

    The War Hero
    +50% more bonuses from honor
    -50% draft cost
    -50% train time
    Also sexy

    Quote Originally Posted by Bishop View Post
    Mechanic Changes

    Reservations will be automatically used when the new age starts and you will automatically be placed in your kingdom.
    Love it. The bug forum thanks you lol

    Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent
    Love it. Long overdue.

    Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
    meh, alright. Another route to solve an issue, but ok.

    The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
    I didn't like this one at first, but I guess it's not a such a bad thing.

    War will end automatically if your opponents networth drops to 50% of yours.
    And thus begins the decline of warring and another reason to never talk to people outside your kd :(. Hate it with all the passion that I love for this game.

    A war ending will grant, for both kds:
    All land currently out with armies at war end returns home immediately.
    Instant population growth of 20% of your max pop if you are under 50% of your max pop
    +500% Birthrate
    30% reduction in training costs of all troops
    Draft cost reduced 50%

    Winning a war will grant the following:
    +10% honor taken from the opponents honor pool
    100 Books of science per acre granted to each province
    5 times your acres in spec credits
    Free building credits to the total of your current acres
    Assuming the other mechanics are in place, I don't mind these.



    Any word on fixing/changing the war win chart?

  6. #36
    Post Demon lastunicorn's Avatar
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    So if the war ends automatically, does one side get the win and bonuses?

    I like that it's less beneficial to max gain min time and WD, and less beneficial to dice all age.

  7. #37
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    im pretty sure im wrong here but, a war hero personality(-50% draft cost) at the end of war (another -50% draft cost) drafts soldiers at zero cost?

  8. #38
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    the ...what?

    PPL metioned it before. But now no races means anything. Everything is weak now, or dont make sense. Dwarves were perhaps weak for many, but a dwarf shep was the ultimate flexibility race immune to drags. Now, no unique races, races becomes just a name. Races shares to many abiltities.

    This age was prolly among the most balanced changes ive seen in a very long time. And since im playing from the 4th age of Utopia, next age would be the worst that ever existed form that date. Personality and mechanics are very good. some still need some tweakings but all the races are random, mixed and very weak. changes should never be made to change the nature of a race but should be in a way that his own known abilities are used perfectly so that any of em could be ideal to be played. As of now, Id rather quit next age. Races should be focused on their roles and if ppl wants a UD shep hybrid, they can set it that way manually. They dont need cheap tweaks that forces to them a change that seriously crap them up. Races are now everything and nothing.
    Last edited by Lordwarallied; 18-04-2012 at 17:04.
    The decline of Utopia presented by:
    Quote Originally Posted by Twyla View Post
    [...] And, just for the record, War Spoils can be as much bane as blessing. Sure, you get the land sooner, but your armies can still be Ambushed
    Kds played:
    -Sanctuary
    -Dopefiends
    -Copy Cats
    -Moritatum
    -Queen's Mob
    Currently:
    -Melee Weapons

  9. #39
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    Quote Originally Posted by macleod View Post
    maybe not to smash a kd right away, but 100bpa and 5epa in 48 +12 mintime EOWCF hours is a nice little boost. And if both kds max gains mostly army in/out, both kds will end up in decent shape and one will get a nice boost at the end. And now with the nice "jubilant from BF (don't pretend to call it anything else)", it's almost like they didn't even really war, since they'll recover nice and easy.
    Agree it's a nice little boost, but so will any oopwar be for any race (although abit stronger for orcs). tbh though they wount be even close to the oop power of human merch this age, so don't really see it as a huge problem.

    One thing that change does is make war straight oop mandatory, but thats nothing to complain about imo.

  10. #40
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    Quote Originally Posted by fwordz View Post
    Agree it's a nice little boost, but so will any oopwar be for any race (although abit stronger for orcs). tbh though they wount be even close to the oop power of human merch this age, so don't really see it as a huge problem.

    One thing that change does is make war straight oop mandatory, but thats nothing to complain about imo.
    It's terrible, wars will never end. Stubborn kings will say screw you i want 100bpa. This will destroy the game. Needs to be SEVERELY nerfed... 10 books per acre. If this change is implemented it's pretty much the end of utopia. For me at least. I co-run a kingdom. It's already difficult to convince a good kd that they're losing, even if they are clearly losing. This will make it next to impossible.

  11. #41
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    however, i still am a firm believer that these changes are a joke :p

  12. #42
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    Throw all of this out and try again. Please, this is simply abysmal, and I can't see any way to save it. This is the first time I've ever seriously considered quitting over age changes. I simply don't know why I would want to play this game.

    To top it all off, the re-purposing of the races feels insulting. Take listed human - it is clearly based on dwarf, not human. +20, A/m or A/M role, stupid elite - almost exactly what I'd have tried to do with dwarf. But instead it is called human. In some ways it doesn't matter much, but there is no good reason to be swapping the names around like that, which leaves me feeling like the devs just felt the trying to **** with my mind. For now I'll assume this was by accident - but keep it up and I'll get very angry about it.
    it's vs. its is ambiguous - from now on I'm attempting to use the proper possessive it's, and the contraction 'tis. (Its will just be the plural.)

    Think Different

  13. #43
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    Quote Originally Posted by longjohnsilver22 View Post
    im pretty sure im wrong here but, a war hero personality(-50% draft cost) at the end of war (another -50% draft cost) drafts soldiers at zero cost?
    *sigh* 100*0.5*0.5=25. so thats 25%.
    Last edited by Anony; 18-04-2012 at 17:30. Reason: typo

  14. #44
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    Quote Originally Posted by longjohnsilver22 View Post
    im pretty sure im wrong here but, a war hero personality(-50% draft cost) at the end of war (another -50% draft cost) drafts soldiers at zero cost?
    It's multiplicative not additive: .5*.5=.25; so 25% of cost not 0%.

    As for changes, they races are way off. Only Orc and Faery worth playing.

    Humans: Cool beans that Human has ToG but with 600 gc leet and crappy army, they don't need the extra money but need more attacking power. They are more like dwarves than humans. And the rainbow bonuses? Why?
    Dwarves: So bland. It's not made to be A/t in these changes, human does it better.
    Avian: Meh. Rather they had 8/3 elites.
    Faery: Good try, but useless without MS, so unless you want to force them to go Mystic, then good job?
    Halflings: What can they do without cheap thieves? Faery is way better at thieving now.
    Elves: Close, but they need more attacking prowess to make them an efficient A/M, otherwise might as well play faery.
    Orcs: Perfect.
    Undead: Doesn't even come close to competing against Orcs as heavy attackers.

    Personality changes:
    Looks fine but among the attacking personalities only Cleric looks good.
    War hero is too much of a gamble.
    Warrior doesn't compete in 10/14 weeks of the age.
    Tact is intriguiging but not good enough as armies are cheaper so attack time bonus is only good thing and not strong enough.
    However, with cheap armies most attackers would be wise to go Sage.

    Mechanics changes:
    War declare range only serves to protect bottom feeders. Other changes are fine, IMO.

    WW Bonus: Look like a great step but some obvious problems being that 2 WWs and Orcs will be running full leet offense. That's a little OP lol. Gotta limit it to actual specs. Also, it will induce people more to war but not to withdraw. How about giving split bonuses to each side?

    Winners:
    +10% honor taken from the opponents honor pool
    100 Books of science per acre granted to each province

    Losers:
    5 times your acres in spec credits (Probably should be tweaked to 2-3 times for losers)
    Free building credits to the total of your current acres (Probably should be tweaked to 1/2 current acres)

    Winning a war means more land/peasants and you can probably rebuild quicker. Losers need some help retraining. Let them exchange long term loss (honour) for short term gain. Have the winners gain long term boosts to honour and science. Find an equilibrium that won't be abused but will increase the amount of wars.
    Last edited by coboss; 18-04-2012 at 17:39.

  15. #45
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    well, ppl should be in the situation they are in and live with it. if ur under 50% peasants after EoW. you build homes and cast LP. OR release troops, build banks and retrain. thats what made the game great. Someone's abiltity to use what tools he has at hand to become the best. Not something that does it for him and brings lazyness.

    Thats what made F1 gay at one point. All the technology and breakthrough made the drivers pick their asses at 260 miles an hour. t just became mini games in a rollercoaster park. stealing sci from the enemy should be a WW reward. Honor reward are good in the changes. creds, im all against it. no need of it. birth bonus are too high. no need of it
    The decline of Utopia presented by:
    Quote Originally Posted by Twyla View Post
    [...] And, just for the record, War Spoils can be as much bane as blessing. Sure, you get the land sooner, but your armies can still be Ambushed
    Kds played:
    -Sanctuary
    -Dopefiends
    -Copy Cats
    -Moritatum
    -Queen's Mob
    Currently:
    -Melee Weapons

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