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Thread: Age 55 potential changes

  1. #391
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    I suggested the following on page 19:
    Quote Originally Posted by Natsu View Post
    Faeries
    + 30% Spell Damage (Instant Spells)
    + 20% Sabotage damage*
    + 20% WPA
    + 30% TPA

    - 3 generals

    Access to All Racial Spells
    Elite: 3/6, 800gc, 6NW
    or the following could be used:

    + 30% Spell Damage (Instant Spells)
    + 20% Sabotage damage*
    + 25% WPA and TPA

    - 25% bonuses from honor

    Access to All Racial Spells
    Elite: 3/6, 800gc, 6NW

    The second suggestion would give Faeries the following TPA/WPA honor scale:
    Lord --> ((0.03 * 0.75)+1) = 1.0225
    Baron --> ((0.06 * 0.75)+1) = 1.045
    Viscount --> ((0.09 * 0.75)+1) = 1.0675
    Count --> ((0.15 * 0.75)+1) = 1.1125
    Marquis --> ((0.21 * 0.75)+1) = 1.1575
    Duke --> ((0.27 * 0.75)+1) = 1.2025
    Prince --> ((0.33 * 0.75)+1) = 1.2475

    The modification would make the Faery provinces a bit less op immune as the age progresses but closer at the start. Solves the honor issue along with keeping the race playable. Can even chop the latter numbers off after the 1.## part to make them a bit more reasonable.
    Last edited by Natsu; 03-08-2012 at 20:30.
    T/Ms apparently = black sheep of Utopia.

  2. #392
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    In the interests of having an age that doesn't completely suck, I'm going to repeat my last post. These are simple changes that will have no effect whatsoever on kingdoms that don't grow, and will make growing a lot more fun.

    * Leave dicing unchanged numerically, but have it all come out of the pool (0 or negative pool => 0 acres on a dice, or just remove the dice spell).

    * Have the 10% winning acres also come out of the pool. If there is insufficient pool, lower the amount given, either across the board or by giving 10% to the smallest provinces first - or if that's too much work, just let the pool go negative. It's also possible to have these acres come out of the opponent's pool (in that case you should go negative to get them) and/or to remove the 10% gains you already get in war.

    * Increase each kingdom's pool allotment to 125 acres/hour.

    These are far from my only suggestions, but they are simple ones that nonetheless move toward a rational growth system whereby:
    1. New acres should come from capped, persistent sources (currently dicing is not persistent).
    2. War should be zero-sum (currently it is negative-sum, due to lost dicing).

  3. #393
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    You would know if this would work better than me, but would something like "dice is disabled when kd posses a certain % of global land" work? Then people could grow large enough where ghettos don't get crushed by good kd's all age, but then it becomes a 0 sum game from there.

  4. #394
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    Quote Originally Posted by Topsy View Post
    You would know if this would work better than me, but would something like "dice is disabled when kd posses a certain % of global land" work? Then people could grow large enough where ghettos don't get crushed by good kd's all age, but then it becomes a 0 sum game from there.
    No, if dicing is disabled or slowed growing in any way top kd feed of mid teir kds and the forums blow up with crying.

  5. #395
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    Well the idea of the % of global land would be to let them get beyond the low/mid-tier kd's. Also, quite a streak you guys would be beating if you won, after going through who i haven't seen tagged!

  6. #396
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    I play faery. For the first time. I feel op (being close to duke and all). Nerf me.
    But you know what? I'd rather think my opponents are dumb.
    Discord: Hex | IRC: Hextor / Avenger

  7. #397
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    Quote Originally Posted by Palem View Post
    +3 days ;p
    Don't feed the faery troll ;p

  8. #398
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    Quote Originally Posted by jdorje View Post
    In the interests of having an age that doesn't completely suck, I'm going to repeat my last post. These are simple changes that will have no effect whatsoever on kingdoms that don't grow, and will make growing a lot more fun.

    * Leave dicing unchanged numerically, but have it all come out of the pool (0 or negative pool => 0 acres on a dice, or just remove the dice spell).

    * Have the 10% winning acres also come out of the pool. If there is insufficient pool, lower the amount given, either across the board or by giving 10% to the smallest provinces first - or if that's too much work, just let the pool go negative. It's also possible to have these acres come out of the opponent's pool (in that case you should go negative to get them) and/or to remove the 10% gains you already get in war.

    * Increase each kingdom's pool allotment to 125 acres/hour.

    These are far from my only suggestions, but they are simple ones that nonetheless move toward a rational growth system whereby:
    1. New acres should come from capped, persistent sources (currently dicing is not persistent).
    2. War should be zero-sum (currently it is negative-sum, due to lost dicing).

    i support this post.
    By the way, we do really need the final changes posted up now.
    another thing is, the current change is very minor changes and doesn't interesting...like you did for past ages.

  9. #399
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    Quote Originally Posted by Topsy View Post
    Well the idea of the % of global land would be to let them get beyond the low/mid-tier kd's. Also, quite a streak you guys would be beating if you won, after going through who i haven't seen tagged!
    if you cant dice you MUST hit to get land. requiring that means that the top kds will all do something stupid like run avain with 40% rax so they can keep getting acres when they can no longer dice.

    The more those top kds hit the more *****ing there is on the forums. The other option is to do exactly whats been suggested multiple times

    dice=slightly stronger from current dice but comes from explore pool. Explore pool grows at current rate+average current dice acres/hour*25. Then make war gains come from your own explore pool.

    That would create more separation as the growth kds have 100% chance to use their pool while using dice +explore to choose who gets a good portion of the acres. Who cares if they cow, cowing is fine for the game. If we want to control cowing we should change it that explore is a cost is a function of prov & kd ranking on the server. Higher ranking=higher cost

    Ie say explore costs are

    cost=Current formula made MUCH cheaper * [(2#kds-kd rank)/# of kds]*[(2#prov-prv rank)/# of prov]^3

    Cheapest cost =Current formula made MUCH cheaper
    Most expensive cost=8* current formula

    Your average say 50th ranked kd in a game of 300 that gets some chained hard will end up with
    that person at say 5000/7000 players and

    cost=formula*[(600-50)/300]*[(14000-5000)/7000]^3~formula*3.8

    That way small kds/players bring land into the game cheaply but the bigger you get the more u have to spend. 300th ranked kd with a new player should be able to explore up to 1000 acres at practically no cost. then learn how to attack
    Last edited by Persain; 04-08-2012 at 05:05.

  10. #400
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    So we're expecting final changes today or this weekend? There are only a few days to go now. The sooner the better or at least please don't throw any substantial revisions in at the last minute.

  11. #401
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    If they keep humans at 4/4 elite 5% pop +1os, I'll have a good laugh.
    Discord: Hex | IRC: Hextor / Avenger

  12. #402
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    Quote Originally Posted by Avenger View Post
    If they keep humans at 4/4 elite 5% pop +1os, I'll have a good laugh.
    ye that bit OP, 3/4 elite and remove ToG is needed

  13. #403
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    People need to stop *****ing on faes. Yeah, TMs in war kds gets honor and don't lose it. Yeah they are toptier acre/nm in their kd (they are pretty much useless if not). This is not because Faes are good, this is because it is the function of a t/m. Be unbreakable and support attackers. Yes fae does it better, but if you nerf them to oblivion, there will only be another dominant TM race. The main reason why everybody takes fae is simple; they can do every spells/ops. (AW sucks/props is honor whoring half the time, but GA is good, yeah) Why bother having a elf for pf, a undead for chastity (gl with -25% sci to get on harder targets), a human for LS, when you have Fok, ToG, RM and all of these on every tm if you go all fae? Easier for support and coordination (as long as a TM is online you have access to every support spells possible)
    I'd say remove access to all spell, but nobody will ever want that :P As long as every race is specific and fae can do everything but attacking, they'll be overplayed, unless you make them unplayable.
    If you have more specific spellbook (and ops maybe?) every race will be played, because you want to use every good stuff to your disposition. Now, there's no need to do so, so why bother?

  14. #404
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    AW sucks? GA is good? Seriously? rofl
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  15. #405
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    Quote Originally Posted by Palem View Post
    ...christ...


    Gaining pop back is not a bonus. It's the removal of a penalty. But let's look at the negatives they got...



    .
    Partially dishonest, (most likely not intentional) statement.

    It is a bonus because the standard by which we judge is the previous age's race settings.

    They performed well above average last age with this negative, and by removing it they are bonused above last age.

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