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Thread: Next Age suggestions

  1. #286
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    Quote Originally Posted by adjin View Post
    WB VT2, didn't you have a life today?

    Ppl will never learn the importance of keeping a decent strat if there is hardly any punishment for keeping a bad one. The game has been going in the direction that you can't really do much wrong for ages now and if it continues it will be no incentive left what so ever to make an effort and learn the game. I don't see any reason why new players, or old ones, keeping a bad strat shouldn't be punished for this. Ppl don't quit this game because they get hit when they keep a bad strat, ppl quit this game because when they get excited over finding a perfect target, like 200 acre larger and just possible to break they get 14 acre and 36 hrs return time. If we want ppl to think this game is fun we need to make it more logical, and getting crappy gains from countries your own size isn't logical.

    I'd like to see lower tb for significantly smaller provs, sure there might be some loopholes, but for new players it helps as they get help to get to a better level faster. If a kingodm is organized enough to abuse tb they deserve it
    The perfect target is the fatty around your own nw. Before it was the fatty with lower nw. Not a very big change. And well, fact is that there is less focus on pumping now than it was before, and I believe most people think that's a good thing.

    Sorry, but I really don't see how bringing land based gains would improve the game in any way. It'd be more likely to scare away new players. If you think getting pwnt hard right when you start to play is a good way to motivate people, then you're pretty naive. It's a textbased webgame, so most people would just quit instead of trying to learn. There are lots of other fun stuff to do instead
    Last edited by Luc; 18-01-2009 at 16:56.

  2. #287
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    Quote Originally Posted by Lead Pipe View Post
    AID
    Change how aid and tax is calculated. Make it based on kingdom networth instead of province networth. This will allow kingdoms to help out their small provs more with aid, but the big provs wouldn't be able to get as much. Currently its the complete opposite.
    I like this point very much. The second one, well i am not too sure what you fully mean by it.

    ---------------
    I just had a quick little lightbulb moment:
    There are 6 races, and 8 personalities (obviously).
    Taking into account that every province needs defensive units, there are 3 'main sections' left over: Offense, Thievery, Magic; and each province can choose any combo of these they see fit. Also there is 'ways' to play that province, through those three listed (ie being heavier on one or two or complete balance on them all) and you can also be 'a grower and/ farm'.

    So here is what i was thinking to balance the game (since it seems like it isn't):

    1)Split each race into one of those first three categories.
    Ex. Elves and DE into magic, Dwarves and Orcs into Offense, and Humans and Gnomes into Thievery. --which gives them a good bonus (like +30%).
    And they then can be put into a secondary category to give them a slight bonus like +5% or 10%. and the third category give them a negative like -20% or -30%, or somewhere on that line.

    2) Then split the personalities with that same theory of methods, while adding in the grower/farm of the list (so it still stays 2 per category).

    In by doing it this way the game becomes a bit more modular, thus creating more balance --if that is what OMAC wants to see the game become.

    I believe from this way a KD will need to cooperate together and be less single province KDs. And I know that there is flaws in this, but you can't do much else to an already hugely established game, unless it becomes shuffled, then you can create a perfectly balanced (in theory) game.

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  3. #288
    Post Fiend Striker073's Avatar
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    Please get rid of nw-based attack times in war.
    Please fix the paper bug and normalize papers between kingdoms in war.
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  4. #289
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    I got a suggestion, could omac please give us an idea of what they are going to focus on for the upcoming changes, so we the players can concentrate on those areas instead of wasting thought on ideas that wont be taken into consideration anyway.

    thx

  5. #290
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    So there's not so much whining in the forums about NB not curing the plague, adjust the NB formula. Assuming Orcs are strengthened I'd expect to see a lot more threads on here about the Plague not being cured ;)

    Base chance of curing NB = 10%
    Each consecutive cast = Previous chance of curing NB + 10% (i.e. 10, 20, 30, etc.)

  6. #291
    Postaholic allonons's Avatar
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    Allow for a way to train wizzards faster as in training thieves ,at least up to a point say 2wpa raw ...let us pay for thier training as we do thieves and once the 2wpa raw has been reached the permissive for pay to train wizzards will be removed until you drop below 2wpa raw.....
    BOOYAH!

  7. #292
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    Quote Originally Posted by allonons View Post
    Allow for a way to train wizzards faster as in training thieves ,at least up to a point say 2wpa raw ...let us pay for thier training as we do thieves and once the 2wpa raw has been reached the permissive for pay to train wizzards will be removed until you drop below 2wpa raw.....
    Why should it be so easy to get wizards? You can train thieves "fast", but you also lose them fast since they die when you get caught. Of course you could work on something for recovering from war faster (massacres etc.) but making it easier to get wizards outside of that sounds like something that would remove the need for anyone to go mystic or actually make an effort to get wizards

  8. #293
    Needs to get out more VT2's Avatar
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    I'd be very happy if there was no way to boost wizard-assembly, other than straight up building more guilds.
    Mystic needs to be altered.

    It's boring 'needing' to go mystic if you're serious about going M.
    Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.

    Step one: replace everything that works.
    Step two: blame the predictable epic fail on outside forces.
    Step three: keep the community informed that no progress has been made since the last update.
    Step four: thank you for your patience.

  9. #294
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    Biggest issue with training wizards is war recovery - a simple +50% to wizard training during EOW CF only would help that without changing overall gameplay much.

    And I completely agree with VT2 on changing mystic. (I think the sun might be standing still right now).

    Fixing TB tax is also a great suggestion. It's tough to receive meaningful aid if you're a small prov trying to catch up or recover from a war. Lead Pipe's solution fixes that nicely.
    Last edited by FetidTrout; 18-01-2009 at 21:31.

  10. #295
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    Suggestion:
    Add a new stance called 'Crazy'
    It would do something like the freak personality used to, and maybe something extra like some random events. Maybe someone logs in to find they got 2 million gc's for free. Or they lost all their thieves. Something like that would be awesome

  11. #296
    Post Demon Jobolob's Avatar
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    Quote Originally Posted by Luc View Post
    Suggestion:
    Add a new stance called 'Crazy'
    It would do something like the freak personality used to, and maybe something extra like some random events. Maybe someone logs in to find they got 2 million gc's for free. Or they lost all their thieves. Something like that would be awesome
    That is by far the worst idea I have read.

  12. #297
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    Quote Originally Posted by Jobolob View Post
    That is by far the worst idea I have read.
    haha I gotta second that one, why dont you go play lotto instead :>

  13. #298
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    The perfect target is the fatty around your own nw. Before it was the fatty with lower nw. Not a very big change.
    That's completely wrong, the perfect target goes from being around your nw to around your size. It's a very logical change.
    Actually to make it perfect target would be slightly larger with your exact nw, would be minimum return times and max gains, pretty much exactly as it is today. For new players it would be a lot easyer to understand.


    Sorry, but I really don't see how bringing land based gains would improve the game in any way. It'd be more likely to scare away new players. If you think getting pwnt hard right when you start to play is a good way to motivate people, then you're pretty naive. It's a textbased webgame, so most people would just quit instead of trying to learn. There are lots of other fun stuff to do instead
    Well, you must be a terrible player if you're going to get to feed off the newbs after this, For most decent players it won't make much of a change, for our new players, and fairly poor players who is constantly in the lower 1/4th of the scale this will make a huge difference, that will have a much more compettetive environment. I think new players in general will have a much easyer way of understanding this.
    While most ppl might quit, I think it's obvious that most ppl already are quitting, this doesn't mean the game is to harsh. It means
    1: The gude sucks and whoever OMAC got writing it should quit, you're making our players stupid, ppl actually believe what's in the guide!!!
    2: Game isn't logical, granted the randomfactor is gone, but ppl still struggle to make good hits. So new players get oop, given that they're in a fairly decent kingdom they will have some info on what's required oop. So, they start looking for a target, witch takes forever, and they hit it. A: They fail because they believed the som was correct, B they get crappy gains because their target had low nw (What new player knows this concept? You will logically go for the similar sized province) or C they send every single troop because they have no idea what it takes to break a province.

    To be short, going back to landbased gains is a logical continiuation of removing the randomfactor. It makes the game simpler for new players to understand. Keeping the NW based attacktimes ensures this won't be a pumping game only.

  14. #299
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    I like what you have been doing so far Omac. Below are my 2 cents though to make it more fun to play Utopia. Which is more imporant than anything else! Games should be about having fun!

    1. Make the age longer. I want to suggest 16 weeks.
    10 weeks is by far too short. Too little time to build up and get a nice couple of wars. I don't understand the logic of having short ages. People will need to start from scratch again so soon, they tend to lose their enthousiasm in the game. Atleast in my kingdom. I support the idea of ages and having to start from scratch, but not so soon. Actually I'm quite pissed about it. People quitting the game etc.

    2. Balancing the game. I know it is difficult, here are my 2 (short) cents.
    Dark Elfs and Elfs are by far superior when you are warring. Don't weaken them please. Make Orcs, Humans and Dwarfs stronger attackers. Give them more offensive power or more defensive strength (thieve/mage wise).

    3. Monarch support. Please give monarchs the option of mass message his/her own kingdom. It would make life so much easier for an already time intensive role in the kingdom.

    I like what you've been doing so far. Please keep improving this game into a more fun game!

  15. #300
    Forum Addict Toadi's Avatar
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    Land based gains are atrocious. I don't want to be pumping for days before sending my troops out. Nw based gains make the game more dynamic and diminish the amount of pump you have to do.

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