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Thread: Age 80 Proposed Changes - Suggestions and Feedback

  1. #61
    Post Demon
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    Quote Originally Posted by Bestest Ever View Post
    Seriously, fix the halfer 5/5 Elite with 8 NW that's unplayable you actually made it worse in the changes
    The only reason the game has survived these types of changes is best summed up with the phrase "sometimes even a blind pig finds a truffle". To put it politely.

    I'd be dancing under the shadow of the ban hammer even putting a remotely honest assessment of the proper modifications of the saying in this case. I suppose it can still feature a pig though.


    I am seriously tempted to simply save a message to the effect of "Ha, another fool suckered by the devs naming them elites! Thank you for being so bad at the game and making me look good.", and just send it to everyone (I guess excepting Orc/UD as of revised changes at least) running elites.
    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

  2. #62
    Post Fiend
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    Quote Originally Posted by khronosschoty View Post
    Can we totally opt out of the new integrated tools? They will only get in my way and won't help me any; I don't plan to use them at all.
    +1.

    The changes are all well and good, i am used to the changing ways of this game ... as for the intelbots and apps and adons ... they do not help - they seemingly save time for top Kingdoms coordination but with all of the fuss of organising them and their glitches and complications ... such levels of coordination can be achieved by older means and still be (i think - i have done the maths) competative. Kingdom Forum and PMs vs Chat Rooms and Intelbots ... rip Munk, i was starting to think of it as "Monkey" ... as per pronouncing it phonetically ... lay it dead in the ground of this world alongside Upoopu, Shrimp, Pimp and Angel... ***.*...:.<..**..:.***.*>.<<<.... Just put enemy offensive points into Kingdom Espionage page and be done with it IMO ... intelbots ruin potential Civil War planning and also acts of villiany ... starlight and dreams...

    I have a thought on Dwarfs though ... maybe make attack time slower by 25% because they are fat, drunken midgets... Um Karaz Azangalgandak dawi a Karaz Azgaldangaz ...
    Last edited by .:. The Moon .:.; 05-02-2019 at 08:21. Reason: The camera is behind your eyes...

  3. #63
    Regular Chromemagnonman's Avatar
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    new spell suggestion

    Undead Legion
    Raise a ghost army attack 20% off sent.

    Use this spell to buff undead lower elites off to 9 and nwpa on elites to 800

  4. #64
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    Quote Originally Posted by .:. The Moon .:. View Post
    +1.

    The changes are all well and good, i am used to the changing ways of this game ... as for the intelbots and apps and adons ... they do not help - they seemingly save time for top Kingdoms coordination but with all of the fuss of organising them and their glitches and complications ... such levels of coordination can be achieved by older means and still be (i think - i have done the maths) competative. Kingdom Forum and PMs vs Chat Rooms and Intelbots ... rip Munk, i was starting to thing of it as "Monkey" ... as per pronouncing it phonetically ... lay it dead in the ground of this world alongside Upoopu, Shrimp, Pimp and Angel... ***.*...:.<..**..:.***.*>.<<<.... Just put enemy offensive points into Kingdom Espionage page and be done with it IMO ... intelbots ruin potential Civil War planning and also acts of villiany ... starlight and dreams...

    I have a thought on Dwarfs though ... maybe make attack time slower by 25% because they are fat, drunken midgets... Um Karaz Azangalgandak dawi a Karaz Azgaldangaz ...
    dafuq?
    The Elf Mystic
    Flaming stupid people since 1999

  5. #65
    Forum Addict smercjd's Avatar
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    Quote Originally Posted by skraz View Post
    dafuq?
    +1 ???

  6. #66
    News Correspondent Mad_Scottish's Avatar
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    Dwarf

    Bonuses
    +20% Building Efficiency
    -40% Building Construction Time
    +25% Building Credits from attacks

    Penalties
    +75% Food consumption
    -20% WPA - I think this is a brutal penalty. If the thought process behind it is driven by how hard it can be to op, maybe look at spell difficulty instead of putting in a direct flat rate negative on WPA. Suggestion: Remove this and add a penalty with sciences. Reduce effectiveness with arcane arts because they are dwarves and just want to drink, make armour and fight! Either that or maybe something to do with return times as they are short and stubby. It just flips the penalties into something that you then need to look at strat and build more rather than the race loosing a flat rate %.

    Spell book: Mystic Aura, Inspire Army, Clear Sight
    Elite: Offense: 6 Defense: 6 Networth: 8.5 Cost: 825 I would tweak this to 7/5. With the pop bonuses on orc and undead they definitely will not be able to keep up. They feel like they are in limbo so would be good to see them a bit more competitive or even 8/4.
    Soldiers: Offense: 1 Defense: 1



    Elf

    Bonuses
    -25% Rune Costs
    Can Cast Self Spells on Others
    -25% Military Train Time
    +1 Defensive Specialist Strength

    Penalties
    +15% Explore Cost I honestly don't see this as a penalty. Very easily overcome with build strat so feels a little bit pointless. I would look at a BE penalty and training time penalty.

    Spell book: Inspire Army, Mage's Fury
    Elite: Offense: 8 Defense: 4 Networth: 9.5 Cost: 950
    Soldiers: Offense: 1 Defense: 1



    Faery

    Bonuses
    Access to All Racial Spells (excluding Paladin spells)
    +20% TPA

    Feel very weird for them to not have a WPA bonus. I would add this back in

    Penalties
    -1 General
    -10% Maximum Population This can be overcome with strat and science but hurts in terms of the off coming in from Orc and Undead. Maybe look at removing this penalty and adding in rune cost or effectiveness/damage for ops.

    Spell book: All spells excluding Paladin spells
    Elite: Offense: 4 Defense: 8 Networth: 11.0 Cost: 1100
    Soldiers: Offense: 1 Defense: 1



    Halfling

    Bonuses
    +50% Thievery Effectiveness (TPA)
    -50% Thief Losses
    Mercenaries and Prisoners fight with 10 strength
    Can use Specialist credits to train thieves


    Penalties
    Cannot use hospitals

    Spell book: Aggression, Town Watch
    Elite: Offense: 5 Defense: 5 Networth: 8 Cost: 200
    Soldiers: Offense: 2 Defense: 2

    Halfer just feels like it got destroyed. The elite value is far too low for it to be able to do anything. I would make the elite more defensive so say 5/7 and give them the +10% pop bonus. I would drop the soldiers and prisoners bonus along with the spec credits being able to train thieves

    Human

    Bonuses
    +15% Science Effectiveness
    +1 Offense Specialist Strength

    Penalties
    -1% Mana Recovery Per Tick Doesn't feel like a penalty here. This needs revamped but blanking on suggestions at the moment. I would make it more effectiveness driven on something so there is an actual penalty

    Spell book: Greater Protection, Inspire Army, Quick Feet, Revelation
    Elite: Offense: 4 Defense: 7 Networth: 9.5 Cost: 1050 For me this is a horrible change. The change doesn't actually flip to be a true defensive elite. I would flips this back to 7/4 or 8/3 to bring it more in line with the offense. If the desire is for this to be a defensive elite I would then look to add in some sort of effectiveness with tpa or wpa for the race to give it more flexibility around play options
    Soldiers: Offense: 1 Defense: 1



    Orc

    Bonuses
    +10% Maximum Population
    -50% Draft Costs
    +10% Enemy military casualties

    Penalties
    20% of Spells Fail
    20% of Thievery Operations Fail

    The penalties are brutal. Intel, rituals, self spells are extremely impacted here when they can be tricky at best. Ritual casting and getting intel beyond SoTs seems to have gotten ridiculously difficult. You aren't really going to be able to have orcs contribute to ritual or intel in war which is just really harsh from a playing perspective. I would look at adding training costs for training military and increased losses on ambush. I would just like to see the current penalties on this race totally revamped because right now it seems painful as hell

    Spell book: Inspire Army, Bloodlust
    Elite: Offense: 9 Defense: 2 Networth: 8.75 Cost: 1050
    Soldiers: Offense: 1 Defense: 1



    Undead

    Bonuses
    +20% Maximum Population This is a ridiculous bonus. The bonus of this once science kicks in is going to be absolutely massive against every other race especially when the elite off value is so much higher than the other races as well. I would maybe look at increased return times instead or remove this entirely and leave them with the other bonuses. Currently this bonus completely over powers this race
    -40% Military casualties
    Some specialists convert to elites on Traditional Marches
    No food needed
    Spreads and is immune to the Plague

    Penalties
    Only Basic Thievery Intel Operations available
    -25% Science Effectiveness
    -1 Offense Specialist Strength
    -1 Defensive Specialist Strength

    Penalties here actually feel fair given the off values of the elite. Remove the +pop bonus and it feels a lot more balanced & fair.
    Spell book: Animate Dead
    Elite: Offense: 11 Defense: 3 Networth: 10.5 Cost: 2050
    Soldiers: Offense: 1 Defense: 1


    Personalities

    The Rogue

    All Guilds are 50% more effective I would remove this from rogue. I would make this a race bonus somewhere instead of a bonus of a personality
    +1 Stealth recovery per tick
    Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    Thieves Dens are 50% more effective
    +50% Crime Science Effectiveness
    Access to Invisibility and Paradise
    Starts with +800 thieves

  7. #67
    Regular
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    suggested changes to the proposed changes:


    Dwarf
    -20% WPA -> change to 50% Guild effectiveness

    Elf
    add +10% wpa
    reduce elite to 7/4

    Human
    -1% Mana Recovery Per Tick -> change to +20% rune costs.

    Halfling
    add: mills and farms house 35 people

  8. #68
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    Erm, just logged in. Seeing that Fa misses a lot of spells. Does this mean I interpreted "Access to All Racial Spells (excluding Paladin spells)" wrong, or is it not yet changed?

  9. #69
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    This can't be right, new intel, same but worse (can't stop it from destroying my layout) than old intel, is this a joke? I dunno, functionality might be there. But this new utopia looks bloody horrible. And it's very very user unfriendly. I suppose intel is supposedly visible in the kingdom page? News flash: the allocated space is way too narrow. And that's just one thing. I fear playing on mobile now, and the existing app is getting worse (ie not updated) with each new feature, not strange, as last age was supposed to be the introduction of a new app, so why bother. Utopia in a way is a spreadsheet you manage, but it doesn't have to look like a ^$#^% spreadsheat (made by someone clueless how to build a spreadsheet).

    "New" chat is similarly atrocious, it likely won't work in the app anymore, it is a nightmare to use, province names are cut off, only a few lines visible, and now i'm logged out of it due to inactivity. Glad to see oldchat is there, hope that isn't an oversight. (though 2 ingame chats is, well, lets put mildly, redundant)

    Utopia was hard to get new players to use, this makes it ten times worse, it is like putting them in the cockpit of an old style fighter jet and say "good luck", its an overwhelming mess.

  10. #70
    Post Fiend
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    I’ll wager well over 50% of the server will be undead, you made them stronger.

    Congrats on the balance!

  11. #71
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    I just want to contribute the unpopular opinion that the -WPA on Dwarf is a perfect nerf. It's been a hidden annoyance of the game for many ages that Dwarves tend to have higher WPA than everyone else due to their BE bonus. Maybe they can get free construction back, but the -WPA is a great idea.

  12. #72
    Forum Addict Bo To's Avatar
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    Quote Originally Posted by Andurilas View Post
    I just want to contribute the unpopular opinion that the -WPA on Dwarf is a perfect nerf. It's been a hidden annoyance of the game for many ages that Dwarves tend to have higher WPA than everyone else due to their BE bonus. Maybe they can get free construction back, but the -WPA is a great idea.
    For several ages BE doesn't affect guilds.

  13. #73
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    Quote Originally Posted by Bo To View Post
    For several ages BE doesn't affect guilds.
    Whaaaaat?!

  14. #74
    Post Demon Avenger's Avatar
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    Quote Originally Posted by Andurilas View Post
    Whaaaaat?!
    Only affects self spell success rate.
    Discord: Hex | IRC: Hextor / Avenger

  15. #75
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    half my kingdom chose undead so far, confirms the people who tries to convince everyone that the game is dead, still amongst the living though, we'll see what we end out with once we get organized.
    Furthermore I think Carthage should be destroyed and Dryads brought back to the game

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