Give Warrior Crystal Ball.
Chain only serve one purpose, to force an overpop to reduce one person offense and significantly lower his nw so he will be out of the range to harm the top range nw prov. Therefore every single wars every kds must chain. I chain and you do not chain, I guarantee you will lose the war.
Utopia itself has many features lying around, which they can be used, added, or improved. We take example from real wars in real life. Resources can be a factor to win a war. Food can be a factor to win a war. Science can be a factor to win a war. It depends how you see it, and thus all these old features lying around could be changed and added into the warring system and no kds will ever need to chain-to-win.
Warring between a kd and another kd, along with 25 provs within them, a kd's monarch is taking the troops from every provs to fight a war with another kd and vice versa. Resources, troops and every prov should be able to control and use more freely in a war. And because utopia do not have a battlefield to allocate or position the troops, it is only through text and numbers we fight a war.
From the current war system now, because aiding and support is very limited to each prov in a kd, that is why hence chaining is very effective. But this isnt logical. By right the troops and all the resources of all 25 provs in a same kd should be able to allocated more freely among each others. Not just allocation, but there should be more options to fight the war. We have off spec, elites, def spec, mana, stealth, resources such as gc, food, and runes. All these features when there is a way to participate in the warring system, players will find a way to use it to create their own strategy, and chaining will eventually disappear from the history of utopia.
War becomes unpredictable. From the current warring system, there are only a few factors needed to be know before war and we would mostly know which party will gain the upper hand. Which kd has more offense? How many UB tms? Are their size stay average to each others? The rest is looking at their activity in war and we would usually know after 48h of the war going.
Warring in utopia takes too fast and too intense. Because provs cant really communicate and support each other in a same kd in war, that is why a focus chain on a particular one wins the war. It is just as simple as it looks like. Activity has been always emphasized in war, that every players must login to play the war or else the kd will lose the war. Army in army out. Tm login at specific time to help to op for the attackers. Duration spell, tried not to miss a single spell and keep them 24/7. Therefore mistakes cannot be afford to take place. Activity must be maintained high. Any side that has a lower activity or make a mistake is just 24h, the entire war outcome will be significantly different. KDs chain each other to the oblivion and by the 72h after a war is declared, you could usually see half of the kd's attackers becomes 300-500 acres.
After playing for 10 years, you wont feel there is something wrong with utopia. Because all of us already familiar with it. But when you actually stop down and look on it carefully, you know it is wrong. Such a extreme requirement for activity to play a game and in order to win it, we must put in a lot of effort and most of the time, it affects the real life of serious gamers to play utopia. Discipline in a kd must be extremely high. Everyone must follow the orders or else a slightly ran off of actions will result in a weak team work. It feels like we are soldiers in an army but not playing a game. That is why warring in utopia cannot last long. It is too tiresom. After each war the players need not only a rebuilding but a rest. It is time for us to put a stop to this warring mechanism.
Warring should be a bit more relax. After all, this is a game, a game is suppose to be fun. Give players that kind of advantage that when i play a war in utopia i wont feel tire, rushing time, or i need to discipline myself so much to play a war. Why a war must be ended in a weeks time? We can play it for a month. Take it slow. Enjoy the war and keep on participating each day.
There are a lot of the existing features that can be used for. Example resources, gc, food and runes. How would you apply gc to fight a kd's war except only for funding a dragon? Use the imagination. The influence of food only matters to the scale of a single prov. Take this influence to the scale of a entire kd. How exactly can we apply resources to fight the war.
What else we have? Yes I miss out one thing, even 4 Generals of each provs can be applied in wars. Let's say I have 4 generals and i occupied all offense in one hit. I used 2 generals in this attack, i have no more offense left. I can lend my generals for your prov to fight. So instead of making 4 hits, you can make 6 hits with the offense you got.
Do anyone of you seeing what I am proposing all the time? What is the direction I am heading? Unpredictable wars. We know every provs now only have 4 generals to apply. Now when in war, a kd's prov can lend their generals to the other prov. A prov can hence make more hits that it is expected. One prov can makes one hit, while another may make 8 hits. How can the war be predicted? The allocation of troops, generals, aiding and support can be done within their own kd. It is unpredictable.
Then what else we left? Mana and stealth. If mana can be used to create Fireballs to kill the peasants, can mana be used to slay a dragon? By logic it should be. Can it be use to create a Behemoth? Yes it should be.
There are a lot of imagination can be applied in the field of mana and stealth. Since long ago I have suggested, please create more spells and more ops options in the war to be applied from. Spells that works in the scale as the kd wise, not just prov wise. Mages in a kd can apply their mana to create a Big Fireball for example, and release them to the opponent for a certain effect and a result, for example lets say, 24h no drafting of soldiers is allowed for that entire kd. This is kd-wise spell and ops. Extend the war mechanism that players no long needs to chain one prov to 300 or 200 acres. It is really boring. You have so many features lying around, with just a little bit of brain storming and thinking you can create a fun war full of them. Why keep on chaining? Why everyone need to login to the level of discipline that we must do army in army out? This is a game, not a job man.
When the options of to war increases, there will definitely be fun. Having more options doesnt mean we can use them all in one single war. But we can choose to apply some with the limited resource or uniques we have, such as attack time.
However, creating more spells or ops doesnt mean the same as creating more different troops in utopia. Taking example we have now only units of off spec, elites and def spec. Probably different units of bomber, rangers, trap users can be added, but in this area i would say to proceed with extreme care.
Why would i say so? Utopia is a unique game of races and personalities. It is not the units that is fun. Yes we can add in more different units but you will directly influence the unique of utopia or change the game into another game instead. Maintain the unique of utopia is important, when messing around units types, extreme care should be hold because games that has a huge variety of units type are actually belongs to another genre. If you step over im afraid the look of utopia will change into something we do not recognize.
Boost Dwarf elite attack.
Avian
Change +1 offensive spec to +1 defensive spec.
Elf
Change +2 def spec to +3 def spec. Increase Guild efficiency or make Self spells duration and success independent of guilds (i made a separate post). +1 mana would be really nice on Elf.
I'm not sure where Elf is supposed to fit. Like they've got weak attack, weak defense, high wages, ordinary Mana, spells for okay tpa and good traits for Mage. I mean, I'd say TM, but Fairy has better mage bonuses. I'd say Thief but both faery and Halfling do the job better. So middle ground TM? but their defense is not high enough in elite or dspec, neither do they get pop bonuses. Their offense is not at all for even a Hybrid attacker, so i'm not sure what to do with the losses reduction. They're not really a bank either because of the wages.
So essentially an Elf will have an expensive, inefficient and weak army, with possibly a decent enough WPA and TPA to damage some Attackers econ.
I'm up for any mechanics changes that make it quicker for kingdoms to recover after war. The worst down-time is after war when trying to let pop fill in, re-train wizards, etc. It's kinda pointless and any changes to help kingdoms recover will allow them to get back into another war, not be vultured, and make the game more competitive overall.
TBH, it looks like you're asking for serious overhaul of several critical game systems, which would probably take a lot of time and money, and at the end not look like Utopia - which is fine, and interesting. But perhaps better if someone was trying to make a Utopia 2.
I agree that accessibility needs to be addressed, but i think the new owners said something about a more compatible web version.
Dear Kido,
Please let me tell you a story in my real life.
When I was 16, I tend to go to this kind of shop that you would call it an internet cafe, which there are nearly a hundred of pc inside to provide gaming service. This shop is placed inside a mall. And its the time where I do not have the capability to buy my own pc yet.
The business is good in this cafe. Customers will line up from the counter till outside of the shop just to get a place to be seated. The charge is based on hourly. You can imagine there would be a revenue of thousands of income, per day.
As a student, one day I met with the boss at the counter, and we happen to have a small chat. I asked the boss, why don't you expand your shop lots? There are customers waiting all the time, especially on weekends, lining up from the evening till the midnight. You are going to attract some heavy attraction here, and this is your customers.
The boss was at his 50s I assume. This is the reply he gave me. He told me that I am still too young to know how to run a business. Internet cafe business cannot last long and customer is unpredictable. So it is too risky to throw in the sum of money to expand because it cost a great deal of money.
Less than 3 months, has passed. One day the same me and my friends pay a visit to the shop again, we saw a new banner at the mall. Yes, they finally attract a competitor. Another boss open up another internet cafe just right beside them, a larger scale, a more advance set of pc.
Do you know what the original boss did? Despite of what he told me, he immediately expand his shop lots and increase more pcs to fight his competitor. What happen at the end is, the original boss lost the fight. Most of his customer base go to the new cafe. A year or two later, i never see his shop name in the mall again.
I was a 16 years old kid, but what I saw is from a different perspective. I am looking at a large sum of money flowing everyday, and you do not appreciate it. One day sooner or later, somebody is going to grab your money and take it away, if you cant take it, somebody else will. You do not have a choice. It is either you expand, or you get beaten up.
Chaining in war in utopia must be stopped. It is already been 15 years. If you only can win a war by keep on chaining, no matter from what perspective or angle you are looking from, it is wrong, and wrong it will always be. Almost 50% of the new players will quit the game once they get to know how the warring system run in utopia. There are a lot of games out there with better graphics and less destruction happen to what they built up in game in case of wars. These game will attracts the gamers over there, and what will happen to utopia in the next 3 years is almost predictable. You do not have a choice, you must change the war mechanism.
Well...
I have a bold suggestion, it only depends if you all have the balls to test it, or not. There is one way to test the market only with a few changes needed. If this succeed, i am sure it will encourage the dev to go into the further steps.
On the return of Gen, let's eliminate, halt the trade balance feature when a war take place. A prov can receive as much aid as possible as long as his size and nw falls under the average of the entire kd's. How the maths will involve will need to be discussed.
Then follow by the 2nd one, add in another aid features which a prov can send peasants to another prov in place of war.
Yes don't tell me about some kds will misuse it for a fake war to pump up a UB, I am really not interest to hear that part of story. There are cheaters everywhere where they will always find the loophole to play the game. These are the kind of players that cannot see the surface.
The elimination of the aid restriction will vastly improve aiding system in a war. For kds who wants to fight a proper war but not to misuse it, this features will grant them a new way to win a war. What will happen when a prov can receive unlimited forms of aid, what will it lead to? This is a scenario nobody can predict, but if we do not even dare to try it for an age, somehow it would seem a little a bit too timid. There is no point to continue discussing if nobody have the balls to take any risk.
Sending peasants and unlimited aid package is a good start to test the market. If there is fun in warring in such a way, im very sure the dev team will know what to proceed next.
Last edited by OldPlayerback; 07-03-2017 at 07:32.
I just have to point out that you can send soldiers and release them already.
Look, i have no idea how Utopia was built, or how the mechanisms like Prov control and army units/control/gens have been put together, as well as whether units/gens can be aided for a limited time. But i'd like to point out that the overhaul of the science system took a couple to a ages to complete, and is still not optimised.
Like i'd probably play Utopia whether all those changes we're implemented or not, because i enjoy the forced intense teamwork of the game - and to me, chaining and getting chained is a big part of it. TBH, Clash and all those games doesn't hold my interest at all because of pretty much all the reasons you said, and a big plus on the forced teamwork of a Kingdom at war in Utopia. Clash feels, honestly pretty lonely, IMO. If i was going to do anything to grow the community, i would probably contact gaming community groups like TAW, or AJSA, or WG.. etc, to advertise Uto as a side game, especially for their management teams who might not have time to play video games. Being that i was involved with TAW for a bit, i think i saw at least that they bounced the idea around for a bit.
As far as your complaints about war. It is true you get wrecked in war. Which is why in my kingdom the focus is on rebuilding. But perhaps the EOWCF could have some extra bonuses, like half price accelerated building, half wages and half food - however, that all may be linked to war itself and difficult to change.
Id have to add "if your eowcf reduction" even would happen, I would have to argue that half food might just starve players after the cf and get the double (normal) food gets reinstated.
Would "we" know how to adjust to the new KD stance (essentially "war" and "eowcf" are over-riding KD stances), yes, but a "new player" might not.
And I think the new owners are trying to make utopia more user friendly for a new/newer player base.
Final changes posted
http://forums.utopia-game.com/showth...3#post15420573
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
is the change in WH for real? or type-o?
they lost the elite conversion?
There are currently 2 users browsing this thread. (0 members and 2 guests)