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Thread: Age 55 potential changes

  1. #256
    Post Fiend Maxin's Avatar
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    Leave the changes as it is.

  2. #257
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    Quote Originally Posted by crease View Post
    based on these numbers alone a/t is beyond useless next age, it can be double tapped and only single in return. a/m in either situation can single and be singled, elf has ambush potential afterwards whereas faery doesnt.
    Why are you basing things on those numbers alone then? You do not go a/t or a/m so you can just attack.
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  3. #258
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    Quote Originally Posted by Maxin View Post
    Leave the changes as it is.
    Fae/War FTW

  4. #259
    Forum Fanatic E_Boko's Avatar
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    Quote Originally Posted by AlphaWaveCascade View Post
    Fae/War FTW
    lawlz. are you saying their one tap is worth 4x everyone elses? you might be right
    Icy 4 8

  5. #260
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    A warrior would have 2 generals.
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  6. #261
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    Changes are good. Stop complaining about FAs. They aren't OP. They are meant to be hard to break and stuff.
    One thing no one mentioned needs BIG improvement. Forum! PLEASE make it easier to edit and give back at least few colors (no need for whole palette like few ages ago). Just make it easier to edit. Thx!

  7. #262
    Game Support Bishop's Avatar
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    Chat actually has a dedicated thread in this forum
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  8. #263
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    I like the numbers on the race/personality changes as is.

  9. #264
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    Kingdom chat makes uto slow :(
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  10. #265
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    Quote Originally Posted by elixer View Post
    Kingdom chat makes uto slow :(
    Quote Originally Posted by Bishop View Post
    Chat actually has a dedicated thread in this forum
    Please use the appropriate thread to let us know if you have issues.
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  11. #266
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    Quote Originally Posted by teckghee1990 View Post
    This is very true. Most war kds would be forced to use faeries or suffer huge disadvantages when faced with other war kds that do use faeries (even if you run 1-3 faeries in your kd you would lose out to those that run 4-5 faeries in the long run)
    Finally... someone speak up something in my mind. Many may not realise this, but the changes have always been favoured to the Faeries, and I just have no ideas why the admins want to do that, that's just... sigh...

    Please let me show an example here on how Faeries "appear to be weaker" which actually, they should not be:

    Last age changes:
    Human
    + 50% Sabotage damage
    + 50% Spell Damage (Instant Spells)

    Faery
    + 30% WPA and TPA



    If you really think about it, you would wonder... why don't they put it this way:
    Human
    +50% Sabotage and Spell Damage

    Faery
    +30% Wpa
    +30% Tpa

    The reason is simple.... because when you see it as "one single sentence", you thought it as "one pro". But come on... 30% Wpa and Tpa is two pros isn't it... that's just a simple maths calculation.


    Another thing about Faery which very few realise about:
    - Access to All Racial Spells

    Please allow me to put a question here:

    "How many pros do you think this, one line sentence, actually posses?"

    If you elaborate it in details, the maths is shown as below... (just list out a few obvious ones)
    - Quick Feet offer -10% speed, (Tactician -15%)
    - Fanatism offer +5% offence, (Warrior +15%)
    - Clear Sight offer +25% thieves detection (some effects from the building WTs)
    - Reflect Magic offer 20% reflecting spells, (powerful defensive spell from Orc)
    - Animate Dead offer 50% casualties reawakened into soldiers, (Cleric 100%)
    - ToG offers 40%-80% increased in income, (powerful Human spell)
    - Invisibility offer +10% Tpa, (Halfling +50% Tpa)
    - Mage Fury offer +20% Wpa, (Elf +50% Wpa)

    Others minor stuffs... etc etc...

    Access to All Racial Spells --> This sentence actually equals to = multiple minority boost of pros in many, many ways through using self spells.

    Its not only self spells, the kd who uses Faeries have the advantage of flexibility in strategies playing. Since they can apply all racial spells, they can apply all kind of strategies without needing to use that particular race at all.

    That is why in order to balance the race up, Faeries always been limited its strength through the -15% population penalty.

    Beside.. not to mention the Faeries enjoy +30% Wpa and Tpa too :\

    But -.-.... this age they throw the -10% pop away.... and intend to "balance" the race up with applying just one single penalty, -3 generals... lol




    Please don't get me wrong, I am not opposing Faery not to have the "all racial spells", since thats the only unique which how everyone recognise whats a Faery is, I wish its unique to be remain as it was before too.

    And in the other way, me too, also support to throw away the -10% or -15% pop penalty. Many ppl always think Faeries are unbreakable, thats because very few is able to play Faeries because of the -15% pop, one will need to calculate more precisely in maths in order to manage the race.

    When not many want to play the Faeries, naturally Faeries = unbreakable, because they will not understand the Faeries' weaknesses unless they play it one day by themselves. Thus with the removal of -15% pop, it will encourage a lot ppl playing Faeries, and recognise the race even more. This one changes, I do support.

    But the problem is.... there is only one penalty given to the race... and that penalty is... sigh...




    Well, anyway, honestly speaking, the feeling when I first time looked at the Faeries changes this age, I think, "oh god, why dont just give them +50% pop straight away" :p

  12. #267
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    Games are supposed to evolve not regress. I think the way it is now is pretty good on elite numbers and the current war bonuses make wars useful. if both kingdoms are hostile they should both be allowed to declare that is good but the other changes just seem to be regression instead of progression. Its something different but drastic isn't the way to keep players around who want the game more exciting.

  13. #268
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    Quote Originally Posted by King_Ken View Post
    Games are supposed to evolve not regress. I think the way it is now is pretty good on elite numbers and the current war bonuses make wars useful. if both kingdoms are hostile they should both be allowed to declare that is good but the other changes just seem to be regression instead of progression. Its something different but drastic isn't the way to keep players around who want the game more exciting.
    Numbers got a little too inflated; bringing them back down will allow for more tweaks on future ages. Each change to a spec/elite number will be a 15-40% change whereas if we keep inflating the numbers, each number up/down will be 5-15% change and it won't feel as substantial. Deflating the numbers helps give each race it's unique role.

    To all those complaining about fae's...why not just roll one next age?
    Utopia

  14. #269
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    Below is again a perfect example of how OP Faery is... The bonuses GREATLY out weigh the negatives, you can bet your top dollar there once again will be an absolute ridiculous amount of Faery/Mystic/Rogues next age if these numbers keep up and once again an honor ladder dominated by Faery and once again more threads outlining how unfair and unbreakable Faery is.

    Don't you get it? Having a big boost to WPA, TPA and having access to ALL spells with a very defensive elite (when the elite is all you will have) is FREAKING powerful. And the numbers prove that!

    Quote Originally Posted by UtopiaKarateKid View Post
    Finally... someone speak up something in my mind. Many may not realise this, but the changes have always been favoured to the Faeries, and I just have no ideas why the admins want to do that, that's just... sigh...

    Please let me show an example here on how Faeries "appear to be weaker" which actually, they should not be:

    Last age changes:
    Human
    + 50% Sabotage damage
    + 50% Spell Damage (Instant Spells)

    Faery
    + 30% WPA and TPA



    If you really think about it, you would wonder... why don't they put it this way:
    Human
    +50% Sabotage and Spell Damage

    Faery
    +30% Wpa
    +30% Tpa

    The reason is simple.... because when you see it as "one single sentence", you thought it as "one pro". But come on... 30% Wpa and Tpa is two pros isn't it... that's just a simple maths calculation.


    Another thing about Faery which very few realise about:
    - Access to All Racial Spells

    Please allow me to put a question here:

    "How many pros do you think this, one line sentence, actually posses?"

    If you elaborate it in details, the maths is shown as below... (just list out a few obvious ones)
    - Quick Feet offer -10% speed, (Tactician -15%)
    - Fanatism offer +5% offence, (Warrior +15%)
    - Clear Sight offer +25% thieves detection (some effects from the building WTs)
    - Reflect Magic offer 20% reflecting spells, (powerful defensive spell from Orc)
    - Animate Dead offer 50% casualties reawakened into soldiers, (Cleric 100%)
    - ToG offers 40%-80% increased in income, (powerful Human spell)
    - Invisibility offer +10% Tpa, (Halfling +50% Tpa)
    - Mage Fury offer +20% Wpa, (Elf +50% Wpa)

    Others minor stuffs... etc etc...

    Access to All Racial Spells --> This sentence actually equals to = multiple minority boost of pros in many, many ways through using self spells.

    Its not only self spells, the kd who uses Faeries have the advantage of flexibility in strategies playing. Since they can apply all racial spells, they can apply all kind of strategies without needing to use that particular race at all.

    That is why in order to balance the race up, Faeries always been limited its strength through the -15% population penalty.

    Beside.. not to mention the Faeries enjoy +30% Wpa and Tpa too :\

    But -.-.... this age they throw the -10% pop away.... and intend to "balance" the race up with applying just one single penalty, -3 generals... lol




    Please don't get me wrong, I am not opposing Faery not to have the "all racial spells", since thats the only unique which how everyone recognise whats a Faery is, I wish its unique to be remain as it was before too.

    And in the other way, me too, also support to throw away the -10% or -15% pop penalty. Many ppl always think Faeries are unbreakable, thats because very few is able to play Faeries because of the -15% pop, one will need to calculate more precisely in maths in order to manage the race.

    When not many want to play the Faeries, naturally Faeries = unbreakable, because they will not understand the Faeries' weaknesses unless they play it one day by themselves. Thus with the removal of -15% pop, it will encourage a lot ppl playing Faeries, and recognise the race even more. This one changes, I do support.

    But the problem is.... there is only one penalty given to the race... and that penalty is... sigh...




    Well, anyway, honestly speaking, the feeling when I first time looked at the Faeries changes this age, I think, "oh god, why dont just give them +50% pop straight away" :p

  15. #270
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    Just eat an orange and everything will be K.
    Quote Originally Posted by vines View Post
    You just got owned again. When will you learn fool. I'm just on a different level.

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