ummmm, you are all insane.
ummmm, you are all insane.
"having fun warring when you have whoring and number 1 as a goal is totally pointless..." - Korp
"while I heart shiester when we both play serious and are in the same kingdom, I hate shiester on the forums and pretty much disagree with everything he says. Even he knows this." - Flogger asking me out on a date
The devs have made a decision to kill competitive utopia and have thereby killed my interest with it.
Please make science deep again. Uncap with diminishing gains and lower spawn rate.
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
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.
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)
I'd love this too.
Another question, albeit maybe crazy due to sleep deprivation;
If you cast TW and get hit. Will the defending peasants transform in soldiers or die?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
PEW PEW PEW!
Halfer off specs has 8 off n 6 def for ambush. Formula ultilize racial values. I seemed to have forgotten it myself earlier.
Going Avian this age just to prove a point. Should be fun.
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.)
Age 65 - FreeakStyle - FeyrPlay Alliance Win - Dwarves Stole My Bike
Age 66 - FreeakStyle - #1 Honor & Warring Kingdom - Making FS Great Again
Age 67 - BeastBlood - #1 Honor Human(Prince) - Steve from Walmart
Age 68 - BeastBlood ft OldSchool - #1 Honor Kingdom & Avian - We Are All Feyr
Age 69 - Ancient Spartans - #1 Kingdom in The History of Utopia - Clever Use of Words
Age 70 - Ancient Spartans - #1 Land(25325 acres) & NW Faery - Spartan of Redeeming Qualities
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
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?
Josh; leader of a lovable band of misfits, Pinoys, and probable virgins.
My Raging Clue
*If a Utopian falls in the woods, and no-one is around to see him...was he still bottom-feeding?
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).
I cannot wait to Ghoul up on abducts! Yr 1-3 will be hella fun :D Mwahahaha
There are currently 3 users browsing this thread. (0 members and 3 guests)