Not really. If you can make hit with very small gains in land and big lost in troops, you'll think twice if this really worse. Most of attacks are made with elites, so probablly is better to attack a province in a kingdom of your size for 300 acres and be retalled for 200 acres loosing some deffies than taking 30 acres with a huge loose of elites.
Not to mention that if a province same size as mine in a bigger kd hits me and gain 30 acres killing 50-100 deffies, I'm ok with that.
Last edited by cipikaoRO; 04-12-2010 at 21:36.
Not really, you dont want to be retalled at all, so the 30 acres are still better. Thats how it works..Not really. If you can make hit with very small gains in land and big lost in troops, you'll think twice if this really worse. Most of attacks are made with elites, so probablly is better to attack a province in a kingdom of your size for 300 acres and be retalled for 200 acres loosing some deffies than taking 30 acres with a huge loose of elites.
Wow UtopiaNub, you have really earned your name. Considering I have multiple top 5 province finishes back when this game still had over 100,000 players, I don't think I'm too concerned about not being able to play for the top. The competition in this game is so pathetic now even really terrible players find their way into "top" kingdoms (allanon comes to mind here).
You furthermore prove your nub status by saying banks don't affect the rest of the playerbase? You are clearly nuts. Kingdoms wouldn't work so hard and develop banking strategies if it didn't help the rest of the kingdom. A successful bank can aid up multiple provinces to make them stronger than provinces in kingdoms without a bank. Each of those 24 attackers in the kingdom hit other people for land, and the effect is felt across the entire breath of the game (rising dpas, etc). Take who you think is the best player in the game, put them in a kingdom without any banks or alliances with banks, tell them to attack oop and see how it goes. The fact that banking makes the top provinces rankings a farce is secondary to how disruptive it is to the entire game.
Finally, you underscore your nub moniker by thinking altering of the exploration cost or aid system is some big change requiring "significant time". If anything, it would *simplify* aid by having one system instead of two like we have currently. Also, the changing of exploration cost is just the changing of a single variable or two. Mehul used to do it every round for a while there. Heh, "significant". The only thing significant here is your lack of comprehension.
Ok my Kd doesnt always go into fortified right after war, its a situational thing. Also lots of KD have had had serious success in warring without gnomes. I however I do strongly agree with the overall point being made here just the same. We need to open the game up a little more. Not just have one right way of playing where as you are with it or you are in some random slum prov.now you HAVE to run some gnomes. Other PPl HAVE to run high T/A. You want honor, you HAVE to war. You HAVE to put yourself in fortified after war. You CANT developp yourself by attack better than by boring pump. You HAVE to steal inactive between war. You HAVE to bottom feed in case you want attack between war. And so, and so...
Here are my thoughts on making a better game
Add tools, and sorting/viewing options. Like the ones i get from Utools or use on BF. This may not seem like an issue since most of the players we have today are more than dedicated enough to utilize a slew of 3rd party tools (angel, pimp, irc, utools, temple...), however we can expect these things will always be there for us. A lot of ppl got feed up with the game a few ages ago when the new code was being introduced in large part because pimp was changing hands and failing as well. So its easy to see the same happening again should angle and or pimp go sour.
Also game is still miles away from new user friendly and built tools would go a long way toward improving on that.
Scrap Gnomes intel bonus and merge halfer/gnome to make room for something new. Nobody wants the game to be oriented towards including intel man as a role.
Make all intel 100% accurate and make all intel easy to snatch just like SoT. Everyone who attacks must have intel and therefor I strongly believe that gather intel is something that everyone should be able to do on their own in a practical manner.
Right now it seems like anything beyond SoT can be a hassle if you dont have good TPA and gathering intel is something that has to be done by the KD in a very coordinated manner. Kinda screws A/Ms and anyone tryin to run lower TPA and or WTs for better focus else were (IE this suggestion goes along with what I said about opening the game up). Relying on others and/or 3rd party tools for intel also hurts ppl who login on the go, away from home, etc.
Basically Im suggesting we be able to do intel in a self reliant manner without strong TPA. If your not down with the idea of making every intel op ultra easy, there are other ways to do this. Make trigger spell that grants gnome bonuses to next intel op, an overland spell that improves effectiveness of intel, clone SoT and call it CB so that intel is a T or M thing not just T, have crime sci provide an additional intel buff, etc.
More honor oow, Gives ppl something to do between wars and gives players in non-warring KDs the ability to gain honor titles. Also would like to see some other changes within the honor system to make it better reflect the concept. Honor titles are largely a matter of role, race, luck, and placement atm, but no thought of how to actually do that as of yet.
I have an even better idea.
Quit crying and adapt.
This is a game that requires team effort, and the game has finally adapted a new rule to
allow you to depend on your teammates for intel.
You need to communicate with your KD, and make sure someone lives as a gnome, and
supplies you with your needs.
Learn to adapt
You're right on the money....
Hostile Meter:: A visual number ie. 75% or a graphic image would be nice to know where you stand in relation to another KD.
War Wins:: Wars are never worth the war. Since in most cases, wars are fought over land, if a war is won, you should be rewarded with 25% of that KD's land. (War will be worth war then!)
Faery Race:: I loved that race, and would love to see it back in the game.
- bring back crystal ball
- oow intel ops should not be 100% accurate (needed change vs intel farms)
- elf needs some sort of economy-based buff
- avian needs a buff in general
- artisan needs a buff
- merchant needs to not suck compared to shepherd
- better bottomfeed protection in terms of kd v kd nw is probably needed
- if you nerf banking, plx don't screw up something else in the process
You should be able to ambush provs that are using anonymity.
Fix elf... all spells anyone? Dark elf needs a little something for what they lost last age maybe 6/6 leets.
Standardize specs, or at the very least give orc back 5 point spec. If need be cut back on the superfluous attack gains bonus to justify it.
Kill the birdies to resurrect the undead. ;)
Last edited by olAllan; 05-12-2010 at 06:28.
DEUS SIVE NATURA
A spell that causes 5% of the caster's losses in battle to turn into thieves. Like the severely wounded becoming beggars after being maimed and thus, unable to work. Perhaps name it "Second Chance".
A spell that temporarily relieves the overworked stresses on peasants, temporarily lessening the debuffs due to unfilled jobs. Perhaps name it "Rest and Relaxation" or "Patriotic Fervour".
A thievery op that sets up traps and snares around the caster's lands, causing increased losses to anyone foolish enough to attack them and/or giving ambushes, against any army that attacked while these were active, more gains. Perhaps naming it "Booby Traps". There's just something I love about that term :) Reminds me of the Goonies.
An attack that gains no resources but does damage to a province, such as causing buildings to go back into the building process (they're still paid for, but take time to be fixed as if they'd been razed and rebuilt). It could also set back the training of troops due to burning of their training grounds and set traps and snares around the target province, giving them debuffs when attacking, such as higher losses in combat, and/or being more exposed to ambushes, and/or taking longer to return home. Perhaps name it "Raid".
An attack which, as opposed to massacres which kill any non-army unit (right?), a war-only attack which is targetted against either thieves or wizards, doing more damage to that target than would be done in a mass, but no more than, perhaps, twice the dmg that would have been done to them in a mass. This gives attackers a means of fighting back against t/ms, since trad. marches are more like *tard marches when done on a t/m, as it further concentrates their TPA and WPA. Perhaps name it "Genocide" though that might be politically incorrect (where as massacres and assassinations are fine :-p).
EDIT: If we bring back war-meter, perhaps we can add some meaningful graphics as well with a description of effects of the current progress. So, if, for example, it's the end of the age and one side is losing badly but simply won't withdraw, show a pic of dirty and exhausted peasants and military (almost looking identical, with the army so beaten up and the pezzies overworked to death) with big debuffs, such as increased honour losses, lower military efficiency, increased resources losses (unwilling to give their lives for dirt anymore), increased military losses (surrendering looks more and more appealing to one's troops), etc.
I don't agree with more war win gains as that'll make it even more difficult for certain kingdoms to give up and withdraw. Perhaps add slightly more honour generated (not taken) during war (traditional armies should, naturally, be honourable than stabbing someone in the back with a dagger) to make wars, whether wins or losses, more appealing.
Last edited by Khono; 05-12-2010 at 06:55. Reason: reply to posts above
- dragon types need to be balanced. Ruby is much more used then all the other types together.
- attack gains should be much smaller when bottom feeding. Example: i'm human at 4k acres and 750k nw in a 3 mil nw kingdom and i'm hit by an orc at 6k acres and over 1 million nw from a 20 millions nw for 220 acres! This is unacceptable! I know you want to help your friends from top 10, but think to the majority of noobs which try to grow and can't because all top 20 nw kds are bashing them constantly! In war many top kd's grow cows like hell because no matter of nw difference, they make 4 taps on enemy biggest provinces with very good gains (over 5% of their size, if i remember well) which counts allot! And is not right for the smaller provinces which can't do nothing to cows!
- i also suggest to improve honor gains on thievery and watch halflings, i think there is a small bug there on success rate. In war a halfling/rogue from my kd with 6 tpa raw, 25% thief dens and 60% thievery sci was succeeding only around 50% of his thievery ops against attackers with 1.5 tpa and no WT's. Propaganda on an enemy lord similar in nw gave him only 1 point of honor. Perhaps is normal, perhaps not, i suggest you to watch this and see if it works correctly. Same for AW. From what i'm used propaganda and AW should be the most difficult ops and should also give good honor. Like LL, MS or tornadoes does on magic now. Honor gains on magic ops are much better now then on thievery ops.
- make massacre attack kill more wizards and thieves. Now, the kills on wizards are to small in my opinion. Generally speaking, magic is very good, but you must offer a way for thieves and attackers to counter that with ops or attacks.
- make intra-kd ops damage more effective. If you have inactives and you want to remove them, intra-kd ops are a waste of time. You can't steal resources, you can't NS well, you can't cast NM effective. Let us do effective t/m ops against provs which we want to remove. If you're in post war CF and you want to kill someone from your kd, his military losses are ridiculously small(war effect on his side) but your military losses are high (like out of war), make them the same!
Perhaps you can give an option to monarchs to open pools where they ask their ppls to vote if some province is still wanted to stay on the kingdom, or should change place with other person from another kingdom shich wants to join, if majority decides so(same like invite option). In this way inactive can be cleaned faster and you improve kd dynamics and their ability to become stronger.
- if, after some time from start of age(don't know exactly when), you create a new province and you have over 1 wpa. Is not right, in my opinion. I've seen DE/Mystic provinces created in year 9 UT and coming OOP with 3 wpa without any problems, ready to cast magic ops on everything moves around them and larger. I agree to give them a good start, but not so much...
- stop allowing ambush on ambush. This is not right! I make a hit, you ambush...fine, that's it. But no more. Or we can ambush each-other to kill troops until war is over. Esp since elites have low deff values and high off values on many races, i've seen allot of ambush to ambush hits made very easy for good gains. And you can't ambush with anonymity. Anonymity TM's are allowed, but ambushes not.
If you really want to balance the game and bring back the old good days when we had over 100k players on utopia, then i suggest you take into consideration my remarks. Even some players from skd's wont agree with me, you shouldn't neglect the majority of players which play for fun and not to be constantly hit by top kds much larger. Balance the NW importance in game, this is very important. Small provinces should fight small provs, big provs should fight big provs and not each-other! T/M ops can be done, with some penalties, but not attacks!
[/QUOTE]
If you really want to balance the game and bring back the old good days when we had over 100k players on utopia, then i suggest you take into consideration my remarks. Even some players from skd's wont agree with me, you shouldn't neglect the majority of players which play for fun and not to be constantly hit by top kds much larger. Balance the NW importance in game, this is very important. Small provinces should fight small provs, big provs should fight big provs and not each-other! T/M ops can be done, with some penalties, but not attacks![/QUOTE]
i agree with this fantastic point!!!
I enjoy the game, I only have two comments to make
1) as someone else has already worded it: "Hostile Meter:: A visual number ie. 75% or a graphic image would be nice to know where you stand in relation to another KD." <... Yeah!!
2)Please fix the fail rate on spells. It is Not Logical and very frustrating to have so many fails when you are running high numbers of guilds/wpa/sciences
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