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Thread: Age 71 Proposed Changes Suggestions

  1. #76
    I like to post Sheister's Avatar
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    ummmm, you are all insane.
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  2. #77
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    Please make science deep again. Uncap with diminishing gains and lower spawn rate.

  3. #78
    Forum Addict Bo To's Avatar
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    Quote Originally Posted by Minty View Post
    10 offspec = not ambushable
    But for ambush you calculate def spec value.

    I will post my overall few of the changes latter.

  4. #79
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    The Best Edited Proposed Changes

    These are (objectively speaking) the best and most balanced changes, allowing for a range of playable options and a proper balance between the races (I hope that since the game is now run by people who understand mechanics, we can leave the "3-4 races are useless" tradition behind us.

    Avian:

    -35% attack speed
    +1 general
    +100% birth rate
    -50% damage received from FBs

    Spells: CS, Fanaticism, GP
    10/3 (650 gc, 10 NW)

    Dwarf:

    +25% BE
    +1 def spec strength
    +15% wpa
    +35% instant spell damage

    +100% food consumption

    Elite: 9/7 (650 gc, 9.5 NW)
    Spells: MA, MF, Gluttony, FG

    Elf:

    +50% WPA
    +50% tower coverage
    -35% def casualties
    +2 def spec strength

    +50% wages

    Elite: 8/7 (700 gc, 9.5 NW)
    Spells: PF, CS

    Faery:

    +35% spell damage
    +35% sabotage damage
    +1 mana
    +1 stealth

    -15% income

    Access to all racial spells

    Elites: 3/10 (850 gc, 11 NW)

    Halfling:

    +10% population
    +50% TPA
    -50% thief cost
    +1 stealth
    Soldiers 4/4

    +25% military casualties

    Elites: 7/8 (750 gc, 10 NW)
    Spells: TW, GP, Aggression

    Human:

    +25% home coverage
    +15% TPA
    +30% sabotage damage
    Free army upkeep

    Spells: QF, Invisibility

    Elites: 10/5 (750 gc, 9.5 NW)

    Orc:

    +25% gains
    +25% enemy casualties
    Free draft

    -10% sci eff

    Elites: 12/1 (750 gc, 10 NW)
    Spells: Bloodlust

    Undead:

    -75% off casualties
    Converts specs to elites on successful land attacks (15%)
    Plague
    No food
    +2 off spec strength

    Only basic thievery

    Elite: 13/3 (1300 gc, 11 NW)

    Merchant:

    Immune to Income Penalties
    ToG (creates 40-60% of income).

    Artisan:

    Free building/razing
    -66% build time
    Blizzard

    Tactician:

    -20% attack time
    Accurate esp
    CS

    Warrior:

    +10% ME
    +10% enemy casualties (when defending/attacking)

    Cleric:

    -40% casualties
    Immune to plague

    War Hero:

    -75% training time
    +100% honor effects
    +10% honor gains

    Sage:

    +30% sci effects

    Amnesia

    Heretic:

    30% rune refund
    -75% thievery casualties
    No wizzards lost on failed spell attempts
    +15% WPA/tpa (or 20%)
    +20% thievery/magic sci (or 25%)
    Nightmare, Greater Arson

    Mystic:

    2x guild effects
    +75% magic sci
    Meteor Showers, Chastity
    +1 mana
    Revelation

    Rogue:

    2x TD effects
    +75% thievery sci
    Propaganda, AW
    +1 stealth
    Revelation

  5. #80
    Enthusiast Minty's Avatar
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    Quote Originally Posted by Bo To View Post
    But for ambush you calculate def spec value.

    I will post my overall few of the changes latter.
    As far as I recall elites on 0 def are calculated on their offense for ambushes, like offspecs who are counted as 6/0. When I think about it I dont even know if there has been 0 def elites on live, maybe that was on genesis. How would attacks in army home be counted when it comes to kills? Would they loose elites despite not contributing to the defense?
    Last edited by Minty; 28-02-2017 at 18:39.

  6. #81
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    Yea and my intention is not for the ambush on the undead to be 14, i want it to be 0. I am assuming that the coding for that change (if needed) wouldn't be overly difficult. Since the UD would be getting sent with with the ospecs. I did not want the elites to add to that defense in any way shape or form.

    Another work around would be to make them xx/1 and have them fight at 60% as opposed to the current 80% (that would also bring down the specs def)

  7. #82
    Veteran Nim's Avatar
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    Quote Originally Posted by Andurilas View Post
    Please make science deep again. Uncap with diminishing gains and lower spawn rate.
    I'd love this too.

    Another question, albeit maybe crazy due to sleep deprivation;
    Undead
    Bonuses
    -75% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required
    Attacks convert Offensive Specialists into Elites
    Defensive losses automatically convert to soldiers(Permanent Animate Dead)
    +3 Offensive Specialist strength

    Penalties
    Basic Thievery (Intel Operations Only)
    No Elite Training
    -35% Science Effectiveness

    Spell book: Town Watch
    Elite: 15/1, 10.5NW
    If you cast TW and get hit. Will the defending peasants transform in soldiers or die?
    PEW PEW PEW!

  8. #83
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    Halfer off specs has 8 off n 6 def for ambush. Formula ultilize racial values. I seemed to have forgotten it myself earlier.

  9. #84
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    Going Avian this age just to prove a point. Should be fun.

  10. #85
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    More variety in the disadvantages for all races would be nice and ideal.


    Having multiple races with + combat losses just buffs orcs that much more. Meaning more will play them over say avians and the like.



    Right now as it stands... next age will be back to its old ways with more than 3/4 of the server as undead, if not then orcs, with limited t/ms again...making it a whackamole game.
    Just my final two cents. =) "Stay inside the box too long and one becomes blind to the lines that confine them" - Some uknown(to me) wise(and prolly poor) Man once said(and that's typed.)

  11. #86
    I like to post MyNameIsMatija's Avatar
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    Quote Originally Posted by Nim View Post
    If you cast TW and get hit. Will the defending peasants transform in soldiers or die?
    Probably the same result you get on a Faery with those cast in conjunction right now.
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  12. #87
    Forum Addict Bo To's Avatar
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    There is no math about the diminishing returns of the sci so I can't say anything about it. Same for spawning rate.

    There is no diversity in the races and there are still immunizations(which I'm against). Some races have the same penalties/bonuses just different numbers. There is duplication of spells too(don't count faery). The persos and races should be unique otherwise there is no reason to have them.

    Und and orc are strong enough there is no need to increase their off further. In case you decide to go with 13-15 off on elite increase the def too. Otherwise you will see 3 races - und, orc and faery. Nobody is going to play with 8 def when there is attacker with freaking 15 off(I know they can't train them but they convert on all attack types so...).

    Races

    Avian
    -25% Attack travel time
    +40% Birth Rate

    -15% Enemy's Casualties when attacking

    Spell book: Fanaticism
    Elite: 9/4, 775gc, 10NW


    Dwarf
    +20% Building Efficiency
    Free Building Construction and Can Use Credits to Raze Buildings
    -50% Building Construction Time

    Can't use Accelerated Construction
    +150% Thief cost

    Spell book: Mystic Aura
    Elite: 8/6, 850gc, 9.5NW


    Elf
    +2 Defensive Specialist strength
    +35% Spell Success (WPA)
    +1 mana per tick in war

    +25% Military Wages

    Spell book: Pitfalls, Invisibility, Fools' Gold
    Elite: 9/5, 900gc, 10.25NW


    Faery
    +50% Combat Instant Spell Damage
    +50% Sabotage Operation Damage
    +50% Spell Duration
    +2 off spec strength

    -30% Birth Rate

    Spell book: All Racial Spells and Revelation
    Elite:6/8, 1050gc, 11.5NW


    Halfling
    +10% Population
    +50% Thievery Operation Success (TPA)
    -50% Thief cost
    +1 Stealth per tick

    -10% Battle Gains

    Spell book: Aggression, Mages Fury
    Elite: 6/8, 700gc, 10NW


    Human
    +30% Income
    -35% Defensive Military Casualties

    -15% Spell Success

    Spell book: Greater Protection, Quick Feet
    Elite: 10/5, 1000gc, 9.75NW


    Orc
    +25% Battle Gains
    +20% Enemy casualties when attacking

    -20% Science Effectiveness
    Spell book: Reflect Magic, Blood Lust
    Elite: 12/3, 1000gc, 11NW


    Undead
    -50% Offensive losses on attacks you make
    Spreads and is Immune to The Plague
    No Food Required
    Attacks convert Offensive Specialists into Elites
    Defensive losses automatically convert to soldiers(Permanent Animate Dead)

    Basic Thievery (Intel Operations Only)
    No Elite Training

    Spell book: Town Watch
    Elite: 11/5, 10.5NW

    Personalities

    The Heretic
    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 35% of rune cost refunded
    +20% Spell Success
    +20% Magic and Thievery Science Effectiveness.
    Access to Nightmares and Gluttony
    Starts with +150 Wizards and +250 thieves


    The Mystic
    All Guilds are 100% more effective
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Blizzard
    Starts with +400 Wizards


    The Rogue
    +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
    +75% Thievery Science Effectiveness
    Access to Tree of Gold
    Starts with +400 thieves


    The War Hero
    +100% Honor Effects
    Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
    Immune to Dragon and Income penalty effects
    Access to War Spoils, Pitfalls and Fanaticism
    Starts with 800 elites

  13. #88
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    Undeads will almost certainly convert only on land attacks. I know it hasn't specified exactly what the details are, but as we're all speculating equally I would assume it is similar to how it was in ages past, only converting specs on land attacks, and converting a pretty good number per hit.

    Every age, the changes come out and people focus so super hard on one or two specific numbers and just get totally entangled in them...'omg, undead elite is 15! What is going on?! This is so OP it's silly!' Why not try to think about it in a wider setting as well though? Undeads will never get full elite armies. They can't pump statically, so they will always have low twpa. They have terrible sci, so they lag significantly there again. Ospec armies are super susceptible to NS. Elites at 1 def are super suscepitble to ambush. No-one will ever release elites or keep them home, so chaned UDs are almost always going to be stuck on land def. Think about how to deal with them instead of just complaining about them.

    Orc is going to push out the most offense here, as it always does.

    And again - we say this every age - t/ms have had it too easy for too long. They shouldn't be able to go into war UB. That's entitled thinking. They shouold have to work to get ub. As it is, they can only be single tapped anyway, and whoever hits them has low incoming and is gonna get deep chained. Maybe if you are finding playing t/m too painful, yu should go attacker. Or change your build strat and build hosps, or extra forts, or GS, or whatever that may be. Enjoy the changes and figure out how to adapt to them, instead of just remaining static age after age. It'll help you be a better player, and surely it's more interesting anyway?
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  14. #89
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    Quote Originally Posted by s0830887 View Post
    .

    Every age, the changes come out and people focus so super hard on one or two specific numbers and just get totally entangled in them...'omg, undead elite is 15! What is going on?! This is so OP it's silly!' Why not try to think about it in a wider setting as well though? Undeads will never get full elite armies. They can't pump statically, so they will always have low twpa. They have terrible sci, so they lag significantly there again. Ospec armies are super susceptible to NS. Elites at 1 def are super suscepitble to ambush. No-one will ever release elites or keep them home, so chaned UDs are almost always going to be stuck on land def. Think about how to deal with them instead of just complaining about them.
    This is an issue that is rampant in the community beyond a select few. This is also why Faery continues to be so popular, nerf after nerf...and why Halfling had their elites changed so drastically last age (even though the end result was similar, because people can't comprehend the effect of NW on elites).

  15. #90
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    I cannot wait to Ghoul up on abducts! Yr 1-3 will be hella fun :D Mwahahaha

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