Also along leet NW value... I think elf and halfer leets should drop in NW value.
Maybe 9.5 NW for halfer leet.
Maybe 9.0 NW for elf leet
Also along leet NW value... I think elf and halfer leets should drop in NW value.
Maybe 9.5 NW for halfer leet.
Maybe 9.0 NW for elf leet
Totally agree on avian. Undead and Orc are powerful but rife with nursing requirements.
And I actually looked at nw for once on dwarf elites just a second ago. Look, I'm not a mech freak but it looks to me like the devs are testing the base to see if anyone has a clue what's going on. 9/8 is 2 full points above any elite load. It's comparably cheap and nw efficient.
@ Bart, lol. I've run faery cleric attackers vs orcs and undead in the guts of core warring. I know what I'm looking at and respect you enough to know, you know, that I know, that you know you're wanting that dwarf to stick. :-D
9/8: anybody understand how dams work?
Last edited by StratOcastle; 03-03-2017 at 22:55.
love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
________
Weed bowls
http://www.bing.com/videos/search?q=...+say&FORM=VDRE
LOL at changes made by kids under 13
Penalties
+20% Resource Losses when attacked
+15% Military Casualties
-10% Thievery Effectiveness (TPA)
want dwarf to have something like this too? .. dwarf is still too strong compared to elf or human ... every attacker don't have to be heavy attacker .. and if they will boost dwarves off they will have to boost somehow orc defense too for balance, with these stats dwarf will have like 15% lower off and no so scary penalties or problems with ambushes on his attacks
only changes what needed right now are +20% enemy casulties for orc, remove fanaticism and +10% gains from warhero, and bloodlust +5% ME 10% military casulties +10% enemy military casulties, human mercenary 6 offense points
btw are there max gains u can have on province .. i mean it will be stupid if orc warhero attacking another orc will have same gain as other race because his gains were capped
Last edited by klaabu; 04-03-2017 at 01:10.
Dwarf is easily the best bet. I think a lot of people are blinded by the UD sheer leet power not realising that a conversion only leet brigade requires army in/out 24/7 for 3 months lest one lose weeks of work in a single tick. Not to mention the high spec numbers they will be running being extremely susceptible to NS or NM runs.
Dwarf can turtle and op - run Dorf/Sage or even for ****s Dwarf/Heretic and see those orcs and UD crumble away in a war.
"Because of the implication"
I like a lot of the changes, but I think you nerfed Orc a lot. I would take away the military casualties. I watched the podcast and you talked about Humans being very squishy, so why would they sustain less losses than orcs? I would remove the military/resources lost to orc and they would be a good attacker again. As is only avian and dwarf maybe human are viable attackers. Undead looks interesting but -35% science makes it unplayable and I liked orc until the second changes. Halfling looks really good and so does elf for what they do, but faery is useless now as a multi perk race which I like but it really doesn't have a place at all I think. Been playing this game since the very beginning off and on. I welcome the new owners and I am very excited for all the changes or more like going back to the old ways more than anything else. I welcome this, don't think I am beating you up because the changes are going in the right direction but maybe soften the -35% science in undead to -25% and maybe remove the resources losses to orc and military losses or maybe make it defense losses only or someway to make their losses less great without making cleric the only personality for a orc to survive. Just my thoughts from a happy and excited Utopia player :D
Last edited by bdbcoyote; 04-03-2017 at 04:48.
Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity. -George S. Patton
One question in regards to Undead. Will the conversion formula for Elites be same as in the past, or do you plan to introduce a new formula for elite conversions ?
(I apologize if this has already been asked/answered)
I haven't read all posts so apologies if this is a repeat post, but dwarf spell book just got nerfed, ok so you removed clear sight but all they have is mystic aura which isn't all that, one cast and it's gone, not much protection, if you're going to remove clear sight and keep mystic aura at least give it something extra too, all the other races spell books are pretty decent bonuses but dwarf just gets a one ping spell?!
+1
I suggests that we add one conflict/relation level that starts when hit once. This level give access to NS and FB.
This will solve some of the farming issues we see now with soldiers balls used actively to manipulate NW and farm on much smaller provs. If you have access to NS and FB if hit once, then the suffering KDs might actually have the opportunity to retal back with some dmg. Today you can do nothing because the OP soldier balls prevent you from hitting them, and you don't have access to any ops that inflict damage.
Last edited by Burzum; 04-03-2017 at 08:00.
I'll defend war kingdoms to the degree that they might stay small for diplomatic reasons alone. I'm not in one.
When I've been up top it's the wave time I find a bit humorous and frankly cute. To force this type of agenda on a kingdom that is unfamiliar with top strategy, nor wanting to be part, is counter to my sense of freedom.
Sure, some might stay small to grab war wins, but I'm not easily fooled into thinking it's all that purpose alone. As jmiedema points out, his kingdom grows. What he fails to mention is that his already unparalleled war kingdom has a virtual safe haven up there. Any contender must then grow into the(this is a description) suborbital top tier to challenge without the "hands off" diplomacy we all know exists.
I'm not blaming Freakstyle but there's only room for so many suborbital top kingdoms and some have got to feed the whoring tier. They cant fight both of you without some crazy alliance to mutually bombard each other. War kingdoms are not land kingdoms in the purest sense. They experience pressure from the top, middle and bottom...even if I don't like them I'm forced to defend their methods.
love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
________
Weed bowls
http://www.bing.com/videos/search?q=...+say&FORM=VDRE
Sry to say but you are the one who look like a kid under 13
First of all a thumb up for the new owner of the utopia. To improve utopia, we need someone with strong coding ability and hence the announcement that WoL and Gen will be brought back I beginning to see hope that this beloved old game may starting to see the day light again. Only programmers can make this happen and I hope I am not assuming wrong about it.
To fight against the many games out there compared to 10 years ago, achievement will not be easily gained. People will have comparisons to make, thus don't feel disappointing if the result can't be as good as the time where Mehul has achieved. Depend if the dev have ambitions to make it big and truly into a game of business, they should really aim it at this direction or if they are still thinking only to maintain the game for survival, its best to assume utopia wont be around in the next 5 years, I will make it 3 imo.
Admit it or not, we have reached to the point that utopia no longer is enough just waiting for every new age racial and personalities changes. There is not enough exciting points to see the changes of the game, if you were to attract new and old players coming back, you definitely would need a lot more than that. After all, its already been 10 years passing pals, and ask yourself truthfully if this game still stick to only new age changes now, you may take it as a good bye for sure.
What we need is imagination, bold, and exciting features that will change the game once and for all. When doing the coding, you have to make sure it has been planned carefully so future development will not be needing to rewrite the entire coding again.
What and why Mehul can achieve so many players in the old time, despite of its lack of competition since thats the beginning of the gaming industry rises, one thing we can notice is once the new dev took over Mehul and changes the system to random placement of kd location to specify recruitment, the number of kds and players drop significantly. I believe the success of Mehul that applied here is, he isn't an extreme guy who defies against cheating, though scripting at that time was a huge problem, it is not that he agree cheating in his server, but he doesn't want to be too strict about it. When you are too strict about something, too serious and too extreme, that's when you start to lose player base.
So what I questioned myself here on the ways of the new dev team did. Is what they did is wrong? No, definitely. What they did is honorable. They have a vision and ambition to correct the things right, but just the things doesn't go the way as it is assumed. Did you see the progress and the result? We must first admit the result and the truth that lies upon us, only we can start a discussion about that. What the new dev team wanted to achieve is good, but the result is opposite. Why do this happen, and why.
Is the players of the world are not honorable as we believe? Is cheating is a large part of the game? Are cheaters consume a large part of the gaming world? And good players are so limited? We do not know. But one thing can be sure. To fight against cheating, it cannot be done in this way.
Imo, to fight against cheating, which is what I learned observing from other successful web games, they alter the game mechanism instead of launching stuff such as the white list to prevent cheating. For example, you could change the game mechanism that when a kd is about to wave another kd, in preparation for war, there could be an option for the monarch to set that the entire kd can only hit on one target. This promotes team work, disallow other prov to hit or op into another kd. Creating multis in different kds are thus are far less effective, and will discourage scripting.
This is one example to fight against the cheaters. I am not saying this way will work 100%, it is an example serve to elaborate the points. Put the gameplay in a way that discourage them to cheat, instead of constantly monitoring cheaters and replying reports that took a lot of time and manpower to do it. In this world of internet, programming, we should not do manual stuff too much, it should be leave to planning, designing, that makes the program work for us, not we work for the program.
I will split my post into the second, which I will elaborate more about possible changes that is important for the game features for changes.
Like I have mentioned in the past, bold and new imagination should be take place in order to change Utopia into an attracting game. Turn it into a game of business, let's submit to the reality, when there is no revenue, there is no passion in doing something. We should stop thinking that change utopia from free to some payment is destroying the game, if you really have the talent to make the games right, why not? If you are really good at something, you can earn in the same time promote a good game for the players. If you sucks at something, even you make it free nobody will come to play. That only depends how good we are. Its either die trying or till the success, utopia should be more than 15 years old, there is no need to careful, instead you can be careless a bit.
Imo, what the players need in utopia, is more features to play the game. More features. More controls. More options. And more plannings.
Before we proceed into the changes, my own view and suggestion following, is what I assume to make utopia into a warring game, a warring mechanism that promotes the war into a more fierce, fun and full of uncertainties that you can't possibly plan or see anything that will happen in the next 24h in the war. My goal and achievement is what lead to my suggestion below. Thus if it is not acceptable that utopia should be go more into warring but still promotes acre whole-ing and bottom feeding, it will not suitable.
What I am understanding how a war can be happen at the current gameplay now is, a kd needs to wave and achieve a certain hostility relationship in order for another kd to declare. My suggestion is, why don't we simply just skip that. Too much time finding for wars. Too much time agree for wars. Too much waving and end up nothing. This is not the perfect warring system.
I am not saying that we should ditch the current warring system. But at least we can allow more alternative ways to make warring possible.
Option 1, warring still can take place when a kd achieve hostile and unfriendly relationship like the old one.
Option 2, directly enter into the war stance once a kd agree on a date of warring.
Option 3, forcefully declare a war into another kd no matter he agrees or not.
Let me elaborate more about option 3. This is reality. Since when, when a kd wanted to declare war with you, it needs your approval to do so? It isn't sound logic at all.
A kd wanted to war a kd, they wave into them nonstop, and because their hostility relationship is higher, the button of declaration is not theirs to make.
This is about one side declaration rather than both side declaration warring system.
So they can forcefully declare the war into this kd, but however, interference can take place for the kd that is forcefully been declared.
When one side kd forcefully declare into the other kd, the other kd can request for reinforcement.
Reinforcement of military interception. Reinforcement of income aiding. Reinforcement of troops stationing. Reinforcement of dragon funding.
It will be ending up one kd fight against 2 kds if the one kd believe they are strong enough to bully.
Many disadvantages will be placed on the kd who forcefully bully into another kd. For example, the KD A will not be allowed any end of war cf or fort stance once the war is over. While the kd which got bullied into a war will be given a certain amount of positive trade balance to be able to receive more aids in building up their kd.
This may sound crazy, but all i wanted is more participation of players into the warring system. More involvements. No more waiting and finding for wars. The best is of course for option 2. Once both kd agree on a date of declaration, which suggested only the monarch can have such an authority, both kd will be directly put into war stance without needing any previous waving or so on. If it cannot be done, let the forcefully declaration happen and one kd will fight against 2. If you have the guts to do so.
What is the flaw of this suggestion? What if a 10m kd declare into a 1m kd? Come on man, we can correct this by the nw allowed for declaration. It is just some maths calculation needed to achieve the balance.
Would really like to see a page on province contribution and slaying of a dragon, total amount and percentage. It will be helpful.
2nd biggest suggestion I am going to propose, is to promote team work.
Since the Elf has been disabled to help casting self spells on team mates, I have strongly disagree with this.
Let's make this look like a REAL WAR man. A REAL WAR.
Since when a war a team cannot be allowed to aid into others? Cannot responsible to help on others? To support? Of course it should not be the case. Don't think about abuse or cheating yet. Think it big man. Think it positive, don't be negative.
In a war, chaining always happen. The same as a kdmate can be allowed to Vortex the MS away, the same as the kdmate can support in other way possible. What I am more wanting to see, is to disable the deep chaining in the current war system.
We have to admit. Chaining is what keeping many players away from warring. When heavy chaining took place in war, a player lose his acres and resources, troops, heavily. It took them weeks or months to build up those troops and resources, and less than 12h to vanish in a series of chain. This kind of gameplay is totally outdated and rejected by many players. This is the old gameplay style that took place in 10 years ago, where city builders can lost a city after months of building it. No developers do it that way anymore. Look at Crash of the Titans and many games alike it, its all a bunch of copycats of the same improve version but with different mechanisms, but they protect what the players built and keep their games going.
You cannot simply destroy what other players have built up that took them a long time. Warring in such a way isnt correct. You want to increase your player base, change this feature first.
War win can be achieved, doesn't require full annihilation of the entire kd. A war can be decided, same given an option to both kds to agree upon. For example, how many acres can be gained in a period. How many ops can be done. Many other ways to decide a war win. A system can be written into it, that once a kd fulfill this condition, war win will be automatically decided not even needing a kd to press on the surrender button.
By this we can offer more options. YES, again I mentioned about OPTIONS. More options for a kd to choose their war. A kd can choose to fight till their last acres. A kd can choose to play a light weight war. A kd can choose to play a dragon war. A kd can choose to play an oping war.
To fight against chaining, just change the war mechanism.
Suggestion 1
First 24h of the war, the first waves into prov will suffer great reduction.
For that, there will be not needing everyone to standby at the exact hour where the war of the date is declared. Someone can login a few hours late and it wont affect much. Dont make it too extreme.
For example. Suposingly we can hit a prov for 200 acres in the first hit, reduce it to 50%. The next hit into the same prov will be with greater reduction. Lift up this reduction protection after the first 24h, and you can continue to have your chaining away.
Suggestion 2
Often we see huge prov and small prov in a kd after a war ends, serious differences between the size of prov for a kd. Kds often end up like this and it took them weeks to rebuild. Some the huge prov need to be raze down in size. Some the small prov need to rebuild a long time again. This is all wasting time.
So can we ask ourselves one question, why we cannot war often? Because we need to rebuild. Why we need to rebuild? Because we want to war.
So what that lead to? Opposite effect.
We want to war but we need to rebuild. We cannot war before we rebuild. But rebuilding after war is necessary. You cant war before you rebuild.
So how to war often without needing to rebuild much?
How to participate in war without needing the attacker to do army in army out?
How to enjoy warring instead of seeing brutal chaining every wars?
Where is the strategies applied? What personally I wanted to see is strategic war planning and fighting. Not brutal fights that smash between each other into nothingness.
Do I prepare and build up all my kd, my prov only for one war? Of course I don't. The entire age is so long, I want to play more wars, I don't want to prepare so long just to fight one war and then never ending preparation again.
You must improve the aiding system and the ability for huge prov to station their troops in other prov once they have been chained.
Of course the stationary troops will not took the resource and space from the prov but from their own, else this would not be calling reinforments, aid and support.
This will help in anti the chaining, this promote strategies, this promotes team work.
Find a way, that let the huge prov and small prov to continue to fight a war. Took away the impossibility that make the difference of huge and small prov unable to take care of each other in the war.
Why, why a same player in a same kd cannot help on each other in a war? This is illogical. You want team work, yet you restrict the ability to help on each others. By the support and aiding feature, you will promote friendship in a kd, team work, and war achievement.
Make chaining in the war disappear as a war feature in the warring system in utopia. Every wars, every kd must chain to win. It looks like only by chaining a kd can win a war. That means you warring system only appear to be one way.
Chaining destroy a player's effort. Chaining only one way to win a war for 15 years, its enough. Improve, change and improvise.
Aura effects.
Why do I mentioned about Aura. Aura is an team work feature. The same can a kd fund up a dragon to send out a dragon for the purpose of destruction, the same should be a kd able to send out another "thing" to strengthen themselves in certain sort of field.
Ruby Dragon reduce military effectiveness. I will have my kd funded up a Diamond Phoenix improve the defend military effectiveness of my entire kd.
Gold Dragon reduce BE. I will have my kd funded up a Wind Phoenix improving the overall BE of my kd.
Like I mentioned in the past but sadly the previous dev team doesnt take note about it. Why must funding a dragon limited to the resources of GC? It is probably the coding part that is difficult to alter.
We could always choose to fund up our dragon. GC is the most direct lets say. Set it up as a point that needed for a Dragon to be completed. Lets say it is 10m points.
1 gc offer 1 point
50 Food offer 1 point
25 runes offer 1 point
Is only resource can be applied? No of course.
Every provs generate mana or stealth each tick.
Each mana offer 0.5 point
Each stealth offer 0.5 point
For Faery race? Let them be more professional in the support role.
Too less option for the dragon effect. Dragon itself is an aura.
We can choose to boost up our peasant growth.
We can choose to boost up our income.
The def military effectiveness
The military casualty
The draft rate
The BE
The acre lost reduction same as Emerald or GS
So many things can be thought of. Why must be chaining the only way to fight a war? Why. There are so many interesting stuff lies around the already existing old features of utopia. Stop staying at the every new age race changes. Make the game interesting. Make use of every of the features, put some imagination into it and change it into a feature that a warring cannot be predicted at all simply by gathering intels of each prov offense and defense, size and nw and before the war even start we already knew which party are at the higher ground.
Make it unpredictable. Stop brutal chaining that lies on barely only hand pressing activity and the logins of the players per day or per tick. As long as a kd has more activity they won. Dont do that. Even a prov can still help in warring if they only can login one day. How? Set their prov to support their resource to sustain the aura or fund up the aura automatically.
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