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Thread: Age 71 Proposed Changes Suggestions

  1. #361
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    Aren't significant enough to be unique.

    The strength of Sage in the past never lies on its extra bonus on science effect, this feature is added to Sage as it seem if it don't, it does not serve enough advantage or a purpose strong enough for anyone to pick this personality to play with.

    Player depend on a Sage ability for science lost reduction upon attacked. This is the major feature they wanted. And why reduction is needed, because overall the entire server players do not have enough science points to max out all the science field.

    There is a need to learn for science, hence there is a need to defend the losses. This, is what make a Sage personality unique.

    The current science system enable every players to max out every science field in their prov. When everyone is full of science, hence there is no need for the abduct for science. In the past, the need for science is greater because an attacker may have 100% max out population and income, but his thievery and magic science maybe zero.

    Compare zero to Sage personality 140% let's say, it is 140% versus 0%, hence that's what makes an attacker is so vulnerable and opened to ops, and what makes a Sage is able to op more successfully as a hybrid.

    Sage players stand out among other personalities because when players pick this personality, it is a greater chance that he would be able to max out all field of science.

    So now when everyone can simply max out all the science field, can you even see the shadow of the Sage? It is the weakest personality of all in this age.

    Now every attackers are at 100% magic science, the Sage are with 140% lets say. The difference is only 40%. How can this make Sage a unique personality? Sage is the least influence personality aka the weakest personality of all ever since the new science system is applied. I don't think just by limiting the scientist birth rate is enough, the concept is worth to keep, but the mechanism to obtain it should be reviewed and entirely changed.
    Last edited by OldPlayerback; 06-03-2017 at 10:02.

  2. #362
    Enthusiast Minty's Avatar
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    Quote Originally Posted by OldPlayerback View Post
    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?
    Am I the only one that stopped reading this thread after this moron turned it into a filibuster?
    Last edited by Minty; 06-03-2017 at 13:52.

  3. #363
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    Quote Originally Posted by OldPlayerback View Post

    The strength of Sage in the past never lies on its extra bonus on science effect, this feature is added to Sage as it seem if it don't, it does not serve enough advantage or a purpose strong enough for anyone to pick this personality to play with.

    Player depend on a Sage ability for science lost reduction upon attacked. This is the major feature they wanted. And why reduction is needed, because overall the entire server players do not have enough science points to max out all the science field.
    I don't even know how to respond to this drivel.
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  4. #364
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    Am I the only who wont pick Sage in the past if it does not has any science protection?

    Shrugged. It is hard to discuss with somebody who don't stand the same standard with you, as their first comment is always moron or idiot, lol.

  5. #365
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    Keep posting Vlad, I do appreciate ur input. ur touching on some significant issues. Keep at it!

  6. #366
    Post Fiend Maxin's Avatar
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    To many races/personalities with Greater Protection. Make it one race spell or personality spell.

  7. #367
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    Quote Originally Posted by OldPlayerback View Post
    Am I the only who wont pick Sage in the past if it does not has any science protection?

    Shrugged. It is hard to discuss with somebody who don't stand the same standard with you, as their first comment is always moron or idiot, lol.
    I just pointed out that your argument of "strength of sage never lies in bonus effect" and "Sage is the least influence personality aka the weakest personality of all ever since the new science system" is just nonsense and should be laughed at.

    edit: @Minty... oops, you did lol
    Last edited by Avenger; 06-03-2017 at 13:36.
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  8. #368
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    Quote Originally Posted by Avenger View Post
    Nobody made you a moron or an idiot, I just pointed out that your argument of "strength of sage never lies in bonus effect" and "Sage is the least influence personality aka the weakest personality of all ever since the new science system" is just nonsense and should be laughed at.
    Oh but I called him a moron and I stand by it

  9. #369
    Enthusiast Minty's Avatar
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    Quote Originally Posted by OldPlayerback View Post
    Am I the only who wont pick Sage in the past if it does not has any science protection?

    Shrugged. It is hard to discuss with somebody who don't stand the same standard with you, as their first comment is always moron or idiot, lol.
    If you can't get your point across with less words OldPlayerback I definately agree we are not on the same level. Discussions doesn't get any more intelligent just because you use more words. Your points aren't finer just because you use more words or give more examples.

    If you wanted an intelligent discussion in the first place you wouldn't put several arguments for several different things into one big post. If it's not immediately obvious what you are making an argument for none is going to bother reading. You can go back to your University take a look at how many discussions starts without making an introduction.
    Last edited by Minty; 06-03-2017 at 13:49.

  10. #370
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    There is one feature too I believed I have suggested that has been taken into the development, but out of expectation they did not do it as I imagine they would be. I tried to bring up this issue to Bishop before, but perhaps it doesn't look importance enough for a change to attract his attention. This is although a small improvement on the game, but I am quite sure it will improve the gameplay and make it more user friendly here, I guess I will give it a try again here.

    You know the War Room where we make calculation of how many off spec and elites we should send? There we could insert the value of the net defensive points at home from which we took from the SoM.

    Here's the part that is difficult. I need to insert manually how many off spec and elites exactly to reach a percentage I wanted, let's say 104%, and I have to try and try again until I get the exact value.

    When the time War Room do not have any sort of calculation, I proposed this suggestion on the purpose to offer the phone users player to play more effectively which they do not need to take out a calculator to play the game. But the problem is their design. I didn't expect they design in this way.

    It should be the opposite.

    By common sense, if you want to make it even more user friendly, once we successfully get the SoM of a prov, beside the "Net Defensive at Home" there should be a button for us to click and have that value copied and bring us directly to the War Room. There we need to insert the percentage we want, example 104%, click on it and the page will calculate for me the amount of off spec and elites needed to reach that percentage.

    But what they did is the opposite. Instead of inserting the percentage of calculate us the troops amount needed, we need to insert the troops amount needed and test one by one if the figure is enough to reach exactly 104%. This isn't user friendly and obviously too basic a feature that is awaiting for improvement but yet to be done.

    By right of designing, players can be provided a "lock" function when the system calculate for us the amount of troops needed based on the percentage we entered.

    For example, I have 5000 off spec, 10k elites.

    I want to split my off spec into two hits. And I do not want the system to automatically calculate for me full off spec for the 1st hit and all elites on the 2nd hit.

    So I could insert the amount of off spec I wanted in my 1st hit, example 2500 out of 5000, lock it there and the system will calculate for me the rest of the elites needed to reach the 104% based on the net defensive points I got from the SoM previously.

    There are many things in utopia can be improved. Especially to make phone user easier to play the game, fast login, quick input, and logoff before their boss found out they just login utopia in the middle of their work. Changes such as this should be easy to be done, but yet nobody tried to think about that.



    When bring up this percentage issue, there lead to another issue I wanted to bring up.

    I believe when putting a feature into a game, it should have a sort of meaning. There are a few things I notice some function simply serve no purpose at all. I will recall it back the more I stay in the game.

    For example, why do you need to insert a percentage of offense when you know how many offense is needed to break a prov? Either 102%+, 103% or 104% will be enough to break a prov. Why do we need to calculate to insert the amount? It doesn't serve any purpose at all. Just ditch the percentage thing and let the system directly show us how many offense is needed exactly to break an amount of defense point. And then have the system calculate for us exactly how many troops are needed to reach this amount of offense. Isn't that does the job?

  11. #371
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    Another idea that lights my head when mentioned about this, is perhaps we could insert a function of +x hours on the attack time, as another option for us to REDUCE the percentage of acres ambushed.

    For example, yes, a +x hour will give us more gain, you could maintain this function this is a good feature. But too you could add in another option for the players to choose from.

    Let's say I make a hit, instead of getting more gain, I could choose to reduce acres lost in case it is been ambushed.
    -2 hour increase 40%
    -1 hour increase 20%
    +1 hour reduce 20%
    +2 hour reduce 40%
    +3 hour reduce 60%
    +4 hour reduce 80%

    Which mean if I make a hit and I got 100 acres from it, I select a +1 hour more on my attack time, and when I got ambushed, I wont lose 50 acres back. Instead I would just lose 80% of 50 acres which is 40 acres.
    So on if it is +4 hours, I would only lose 10 acres out of 100 acres if I have been ambushed.
    If I pick -2 hours, I would lose 70 acres out of 100 acres if I have been ambushed.

    The logic of this function is, on my journey return home, I want to be more careful so I spend more time to return. And therefore I lose less acres when I have been ambushed.
    The vice versa, if I want to hastily return home, I would be more careless and thus lose more acres when I have been ambushed.

    This kind of features promotes uncertainties in war. When a player ambush he can no longer knows how many acres can he get back. It feels like real warring and I believe once it is implemented it should be very fun to play with.

  12. #372
    Enthusiast Minty's Avatar
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    The War Room improvements you are suggesting sounds alot like simple functions Munk Bot Script has. Given that the new Developers are long time KD mates of Munk and that they are open to community help it's not a big stretch to think that it would be possible to realize these functions.

    What you are talking about doesn't really feel connected to Age 71 Proposed changes discussion. It seems like a suggestion that deserve it's own thread so that it specifically can be discussed in length and defined more exactly. It also wouldn't derail the Topic with lengthy posts about loose suggestions. We're discussing Age 71 here. There's no time to implement advanced improvements to the game.
    Last edited by Minty; 06-03-2017 at 14:04.

  13. #373
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    I do not have time to keep on discussing stuffs for minor issue and issue to be brought a time and another. I believe old players here all meant something in common, that is to keep utopia going on and hence I think you misunderstand me when you believe I am trying to make myself an intelligent guy just by planting more words.

    Most of the words I typed here, are flash that across my mind. Sometimes I do not read it back and it has a lot of errors in it but it doesnt matter as long as you get my points. it would be fine.

    Multiple issue in a post is fine as long as they are worth to be mentioned. The post is here and the points are in it. If you do not have time to read it all, perhaps you can continue to read another time.

    The universe is so huge that believe yourself is the most intelligent guy in the centre of it is kind of stupid. And gladly I aint that stupid one to be in the trap of it. Many persons are with smart and intelligent ideas, when everyone did a little by their own, it becomes a great deal.

    Without me even needing to mention it, who is the one who create the phone app for utopia? The target finder? The utopia formatter? Utopia pimp? Uppoppu? The chat box in the game? These are all smart ppl with great ideas.

    However the point is, the dev should see these third party programs function and review back which part of their game needed to be improved or so on, as long as these third party programs do not promotes cheating. The result of players needing for another software such as utopia pimp, the formatter and the target finder is a prove of which the part which the game is lacked of.

    Utopia is actually a big game, just they do not realize it.

  14. #374
    Enthusiast Minty's Avatar
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    Quote Originally Posted by OldPlayerback View Post
    I do not have time to keep on discussing stuffs for minor issue and issue to be brought a time and another. I believe old players here all meant something in common, that is to keep utopia going on and hence I think you misunderstand me when you believe I am trying to make myself an intelligent guy just by planting more words.

    Most of the words I typed here, are flash that across my mind. Sometimes I do not read it back and it has a lot of errors in it but it doesnt matter as long as you get my points. it would be fine.

    Multiple issue in a post is fine as long as they are worth to be mentioned. The post is here and the points are in it. If you do not have time to read it all, perhaps you can continue to read another time.

    The universe is so huge that believe yourself is the most intelligent guy in the centre of it is kind of stupid. And gladly I aint that stupid one to be in the trap of it. Many persons are with smart and intelligent ideas, when everyone did a little by their own, it becomes a great deal.

    Without me even needing to mention it, who is the one who create the phone app for utopia? The target finder? The utopia formatter? Utopia pimp? Uppoppu? The chat box in the game? These are all smart ppl with great ideas.

    However the point is, the dev should see these third party programs function and review back which part of their game needed to be improved or so on, as long as these third party programs do not promotes cheating. The result of players needing for another software such as utopia pimp, the formatter and the target finder is a prove of which the part which the game is lacked of.

    Utopia is actually a big game, just they do not realize it.
    A suggestion that belongs in it's own thread getting the attention it deserves, not mixed up with 10 peoples spews of mindflashes, not being taken seriously.

    Why does this have anything to do with feedback to New Age Changes? It seems like general improvements. You've questioned how serious previous developers must have been with the layout of the new sciencesystem - yet you think more of these changes should be discussed here with a weeks notice? What serious developer will roll these things out??
    Last edited by Minty; 06-03-2017 at 14:32.

  15. #375
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    The new science system concept is a good try, but the way to implement it is an unfortunate example. Experienced game coder will not design a game layout that looks like the science page. This is the work of an amateur. I point out my criticism on the part, but I did not deny their effort to make things right.

    The people who play utopia definitely plays on other games or other web games. There are plenty of examples to study from. Keep doing this way is wasting their time, and thus which is why I keep on emphasize on the part designing if you notice. You need to improve on the designing part before you start the coding even when you have an idea to change the system. Else it would just wasting more time and more effort needed to be done. I hope my points can be taken as a constructive one.

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