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Thread: Age 71 Proposed Changes Suggestions

  1. #376
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    Quote Originally Posted by Minty View Post
    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.
    well i read all he said. and it was really insightful.

  2. #377
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    I might have missed it if somone already have pointed it out but what is up with leet nw next age? halfer have higher nw then dwarfs, avians have higher nw then human? just feel strange when u look at the leet value on thoose races

  3. #378
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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.
    Yes, you are.

    If you care that much about your science, you'd build schools to protect it when you are vulnerable.

  4. #379
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    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.
    You are bad at this game and should feel bad.

    There is no level of chain that should be that detrimental.

  5. #380
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    The personal attacks stop now.
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page |
    PM DavidC for test server access

  6. #381
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    Quote Originally Posted by feast View Post
    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.

    By far the best changes i've seen suggested in ages

  7. #382
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    Orc

    Bonuses
    +25% Battle Gains

    Penalties
    +20% Land Lost when attacked (changed to just land)

    Are you planning to kill anyone who pick this race man lol


    The Sage

    Scientist do not have networth(added-since the sci cap was lowered to give them a slight econ edge)


    This idea does look interesting

  8. #383
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    Quote Originally Posted by calamity View Post
    You are bad at this game and should feel bad.

    There is no level of chain that should be that detrimental.

    Destroying a player's effort in building something in a war or a battle, and needing them to rebuild again, is a game feature that is outdated a long time ago. Open up your eyes and look around the world, is there any new games that arise in the recent years have something like that?

    Removing entirely the chaining system in a sudden would be risky, a step by a step should be taken to test the response and best if it can be directly tested at the incoming Gen server. The last thing of course I would not want to see is turning Utopia into a Crash of Titan-like, its uniques in race when combo with personalities must be maintained, yet personally i would not agree a direct involvement such as to increase the gangbang protection once a prov been chained.

    What I wish to see is the changes of the game mechanism, to increase more options and methods to play the war, this mean, still you can offer the players in war and they can still deep chain a prov but it will comes with great disadvantage and may result in losing the entire war by doing that.

    For me, I have seen Utopia keeps on chaining a fix prov in every wars in order to win it. If you do not chain, you will mostly lose. 15 years and its enough, it should be put a stop to it. Like i mentioned, you bring a 15 yo old kid to the game, introduce him how to play, train him how to build his prov, and after one war he would just leave the game. Chain-to-win in war looks irrational for them and i could not find myself to be fully disagree with them because it isnt whole wrong in it. Unless you are putting hope to bring back all the grandpas and grandmas back to the game to keep it going, i would strongly suggest a change for the game.

    So why don't we put it as what Mehul as did before? WoL is for conventional play style and Gen is all the new incoming fun features, and we can take a bet here which server is going to have more player base?

  9. #384
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    Quote Originally Posted by OldPlayerback View Post
    Destroying a player's effort in building something in a war or a battle, and needing them to rebuild again, is a game feature that is outdated a long time ago. Open up your eyes and look around the world, is there any new games that arise in the recent years have something like that?

    Removing entirely the chaining system in a sudden would be risky, a step by a step should be taken to test the response and best if it can be directly tested at the incoming Gen server. The last thing of course I would not want to see is turning Utopia into a Crash of Titan-like, its uniques in race when combo with personalities must be maintained, yet personally i would not agree a direct involvement such as to increase the gangbang protection once a prov been chained.

    What I wish to see is the changes of the game mechanism, to increase more options and methods to play the war, this mean, still you can offer the players in war and they can still deep chain a prov but it will comes with great disadvantage and may result in losing the entire war by doing that.

    For me, I have seen Utopia keeps on chaining a fix prov in every wars in order to win it. If you do not chain, you will mostly lose. 15 years and its enough, it should be put a stop to it. Like i mentioned, you bring a 15 yo old kid to the game, introduce him how to play, train him how to build his prov, and after one war he would just leave the game. Chain-to-win in war looks irrational for them and i could not find myself to be fully disagree with them because it isnt whole wrong in it. Unless you are putting hope to bring back all the grandpas and grandmas back to the game to keep it going, i would strongly suggest a change for the game.

    So why don't we put it as what Mehul as did before? WoL is for conventional play style and Gen is all the new incoming fun features, and we can take a bet here which server is going to have more player base?
    Deep chaining is situational strategy that has been overused. Probably because it is a better option than just "max gains" and monarch's can easily just tell people to keep hitting the same target.

    Deep chaining is useful against races with hard to reach offenses (Undead) or ones with very sustainable defense (human), but we are 6/6 this age (in our 7'th war currently) and very rarely have deep chained more effectively than our opponents. Every strategy involves resources, and it is a kingdoms choice where to use those resources (T/M ops, attacks, dragons). I wouldn't paint the whole community in one brush. Though I do admit deep chaining is certainly an easier strategy that even ghetto kingdoms can usually do correctly, so it has become part of ghetto war culture.

  10. #385
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    Quote Originally Posted by OldPlayerback View Post
    Destroying a player's effort in building something in a war or a battle, and needing them to rebuild again, is a game feature that is outdated a long time ago. Open up your eyes and look around the world, is there any new games that arise in the recent years have something like that?

    Removing entirely the chaining system in a sudden would be risky, a step by a step should be taken to test the response and best if it can be directly tested at the incoming Gen server. The last thing of course I would not want to see is turning Utopia into a Crash of Titan-like, its uniques in race when combo with personalities must be maintained, yet personally i would not agree a direct involvement such as to increase the gangbang protection once a prov been chained.

    What I wish to see is the changes of the game mechanism, to increase more options and methods to play the war, this mean, still you can offer the players in war and they can still deep chain a prov but it will comes with great disadvantage and may result in losing the entire war by doing that.

    For me, I have seen Utopia keeps on chaining a fix prov in every wars in order to win it. If you do not chain, you will mostly lose. 15 years and its enough, it should be put a stop to it. Like i mentioned, you bring a 15 yo old kid to the game, introduce him how to play, train him how to build his prov, and after one war he would just leave the game. Chain-to-win in war looks irrational for them and i could not find myself to be fully disagree with them because it isnt whole wrong in it. Unless you are putting hope to bring back all the grandpas and grandmas back to the game to keep it going, i would strongly suggest a change for the game.

    So why don't we put it as what Mehul as did before? WoL is for conventional play style and Gen is all the new incoming fun features, and we can take a bet here which server is going to have more player base?
    I dont understand why something "old" has to be bad? I like the way utopia wars are. There are no mercy or handholding and its easy enough to pump up for a new war earlier. You are suggesting that the way to improve the game is by radicly changing it to something its not.. There are already a lot of phone games that you get to keep your "prov" in order and without losses after you do some "warring". And they are boring asf after a month or so... Too static imo. Utopia is dynamic and thats the charm with it.
    One sollution to what you see as a problem would be a button you can push after war to instantly repop your prov with all lost troops (as a game i wont mention here has)

  11. #386
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    Avian

    Bonuses
    [. . .]
    Can Train Elites with Credits

    Does this mean that Avians can train Elites at the cost of 1 spec credit? So can immediately start training 4000 elites? And in turn Avian WH will have 4800 free elites at start? Just making sure I understand.

    Also. . . when does proposed changes --> Actual changes?

    Cheers!

  12. #387
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    On the topic of "When do actual changes come out?"
    I would like some feedback on topics that they KNOW that they either: will/will not/think about it (either from a ramifications or implementation)
    When it all comes down to it they are in charge of the changes, and besides some feedback (good/bad/ugly) from other players there is no acknowledgement (good/bad/ugly) from the people who actually implement the changes.

    I think (especially since they are players themselves that wanted to improve the game and went so far as to buy it) that they would appreciate the even just an "Hey so and so is a neat idea in our (the owners) eyes and will try to implement your idea.
    Even a flat out "We have no intention of implementing so and so idea" could get you off of that idea and maybe into a different direction for a new idea.

    For every problem(OP/nerf/strat/mechanic), there are usually a handful of workarounds. Some just in theory, some only in our heads, and some just dont pan out.
    But given that the new owners present themselves as players themselves, I think that they can afford some leeway in how they interact in the forums with other players... Especially in Sub-forum named Suggestions.

  13. #388
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    atm orc seems to me either a 3-4 prov in a kd bait chain/tm initiator or a core choice for very good/organised/disciplined kds.
    even for such a very narrow niche the race still appears a bit broken.

    imo you either give him +30 gains (a bit excessive?) or lower to -10 resource losses (one of the 2) combined with lower price on elite - 900 maybe.

  14. #389
    Enthusiast Minty's Avatar
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    Why is it that Warrior must be the only personality with no unique spell whatsoever?

  15. #390
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    i would maybe add something to halfer to make them more viable as an attacking race.

    Maybe wat horses have 3 off rather than w or war horses act in defence.

    To run a viable a/t or attacker you have to use way to many specs that will leave you with next to no def.
    BLUE your my boy!

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