oops, stickied
Printable View
oops, stickied
Bishop - can u ask them and check if they dont think that it is reasonable to cap the number of thieves needed to send to get maximum accuracy in some way? Otherwise it will be VERY risky for high tpa players to try to get accurate SoT (granted - they have high success because of high TPA, but if target has some WT even one fail will loose a considerable amount of thieves). My suggestion is that u can cap it by for example if u send one thieve per acre of target provice to spy on u automatically get maximum accuracy (but still get maximum accuracy if u have less thieves than enemy acres and send them all)
One alternative is making losses from failed spy ops less - but that is in my mind a worse solution then the cap solution.
I hate to have an attack bounced. Yes, HATE.
I don't think there's any trouble for organized KDs, but for those who got 5-10 KD mates and aren't so active, they got to get their own crappy intel.
Running a prov with 1.2 TPA, to ensure min error, sends all thieves, losing like 3% thieve at each failure, that sucks. And to reduce failure rate, forced to raise TPA. That sucks even more. Why am my getting the idea that I got less choices of how I can play the game?
Often I found myself in the situation of not having enough stealth to steal, and now I have spare them for intel.
And I think forcing ppl to play gnome just to get accurate intel is plain ridiculuous.
I will see how this thing work out, or I'll just spend my life on something else.
Please pardon me for use of strong words, but they do represent how I feel.
It certainly makes out of war (as in no-relations attacking, not attacking outside of your own war) attacking a lot more difficult, but maybe that is one thing the devs are trying to do - to encourage more wars because in war you are far more likely to have others in your kingdom having got the intel on the provinces you are aiming to attack.
I think the devs are trying to make it harder to play well and thus hope this will encourage new players and reduce competitiveness ie the game is much more random and less skill based. Or encourage kingdoms full of explorers.
It's the only reason I can think of to mess it up this much.
What level of difficulty is Chastity, how long will it last, and how many runes will it cost?
medium to difficulty and runes, length depends on guilds as always (assume medium base)
That its going to random is bad enough, but 25% is ridiculous( it should be at most 10%) seeing as how CBs are an integral part of the game mechanism. The question is now can I be arsed to continue playing, I may just quit while the goings... well not good but not dire
bishop, what do you get paid? I mean you cant be stupid enough to do this retard talk for free...
I dont understand... they way I see it bishop is the only one even TRYING to help people make sense of this. Unless im severly mistaken hes not the one who makes the changes, hes what is known as a "liason" all he is doing is telling you what he can when he can. and here you are insulting him for it
if you like i can do nothing, not like i get paid as it is - then we can have a new age with completely unknown mechanics.
keep going bishop! some of us appreciate it!!
Ok. Let's see here, Chastity is a pop growth killer, is mid difficulty and runes? Anyone else thinking not game-changing, but game-breaking? Chastity being what it is should be very difficult (hardest spell in the game) and the most expensive, given that it WILL be abused as is. There is no doubt that it will be abused to kill off the new players who you are trying to get into the game. Think about this, Chastity + Storms + Plague. I can promise that this lethal combo will be seen many times during this Age of Thievery (as it should be known), not because I will be doing it, I won't even be playing the right race for Chastity or Plague, but it's simple logic that says that this combination of effects will come about.