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Thread: Age 71 Proposed Changes Suggestions

  1. #346
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    I can respect a guy stretching the imagination. These are suggestions, so think of Oldplayerback as a muse.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
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  2. #347
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    Quote Originally Posted by Burzum View Post
    Too long posts! I tried to read but had to give it up ☺️
    + 2

  3. #348
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    Quote Originally Posted by boxerz View Post
    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.
    Yes indeed, change and insert more option and ways into aiding/linking into between two provs in war, im sure things this will change the entire warring system of utopia. Put it in GeN for a test and watch the response, ppl will be crazy for it

  4. #349
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    Quote Originally Posted by BoBDuDe View Post
    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.


    This is another good suggestion comes from another player, as long as you are opened to suggestions, you will never run out of ideas, its only if its possible if you could code the game or not.

    No more TM outside war would need more of a planning, because the change would be too huge for an entire game mechanism that is affected. But what kind of direction is that, if when we are to limit acres grabbing only take place in war. How the gameplay would be and how this will help more in warring and warring fun?

  5. #350
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    Quote Originally Posted by rouge_3016 View Post
    + 2
    Sry guys, i cant make it short because thats the amount of ideas im having in my head

  6. #351
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    Okey here is an suggestion that i would like to see as an change to the game:

    Features

    Building percentage showing (Current and will show where you will be if you would build 10, 20 or 30 more buildings)
    Showing PPA when building your army, thieves, wizzards or want to have an mind about your pezz.

    This will really help the new players a lot more and get them up to speed and help less talented players when it comes to MATH to get better.

    Dragons

    Yes they are really really good if you can fund one and send it away. It has been a great upgrade and might be the reason why Bishop wanted to make the change with the science. TO be able to almost fund an dragon.
    This age my kingdom and i had to make an new strategy to be able to fund our dragons asap during the war. And has resulted in WWs.
    The other kingdom has never been close to get an Emerald on us that fast and our strategy has been effective.

    Would suggest that your forced to build bankers/ use ToGs within the kingdom. What if Dwarfs/Halflings could do a spell called Mining or an option to send army's to do in to mines?

    Science

    I've been an player that is against this science system, might be because i am an salesman that hates to have an roof on my bonus. Why would i sell if i have reached my bonus limit?
    Same goes with science, it's damn boring that your allowed to max 1 science slot that is really important for your RACE/ PERS within a week.
    Want to make the TMs weaker and NOT give attacking races more and more and more offense....?
    Want to make the players to use Universities?

    Get the old science system back and make it an challenge again.
    My kingdom isn't as active as it was before since now it's not searching for science and with our current gold income as well, we aint doin much plunders either and with a roof on how much your allowed to grow to not make people outgrowing.
    WE aint hitting out for acres either meaning we are really really just login in a few times here and there doing NOTHING.... waiting for kingdoms to WAVE and hope for wars.
    But wars is harder and harder to get since, we are a top KD in WW/ Honor.
    + Winning/ losing wars gives 0 rewards, nothing.

    Races elit Off/ Def

    Humans:
    8/5

    Dwarfs
    9/4

    UDs
    11/2

    HA
    4/9

    Elf
    9/4

    FA
    1/9

    Orc
    12/1

    AV
    7/5


    WARS

    Make wars more of an need to do, i liked the suggestion on forcing players to go to wars to grow.
    More wars = more activity and more activity = more players will be in the game and learning more, enjoying the game more and spreading the name of the game more.

  7. #352
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    Quote Originally Posted by OldPlayerback View Post
    This is another good suggestion comes from another player, as long as you are opened to suggestions, you will never run out of ideas, its only if its possible if you could code the game or not.

    No more TM outside war would need more of a planning, because the change would be too huge for an entire game mechanism that is affected. But what kind of direction is that, if when we are to limit acres grabbing only take place in war. How the gameplay would be and how this will help more in warring and warring fun?
    Guys can't make it so complicated. Just use the cf code in the game and flip it. Make it no interaction without both kingdoms consent. Granted it shouldn't be the main server either. Be a perfect fit for Genesis server honestly.

  8. #353
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    Ill start with your mechanics

    Mechanics
    Scientist Recruit rank from 6 hours to 3 hours(approve)
    Scientist Spawn rate lowered slightly-(hopefully a good sweet spot between the last 2 ages)
    Food Science will now be Food and Rune Production(sure)
    Food and Rune Production Science maximum will be 120% from 200%(maybe increase to 150%)
    Magic Science will no longer increase Wizard Production(approve)
    The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)(approve)
    Revelation will increase scientist spawn rate by 35%, down from 100%(maybe increase to 50%)
    Revelation duration will be lowered(approve)
    Blood Lust(leave it like it is)
    Anonymity will no longer destroy honor during war(approve)
    The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains(approve-will also help with killing off inactives for those who want a few extra acres instead of razing)
    The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land. (approve)
    The War Win bonus choice of 'Land' or 'Honor' will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added. (approve)



    Here are mechanic changes(non-racial/pers related) that I would like to see implemented.


    Ops/Spells

    1. Shadowlight should be half cost in runes.
    2. Town watch should be 4 peasants fight as 2 points instead of 1 point on defense.
    3. Free prisoners should say that 50% of the prisoners go to you if you have dungeons up to your max capacity.
    4. Vermin should increase decay rate of food to 10%
    5. Assassinate wizards moved to a hostile/war only op.

    Buildings

    1. Banks should yield a 1.5% income boost up to a max of 37.5% max(makes figuring out max banks easier)
    2. Forts should have a max defensive boost to 40%(again makes figuring out max % easier)
    3. Guard Stations should have an added bonus to protect buildings from being destroyed at a rate of 1% to a max of 25%(this would mean tornadoes, arsons, and razes in war)
    4. Laboratories should be 5% chance to a max of 75%(higher base, but lower max)
    5. Universities should lower their max protection of abducts down to 75%(would help prevent some 0 abducts)
    6. Dungeons should hold 25 prisoners. They should also have reduction of raze cost by 5% to a max of 50%(flavor using your prisoners as more slave labor. I just feel dungeons/prisoners are highly underutilized because they are often seen for the most part as space inefficiency.)

    Mechanics-Relations

    1. Auto win war if you are 50% larger than your opponents nw after 5 days instead of the current 7(this would help with lining up wars that start on monday to be able to end on friday to relax on weekend a bit, besides it rarely happens, but when it does its often annoying to still war through the weekend to be in eowcf on the weekdays)
    2. GBP in war increased to 25%(a little more bonus for chains)
    3. Ambush should not add to meter if enemy kd is 25% greater in nw(helps smaller kds to fight back without giving relations away as quick)
    4. Meter decays at 20% to a minimum of 2 points.
    5. Unfriendly at 6 points
    6. Hostile at 20 points to a 200 point max(requires more effort for aggressor to initiate the button, while also offering a potential for longer drawn out hostiles)
    7. Meter Discrepancy Protection would further protect people from wave where kds are caught flat footed or simply do not wish to have conflict while aggressors simply ignore that fact(after 50 points reduced gains happen, at 100 point disparity the non aggressor kd gets a 25% protection of gains/damage from ops/spells and attacks, with max meter at 200 points a 50% protection is awarded. This is based on a disparity of points. So if one kd has meter maxed and other kd meter is still at 0 then they get a 50% protection. For example, a kd with 100 points vs. a kd with 200 points will still have a 25% protection)
    8. War can only be started after 3 different people from each kd attack(further prevent fake wars)
    9. EOWCF +100% food production. Negates all active offensive spells, ops, and plague is swept from lands. -50% raze cost. If under 50% population auto fill to 50%. Winner gets 2 scientist. Loser gets 1 scientist.
    10. Have a binding cf system. Have it where you can have a no strings no duration cf like current. But also have ones with different options ranging from 24 hr cf to 672 hr(4 utopian years-4 RL weeks) with anywhere from a 0 hr notice to a 168 hr notice(1 utopia year-1 RL week). agreed upon by both kds monarchs. Once notice is served it appears in kd news and an in game mail sent to monarch stating that notice has been served. Also once the CF runs out, if notice isn't served it just continues to be a CF until notice is given, but still has to complete the notice duration time. Essentially, if you wanted to have an eoa cf you just dont do anything, much as the same as now. If monarch changes it is sent to current monarch. Sometimes you have to deal with previous monarchs decisions, but could be a way to get more of the kd to be involved in diplomacy and strategy. If a bindng cf system is invented, have it where it shows in politics tab under ceasefires and can even have a timer on ones showing how long cf last for and how much notice is still left on that cf.


    Mechanics-Other

    1. In protection all provinces start with 1000 runes(helps people of different time zones at beginning of game)
    2. Target finder box to exclude provinces in protection/vacation mode.
    3. Show relations other kds have with your kd in the politics-relations page.
    4. Have a clickable link on throne page that directs you to enemy kd. For example "Our Kingdom is at WAR with #:##!" Clicking the kd number would redirect you to their kd page. Would prevent some clicks.
    5. Show peasants on espionage page.
    6. Show utopian date intel was taken on espionage page.
    7. Fix the organize/sort by on espionage page.
    8. Replace wizard tab on side of bar to read Sorcery. Where it leads you to cast offensive spells. This would prevent a lot of clicks. Some third party programs already provide this feature.
    9. Move wizard training to mystics page at bottom.
    10. Buy 100 credits for $20.
    11. Have option to buy entire age for things like hostility meter and ad blocking.
    12. Give an option to buy 3 taunts for 10 credits, or 10 taunts for 20 credits.
    13. Give a royal command option for 3 commands for 5 credits, and 10 commands for 15 credits
    14. Lower kingdom invites to 25 credits.
    15. Hostile meter for you should be 1 week 3 credits, 3 weeks 8 credits, 6 weeks 15 credits, 12 weeks(entire age) 25 credits.
    15. Hostile meter for your kd should be 1 week 10 credits, 3 weeks 27 credits, 6 weeks 48 credits, 12 weeks(entire age) 84 credits.
    16. Show who sent the dragon in your kd news. Would be able to see in snatch news.
    17. Let you know when you are starving and how many peasants died in your province news.
    18. On aid page show what % your current balance is compared to your nw and have them color coded, green/positive, red/negative(ex i have +400k tb and i am a 100k nw province would show 400% in the green)
    19. When you send aid and it is taxed or destroyed add a line saying "Province X was taxed Y% on this shipment."-obviously if they were taxed. If they weren't then it would read as it does now with no change. And "While sending aid some of our caravans exploded and X% was destroyed." -again assuming they/you have explosions. I mean you should know what gets taxed and destroyed when your people send it.
    20. Show that a dragon ravages the land on war heroes throne page. It still shows riots even though they are immune it should show dragons to prevent accidental sending.
    21. Have a dragon send confirmation. "Donating this amount of gold to the dragon will send it flying towards our enemies lands, are you sure you want to do this?"
    22. All dragons should come with a -5% science effectiveness.
    23. Scientist should have a set nw rating for each rank in order to determine their wpa based on nw.
    24. unemployed peasants produce 0 gc
    25. employed peasants produce 3 gc
    26. Give 10 free acres daily instead of 5.
    27. Each race of horses should have its own name. Example human are just war horses, orcs can be wolves, faeries dogs, dwarfs mules, halfing ponies, elves unicorns, undead nightmares.

    Science-I know it won't be linear but should be a decent judge as to "maxes" and amount of scientist needed.

    Income 30% - 15 proffesors
    Tools 20% - 20 professors
    Population 15% - 30 Professors
    Food/Rune Production 150% - 20 Professors
    Military 15% - 45 Professors
    Magic 100% - 25 Professors
    Thievery 100% - 20 Professors
    Last edited by feast; 05-03-2017 at 22:08.

  9. #354
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    Races

    Human

    Bonuses
    +30% Income
    Immune to Income Penalties
    +50% espionage success(added-they needed another bonus)


    Penalties
    -10% Spell Success
    +50% Rune Costs(lowered-seemed too high)

    Spell book: Quick Feet, Revelation(added), Greater Protection(removed)
    Elite: 11/4, 950gc, 10NW(revised)



    Orc

    Bonuses
    +25% Battle Gains
    Free draft
    +20% Enemy casualties when attacking

    Penalties
    +20% Land Lost when attacked (changed to just land)
    -20% Thievery Effectiveness (increased)
    (removed the military losses penalty)


    Spell book: Reflect Magic, Vermin(added-bring it back to be able to starve easier)
    Elite: 12/2, 1000gc, 10.5NW(revised)



    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
    Cannot use farms(added-prevent new players from accidently building and to prevent food farms)
    -25% Science Effectiveness(lowered-seemed too high)

    Spell book: Town Watch, ghost workers(added-bring back to give 2 spells(could be like adds 10% available workers for max 12 hours))
    Elite: 14/1, 11.5NW(revised)



    Avian

    Bonuses
    -35% Attack travel time(increased to get 8hr attack time in war)
    +50% Birth Rate(increased a bit)

    Can Train Elites with Credits
    (removed specialist +1)

    Penalties
    -5% Combat Gains
    Cannot Use War Horses

    Spell book: Fanaticism, Greater Protection
    Elite: 11/3, 800gc, 9NW(revised)



    Dwarf

    Bonuses
    +20% Building Efficiency
    Free Building Construction and Can Use Credits to Raze Buildings
    -50% Building Construction Time
    -50% Military Training Time(added)
    (removed specialist bonuses, if you want them to be a turtle race then no need after oop)



    Penalties
    Can't use Accelerated Construction
    +100% Food consumption

    Spell book: Mystic Aura, Fools Gold(added-flavor change)
    Elite: 9/8, 1050gc, 11NW(revised)



    Halfling

    Bonuses
    +10% Population
    +50% Thievery Operation Success (TPA)
    -50% Thief cost
    +1 Stealth per tick
    +2 Offensive Specialist Strength

    Penalties
    -5% Building Efficiency
    -10% Birth Rate

    Spell book: Aggression, Mages Fury
    Elite: 6/8, 750gc, 8.5NW(revised)


    Faery

    Bonuses
    +40% Combat Instant Spell Damage
    +40% Sabotage Operation Damage
    +1 mana per tick in war

    Penalties
    -5% Population
    -10% Income

    Spell book: All Racial Spells and Tree of Gold
    Elite:5/10, 1100gc, 12NW(revised)


    Elf

    Bonuses
    +2 Defensive Specialist strength
    +35% Spell Success (WPA)
    +25% Spell Duration(changed from damage-didn't want same bonus as faery)
    -35% Military Casualties

    Penalties
    +50% Military Wages
    +50% Thief cost(added-need another penalty)

    Spell book: Pitfalls, Invisibility, Fog(added-opposite of bloodlust(+15% enemy losses, +5% your losses, single use))
    Elite: 8/7, 850gc, 9.5NW(revised)



    Personalities

    The Cleric

    -35% Your Military Casualties (on attack or defense)
    Immune to The Plague
    Starts with +800 soldiers and +800 specialist credits
    Access to Animate Dead (removed greater protection)


    The Heretic

    Wizards do not die on failed spells
    Thieves do not die on failed operations
    Successful spell casts get 25% of rune cost refunded(lowered)
    +25% Spell Success (increased)
    +25% Magic and Thievery Science Effectiveness (increased)

    Starts with +100 Wizards and +200 thieves
    Access to Nightmares and Greater Arson (added-to be more of a tm with ops from both sides) (removed blizzards)


    The Mystic

    All Guilds are 100% more effective
    +75% Magic Science Effectiveness
    Starts with +250 Wizards(lowered-was too high for oop)
    Access to Meteor Showers, Chastity, Blizzard(added-to remove from heretic)



    The Rogue

    +1 Stealth recovery per tick
    Thieves Dens are 50% more effective
    Access to all thievery operations(includes Greater Arson), including 2 unique to rogues: Assassinate Wizards and Propaganda
    +100% Thievery Science Effectiveness(increased-to be higher than mystics bonus towards magic)

    Starts with +400 thieves
    Access to Gluttony


    The Sage

    Scientists are 25% more effective
    Increase base Scientist spawn rate by 25%
    Protect 50% of scientists on abduct attack(increased)
    Starts with 25% extra scientists(increased)
    Scientist do not have networth(added-since the sci cap was lowered to give them a slight econ edge)
    Access to Amnesia (removed Revelation)



    The Tactician

    -20% Attack Time
    Accurate Espionage
    Starts with +800 soldiers and +800 specialist credits
    Access to Clear Sight


    The Warrior

    +10% Offensive Military Efficiency
    Enhanced Conquest range and effects(added-to get more land and kill more, to really highlight on a personality)
    + 1 General
    Starts with +800 soldiers and +800 specialist credits
    Access to Bloodlust(added back like age 70 effects)


    The War Hero

    Converts some Specialists into Elites on successful land attacks
    Immune to Dragon (removed income immunity)
    -50% mercenary cost (added-flavor change)
    +100% Honor Effects(lowered back to age 70 effects)

    +10% Battle Gains
    Increase honor gains by generating honor in all land attacks (in or out of war)
    Starts with 800 elites
    Access to War Spoils (removed fanatiscm and pitfalls)


    Final Thoughts Suggestions/Possibilities

    I changed a lot of the elites values/cost/nw up and bonuses/penalties up to have everything unique. No stacking and have every race and personality truly one of a kind. Maybe have elves not be able to use dungeons instead of thief cost penalty. Or possibly having a + to thief losses as a racial penalty. Also consider tactician having the old -50% land lost to ambush bonus. Consider having the +1 to stealth on hafling as an in war only bonus. Thievery will be considerably strong this age I think. I also considered a clairvoyance spell to see the number of wizards a province has while also seeing the active spells on a province(but would not show the duration). The idea of a "celestial body" spell that offers a combination of spells would be interesting as well. I also considered a immunity to the ambush penalty(meaning your troops fight at 100% on defense instead of 80%). Having certain races being susceptible to certain things. Maybe humans are twice as effected by greed. Dwarfs are twice as effected by gluttony. So on and so forth.
    Last edited by feast; 05-03-2017 at 22:16.

  10. #355
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    i would like to suggest there be a 'maximize war horses' button in the war room, so we can click it and it'll auto-fill the war horses (up to available horses).

  11. #356
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    What's the chances we could get a +1 defensive spec instead of a +1 offensive spec for Avians so it's actually useful? Sure would be nice. It's not like it will overpower them or something. It would make them a little more of a viable option. Also pitfalls would be much better spell for War Hero than War Spoils. War Spoils is more like a penalty than a perk in war since it usually makes you instant chain target. At least with PitFalls it has some use to it. Thanks.
    Last edited by Mud_Man; 05-03-2017 at 22:29.

  12. #357
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    Quote Originally Posted by Deathlyric View Post
    Okey here is an suggestion that i would like to see as an change to the game:

    Features

    Building percentage showing (Current and will show where you will be if you would build 10, 20 or 30 more buildings)
    Showing PPA when building your army, thieves, wizzards or want to have an mind about your pezz.

    This will really help the new players a lot more and get them up to speed and help less talented players when it comes to MATH to get better.

    This is good for easier management. To get more information about own prov instead of needing to carry a calculator to "measure" the current strength of our own provs or to make calculation to get a value should not be the case and should be done in a long time ago. If I am playing utopia now I want to know my prov peasant per acre (ppa) at the moment and I still need to take out a calculator and get the answer it would just saying this is so outdated. That kind of information should have been provided to the user right on the screen.

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    Last edited by brandonc204; 11-10-2018 at 07:40.

  14. #359
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    Quote Originally Posted by Deathlyric View Post

    Science

    I've been an player that is against this science system, might be because i am an salesman that hates to have an roof on my bonus. Why would i sell if i have reached my bonus limit?
    Same goes with science, it's damn boring that your allowed to max 1 science slot that is really important for your RACE/ PERS within a week.
    Want to make the TMs weaker and NOT give attacking races more and more and more offense....?
    Want to make the players to use Universities?

    Get the old science system back and make it an challenge again.
    My kingdom isn't as active as it was before since now it's not searching for science and with our current gold income as well, we aint doin much plunders either and with a roof on how much your allowed to grow to not make people outgrowing.
    WE aint hitting out for acres either meaning we are really really just login in a few times here and there doing NOTHING.... waiting for kingdoms to WAVE and hope for wars.
    But wars is harder and harder to get since, we are a top KD in WW/ Honor.
    + Winning/ losing wars gives 0 rewards, nothing.

    Races elit Off/ Def

    Humans:
    8/5

    Dwarfs
    9/4

    UDs
    11/2

    HA
    4/9

    Elf
    9/4

    FA
    1/9

    Orc
    12/1

    AV
    7/5


    WARS

    Make wars more of an need to do, i liked the suggestion on forcing players to go to wars to grow.
    More wars = more activity and more activity = more players will be in the game and learning more, enjoying the game more and spreading the name of the game more.

    Not just you have question on the current science system but me too. I just joined back utopia this age and played several wars on it. And to tell the truth my eyes fall out of my face when I saw how the current science system is been implemented. I do not have a disagreement if they want to change how the value and effect, the science work. What I am totally against is, why the f do you need to "give a column to each scientist" as a control mechanism over science page.

    This is so poor in design. The new idea is acceptable but the design is so sad. It feels like we are trying to have a person that comes from stone-aged to work on a highly advance laser technology and this is how we get.

    To understand this is very simple. Let's say I want to send 1000 elites to make a hit. And in the war page, I am given 1000 columns to change to "go to war" like what the scientists page work as and I will have one thousand columns I need to click in order to send those 1000 elites out. Is this even logical. Why would such a design page take place in the first place anyway.

    I am highly confident that the previous dev team is not so dumb to design such a science page for the game. Such an outdated value-inserting method should belong to the stone-aged. This must be due to their ability to write the code. Because they only know how to code it this way, hence why we are having our current science page now.

    Not only about the value insert method, but they didn't think it much further when trying to implement a new feature. It would be as obvious as hell if you want to change the current science system, you know once all the science field is max out, further scientist coming in is pointless. Each scientist takes a great deal of NW. Why the heck do we need our nw to be occupied by something that does not give any effect?

    There is no option at all to stop the scientist from coming in. No option to drop a scientist as well. How can it be? Even when Mehul write the code he already included to stop wizzard producing feature in case the player do not need more wizzards. You have to think a little bit more advance. This is so basic.

    Despite of all the criticism, this highly does not look like the work of an experienced or professional code writer at all. If it is what I assume is true the previous dev does not involve in coding at all before and just start to learn to be a programmer from anew and start to code, I would though give them a three thumbs up that although the current science page is sucks, but take it from a first try, it is a job well done. Given if I start to do something I might be even worse. This is already a job very well done.




    The next is my views how the current science system is.

    The current science has a good outcome is, now players can enjoy to max out their science field in their prov. Previously an attacker would be hard to max out their peasants, income and yet thievery and magic together. But in this new age, who can't be able to max out all their science field. None of us can't. Everyone of us can.

    This help promotes the game difficulty to be easy to play. But becomes too easy that is over extreme and over the line until there is nearly no effort need to be done and we can get the reward.

    Lets make it this way. You know the new +5 daily acres given to everyone everyday? Make it that the game will give +500 elites to everyone daily. In no time all prov will be having a lot of elites to spend for, without even needing to do anything.

    My point is, it is good to tune down the game difficulty a bit. But do make it all players are able to max out their science field like that. Then what's the difference having the Sage personality? Why need the protection? Everyone science is max out, nobody need to abduct no one. The protection is useless.

    Like I mentioned a long time ago. Utopia is unique because it has a lot of races to play with. This is a gift passed down from Mehul. Each race make a unique stand that when a kd is full of one race or with multiple different race, you can actually see the difference, feel the difference, the style and the game play is not the same.

    Hence if you are making races all look like the same and when everyone pick different races and the kds still look like the same which it doesnt matter much if we pick a different races to play. That is a great failure man. That is not making the game easier, it is making it entirely weak. A Sage player must have its unique stand, from the current science system, I cant see even see the shadow of the Sage and is they even exist in the game.

    The dev team definitely needs time to improve the system. Experience and not only skills in coding, but as well as skills in design. I am sure everything has a book to be studied from or some place to be referred to. Improve the design before the coding, or else a lot of effort would be just wasted and we will be starting to see the new dev team losing their motivation again.
    Last edited by OldPlayerback; 06-03-2017 at 02:13.

  15. #360
    Dear Friend Korp's Avatar
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    25% more effective scientist aren't a unique bonus to Sage oldplayerback?

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