Page 23 of 33 FirstFirst ... 132122232425 ... LastLast
Results 331 to 345 of 484

Thread: Age 71 Proposed Changes Suggestions

  1. #331
    Member
    Join Date
    Mar 2017
    Posts
    35
    Every war mechanism, must have a counter to counter it back. Make it this way.

    Meteor shower. Can it be alter? Sadly hardly by Vortex. It should not be the case. If you can cast MS, the same my own party should be provided a spell to negates it. Vortex negates all spells and its random, thats why it is hard to apply.

    What other spell?
    Chasity. You casted chasity on my kdmates, as a tm I can cast a spell to negate it.
    FB. You killed away all my kdmate peasants? as a tm I can cast a spell to revive them.
    NM. You want to NM my kdmate and chain them down into oblivion? I can cast a self spell on them to reduce the damage.

    How many self spell can be done?
    Pitfall increase damage. Another spell will reduce casualty.

    Every mechanism should have a counter of it. How the war should be going then?

    Come on, do you have infinity mana and stealth to run the strats? Pick it in a way, in a field that you believe the ratio will work the result.
    Allocation of where you should place your military at. Allocation of how you should spend your mana at.

    Do you want to spend all mana on defense? While they keep on offense? Be my guess, if you can defend all the time.
    Do you want to spend all mana on offense while ignore your defense? Be my guess.

    You see. Its been long I suggested warring in utopia should not depend barely on activity. Yes activity is needed to play a game, thats why a game is created in the first place. But not until we need to login all the time to see how the war is going. It should not be this way.

    Increase the warring features into the system. By applying all the existing or addin new feature into it.

    Example that +10% Battle gain is a bravo move into the personality field. This is actually the first time I am looking at it but perhaps I didnt play every age and it existed before, it looks like a new feature to me.

    The same as when the ToG is been given to the personality. Do you aware how many ages ppl keep picking Merchant? Yes it is kind of imbalance. And it should not be done. I am not sure if im the one that participate or involve in this suggestion. It is a mistake done with a bold move. The problem is it is been removed that take a time too long for them to realize that. If you make a mistake, make sure it is removed the next age. But what happen actually gave the server a good boost. I could see everyone is insane having a Merchant in their attacker race. And the era of dragon wars rise to the peak in the warring system those ages.

  2. #332
    Member
    Join Date
    Mar 2017
    Posts
    35
    This is the last section of my suggestion.

    Unite, or separate.

    To my own philosophy, friendship can be promoted within a kd when aiding runs around. When I aid somebody, he would appreciate it and aided me back in the time of need. Not everyone would, but the point is we do not need everyone to be.

    What is the point of unite. Unite two prov into one in the war.

    Lets say a prov been FB deep, or been chained to the ground that to the point he needs to release his troops. Another prov can volunteer themselves to unite their provs together.
    You can share the same economy within two prov, means the total revenue minus the military wages and draft is the net changes.

    The same as space storage. Heavily chained prov will be shared the same total storage to hold on their troops.

    The troops will still able to make hit without needing another prov to login at the right time to send them aid so they are able to make a hit.
    I can still make hit when im been chained down, thus making chaining less effectively and pointless to be.

    Unite two prov is not the same as unite their nw or combine two prov into one.
    The point is to share one prov income with another, and "borrow out" the space needed to store their troops when their acres can no longer hold the amount.

    This is within the logic of a warring kd. Friendly prov should be able to help each other in such a way. Not watch them to be chained to the death while we are the same prov which stand to each other, i cannot take in your troops while you are in danger? That simply makes no sense.

    The "borrow out" space for troops can be recalled back a portion by a portion, which it can be either def spec, off spec or elites, when the heavily chained prov regain the acres enough to hold their troops.



    What does separate means.

    2 large prov can separate out their prov and create a third part prov that helps in the war.

    Warring should be such this. Why I cannot get full control of my resource and must limit to a few ways?

    For example. I am 3k acres. My kdmates are 500 acres.
    It is not possible for a 3k attacker or tm to gain acres as a bottom feed, it would not be fair anyway.

    So I have 3k acres and lets say, 50k troops in total. Why I cannot separate my troops? Surely I can, and I should be able to.
    Two provs can combine and separate a portion of their troops into another acre of prov, which cannot be functioned like another player with another new 4 generals with new count of player with new uniques, but it can be functional as supportive prov.

    I took this idea from the original utopia feature from the exploring pool.
    What is an exploring poor? A reserved and calculated total acre for a kd to be able to explore in a period.

    So what is this separated third party prov for?
    This third party prov is for other prov to request troops reinforcement in terms of defense or offense. Depend on how many off spec, def spec or elites put into it.

    So lets say. A prov wants to attack a target, he doesnt have enough offense to do so. He will thus request a portion from this third party prov which is separated by the huge provs, and include into his total offense, and thus he can break the target he desired.
    The troops sent out will be return the same time as his own prov, and back to the third party prov once it is returned, so it can be requested by another prov in the same kd again the next time.

    If a prov needs more def spec to defend his acres and he has the space for it, he can request the def spec into his prov to be stationed there on the next hit he received. And they will share the same casualty together.


    Is this feature bold? Yes it is. This is how I would design the game to be. Will it fail? Yes, probably it would. It is all just by theory.
    But are you excited if warring in utopia in such a way. I believe you will.

    What am I promoting here? Can you see my points here?


    How can you predict the war when a prov can be united and separated in war? You can't dude. You just can't. Yes my suggestion maybe stupid and unrealistic. But as long as you can make the war unpredictable, any suggestions will do.

    Please, its been 15 years. Stop making warring in utopia, every kds must chain to win. To chain a prov from 2k to 300 acres.

    You may not realize and nobody will tell you the truth, from all these old players and old utopians around you. Why? Because everyone of us already accepted the mechanism and the game feature.

    But do you know how the new generation of the youngsters view? This is what they told me when they first play the war in Utopia.

    "What? Why everyone simple focus on one person to win the war? It is stupid man. It is a waste of time having me play here."

    The time has passed and what the new generation thinks, are not alike. Either you change, or you get changed. As simply as it means. Please take my advice into consideration. I am making this long post meant to be result in a positive outcome.

    When you start to make the game interesting, first thing is you must see an increase in your player base. Then only you consider to start payment into your game. If you cant even attract players, dont change the game into a business.

    I am not saying everyone must pay to play the game, but they can choose to buy, buying what? That's a long road to discuss and yet to reach. But if you do not aim to make this game your business, which can offer you revenue in all the hard work you paid, charity will not give you a long road to run.

    Gamers are not cheapskate. If they feel it is worth to play, it is worth to pay. There is no difficulty in understand this. Else how game industry can survive in the world? Charity all the time?

  3. #333
    Newbie
    Join Date
    Dec 2015
    Posts
    4
    Suggestions to eliminate some imbalances.

    MV cant be used on own kingdom. This makes spells a real problem that cant be white washed.

    Increase nb succes on plague from current 20% to 30%.

    Undead specs fight as 2 instead of 9 when ambushed.

    Attack type addition of Maime. Maime would get no land but would destroy a portion of the target's miltary in addition to typical losses. Might help expedite wars.

    Eliminate honor tranfers from provs of significantly different sizes/nw outside of war. Honor whoring by someone 2x your size encourages bottomfeeding. In fact, maybe honor should be reverse transfered on such hits. Land goes up, honor goes down. No?

    Give TMs honor for ops against a prov that has hit them or a kingdom mate outside of war. Isnt this an honorable act?

    significant honor penalities for hitting into a war.

  4. #334
    Regular
    Join Date
    Sep 2009
    Posts
    61
    Undead troops fight as 6 not nine as their defensive spec is a 0/6. I hate undead, but thats just a ridiculous suggestion.

    I liked the honor ideas though, of course they should be minimal penalties/gains, but its not half bad.

  5. #335
    Member
    Join Date
    Aug 2016
    Posts
    42
    Elf needs to be +3 def spec. Looks interesting. Undead 14 not 15.

  6. #336
    I like to post
    Join Date
    Mar 2016
    Location
    Utopia
    Posts
    3,932
    Vlahul is back it seems! wb man :)

  7. #337
    Post Fiend joeblogs's Avatar
    Join Date
    Nov 2014
    Posts
    265
    Quote Originally Posted by Rusha View Post
    Elf needs to be +3 def spec. Looks interesting. Undead 14 not 15.
    I would like it, but it would make Elf / Heretic too much of a powerhouse again.
    "Because of the implication"

  8. #338
    Member
    Join Date
    Jul 2012
    Posts
    16
    Quote Originally Posted by Rusha View Post
    Elf needs to be +3 def spec. Looks interesting. Undead 14 not 15.
    why u have to boost elf dspec defense??? just for fun?
    with max sci and bloodlust orc and undead elites have almost same offense value

  9. #339
    Forum Addict Bo To's Avatar
    Join Date
    Mar 2014
    Posts
    1,229
    Quote Originally Posted by klaabu View Post
    why u have to boost elf dspec defense??? just for fun?
    Because you are boosting offence on all attacking races. I don't know what the idea of the proposed changes is but what I see is that human/avian/orc/und will be able to break any t/m without a problem. Faeries' 10 def comes with -pop space.

  10. #340
    Newbie
    Join Date
    Mar 2017
    Posts
    5
    christ in heaven, at least give us 5 days rest. after three months people are burned out. come on, it can't end and then start again the very next day, some of us need those couple days of rest.

  11. #341
    Postaholic
    Join Date
    Jul 2011
    Posts
    811
    Quote Originally Posted by Bart of Sparta View Post
    Vlahul is back it seems! wb man :)
    LOL, for once we agree on something maybe. When I saw those posts, that is the very first thing I thought of too!

  12. #342
    Regular
    Join Date
    Aug 2013
    Posts
    56
    Quote Originally Posted by OldPlayerback View Post
    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.
    I really like this idea, when we see a province getting heavily chained, to enable a large province to step in to ensure that he can flow over some of his resources to the chained province through resource sharing, something beyond the current aid system. It adds a new dimension to the game and really prevents things like province dying, losing all sciences and things like that.

    I think taking the average of the resources (gcs,food, runes) and soldiers between the 2 provinces will be sufficient and it really contributes to team work and team play.

    This promotes the whole idea of entire kingdom sharing the effects of war rather than to have provinces getting out of a war totally unscathed.

    Let this be an option only in war, maybe can call it a Kingdom War Bridge that can be made only from one province to another without the opposing kingdom knowing which province has bridged the other.

    Imagine in war, a chained province see this: "The great ruler of AAA from ZZZ has extended a bridge to share with you his resources ! Your people rejoice at the sign of light from this dark war of misery !". The player will feel so happy to see someone stepping up to really help him out.

    But for a bridge to be extended, perhaps a province will need to be reduced in NW X% of his original within 24h or something.
    Last edited by boxerz; 05-03-2017 at 03:41.

  13. #343
    Regular
    Join Date
    Aug 2013
    Posts
    56
    Quote Originally Posted by nabat View Post
    christ in heaven, at least give us 5 days rest. after three months people are burned out. come on, it can't end and then start again the very next day, some of us need those couple days of rest.
    You just don't have to war so quickly when age starts :)

  14. #344
    Post Fiend
    Join Date
    Apr 2011
    Location
    Alaska USA
    Posts
    210
    Yes by all means rip on this one... I see all the flaws in it myself...
    I just want you to take a second and think about it... Really picture the ramifications and flow of events leading up to wars.

    What if Traditional March was only accessible IN WAR.

    Going off of: Thier relation to us

    With No Relations: You only have access to Plunder and Abduct
    With Unfriendly: You can gain access to Conquest
    With Hostile: You gain access to Massacre
    With War: you can access to Traditional March and Raze


    Under this system:
    Growth KD's cannot just bottomfeed on the war tier without retaliations.
    It introduces the relation system to attackers (with a heavy attacker age, this might just be the thing to rein in thier power.)
    Easier for kd's to get war ready by limiting the damage from other kd's.

    Since T'M's are limited by relations system, why not attackers also?
    I think we need to add that ops/spells affect the relations meter to compensate.

    With CQ available early on, before traditional... I think UB's will be less the outcome of wars, and instead KD activity/strat
    With CQ available early on, attackers (especially orcs and avians) will have to think more about hitting themselves out of offense more during build-up to actual war.

  15. #345
    Regular Burzum's Avatar
    Join Date
    Aug 2013
    Location
    Utopia
    Posts
    58
    @ Oldplayerback. Too long posts! I tried to read but had to give it up ☺️

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •