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quaffle
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Posted: Thu Dec 08, 2011 01:22 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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GENERAL CHANGES- The round will be about 5.7 weeks long. (960 ticks)
- A Kingdom may not have more than 2 (two) Unique Heroes at a time.
- Maximum pack size will be reduced to 4. -- Down from 6.
- Eligibility Requirements for Merging:
The merging kingdom must not be over 1,200 acres [...] -- Down from 1,500 acres. RACE CHANGESGOODHUMAN
- Holy Armor cost increased to 3md * land. -- Up from 1md * land.
TOLLSPRY
- Grave Knolls gained from upgrading are cut in half.
100 sacrificed Harmonizers mature into 48 Sweet Melody and 1 Grave Knolls. -- Down from 2 GKs. 100 sacrificed Sweet Melodies mature into 65 Timber Singers and 2 Grave Knolls. -- Down from 4 GKs. 100 sacrificed Timber Singers mature into 70 Echoing Bells and 4 Grave Knolls. -- Down from 8 GKs. 100 sacrificed Echoing Bell matures into 95 Emitter and 8 Grave Knolls. -- Down from 16 GKs. SYLVAN
- -5% population -- REMOVED
BARBARIAN
- Sea Reaver +0.5 attack from 12.0 to 12.5
- Sea Reaver +100g from 2000g to 2100g
- Longships +10% casualties from 0 to 10
- Blood Eagle - REMOVED
Wood Cutting - ADDED SELF - Cost: 0md While spell is active, Hunters are sent out to cut trees in barren forest. One acre of barren Forest can employ 50 Hunters and each Hunter produce 5 lumber per hour. Hunters employed as "Wood-cutters" do not produce gold. EVILANIMATOR
- Collectors produce 0.9md per hour. -- Down from 1md per hour.
VAMPIRE
- Daywalker -15g from 865g to 850g
TROLL
- +5% Gold Production - REMOVED
- Forest Troll -20% casualities from 100 to 80
MINOTAUR
- 50 Decorated Shamans summon one Stone Protector each hour. -- Up from 40.
DARK DWARF
- Gray Raider -20% casualities from 100 to 80
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri Dec 16, 2011 23:28, edited 7 times in total.
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zxektok
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Posted: Thu Dec 08, 2011 03:25 |
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Joined: Tue Feb 05, 2008 11:35 Posts: 335
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hmm... im gonna wait for the rest of them these are just taking away the bonuses given to the races for this round (short) watching this thread 
_________________ What has nobody else done? Lets do that but different :)
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Dante
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Posted: Thu Dec 08, 2011 08:21 |
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Joined: Wed Dec 10, 2008 17:13 Posts: 1564
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How are people feeling about tollspry?
They have been fairly notable this round, but with the exception of one very strong kingdom who arguably won out due to early round gamble they havent lived up to the "zomg overpowered" discussions in the globals prior to the round.
I believe we have a general consensus in the dev team on their imping capacity being too strong without sacking any emitters, but everything else is pretty much under debate.
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the Striker
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Posted: Sat Dec 10, 2011 00:23 |
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Joined: Tue Mar 16, 2004 20:11 Posts: 616 Location: Sweden
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Dante wrote: How are people feeling about tollspry?
Like been said before, they are increadibly strong, but hard to pull off in a 4 weeker. In a 5.7 week round wihch the next one is, i sincerly beleive they are going to be unstoppable in their current state. Their strongest suite is the mid round, and a longer round essentially means a longer mid round, or imping period. Even the sprys this round that didn't get away with a gamble caught up immensly during the the mid round. and this was an acrage gap on 700 acres from kingdoms who got hit early round. Thankfully for everyone, the mid round doesn't last long in 4 weekers.
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MisterBarca
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Posted: Sat Dec 10, 2011 01:17 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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the Striker wrote: Dante wrote: How are people feeling about tollspry?
Like been said before, they are increadibly strong, but hard to pull off in a 4 weeker. In a 5.7 week round wihch the next one is, i sincerly beleive they are going to be unstoppable in their current state. Their strongest suite is the mid round, and a longer round essentially means a longer mid round, or imping period. Even the sprys this round that didn't get away with a gamble caught up immensly during the the mid round. and this was an acrage gap on 700 acres from kingdoms who got hit early round. Thankfully for everyone, the mid round doesn't last long in 4 weekers. Pretty much agree with everything that's been said here.
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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080
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Posted: Sat Dec 10, 2011 02:03 |
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Joined: Thu Oct 09, 2008 07:08 Posts: 645
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I would say I agree as well. I did think of something as I was reading though. Currently for 4 weeks tollspry was able to have an amazing economy while sitting because they had an advantage of sacing all units to emitters. This then became DP and then a full push of hamronizers was usually the OP for the next wave... whether it was saced to singer or bells does not matter. The fact was they were able to do it in 1... now I am seeing 2 full pushes in order to get enough OP... the issue later on in the round is going to be that 3-4 full pushes will be necessary in order to get enough OP because there are just not enough workers to do a complete push and get the OP.
This is from a failed tollspry but I have looked around. I think it would be good to hear from someone who has played it a little better.
I just feel that their speed and efficiency from getting all 7/7 will be depleted once they have to have 20-30% more emitters all the time in order to push enough OP to make hits. Plus current pushes with tollspry cost over 1 mil economy during a 2 hit cycle if done with harm.... essentially they are unusable and therefore it takes a tollspry 15 hours to make a push. if you want to use singers... 12 hours if you want to use melody (still excessively inefficient) and emitter for OP which 14 hr return is aweful.
This may seem odd but what about making harmonizers a 3 point unit. Change the conversion rations accordingly in order to keep the same prices. or increase the price if that is what people think will balance them out.
_________________ Oh Eighty ____________________ Wonderland says he is pwning you with a wooden spoon! Immor says i use chopstick
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Dante
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Posted: Sat Dec 10, 2011 08:42 |
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Joined: Wed Dec 10, 2008 17:13 Posts: 1564
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Good points 080. I think upping the efficiency of harmonizers a bit sounds like a good idea. They will get a pretty big nerf on their diamond returns from upgrading.
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B
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Posted: Sat Dec 10, 2011 11:20 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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Seriously, this is not gonna happen! I proposed a zillion times to make the harms 3 pts and Quaffle/Robes disagreed. Is 080 now gonna earn all the credits with the same idea?
Hehe just kidding!
I think 3/1 harmonizers definitely helps, but then the race might need a counter nerf for that (which is that the imps are automatically less). But still even then they might be a tad too strong. They have to train harmonizers so often during a round and every time they do, the harmonizers are 50% more efficient with this suggestion and therefore the eco swings are smaller.
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Robespierre
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Posted: Sat Dec 10, 2011 12:15 |
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Joined: Tue Apr 22, 2008 05:24 Posts: 790
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I wanted the harmonies upped to 3 pointers. I have never disagreed.
_________________ The empty handed painter on your street.. is drawing crazy patterns in your sheets... The sky, too, is falling over you... and it's all over now, Baby Blue.
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MisterBarca
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Posted: Sat Dec 10, 2011 18:43 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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Just 3 issues that I want to quickly bring up:
1. Spire improvement: Most of our pack found the boost to Spires to be rather insufficient and in need of slight tweak upward to justify building them (I've discussed with B on this, and I prefer the original percentage he proposed at the Development Team meeting).
2. Bazaar Heroes: They just have too big of an impact on who wins now. While we do not have a situation like last round with 1 kingdom getting 7-8 of them, we still have had worrisome monopolies this round. I thought this was going to be addressed via a minimum hero quota per kingdom?
I would prefer that Bazaar Heroes be able to be bid by all Alignments, however (perhaps with a quota per kingdom--or at least a quota in regard to OP/DP heroes).
3. Exploring FTW: Since someone has already mentioned this, the genie is already out of the bag so let me discuss it: Someone who made a few big hits early and then converted to explorer will likely win again for the 3rd time in 4 rounds (and after having been suicided--just like the last round!). I think this is something we really need to address, as such developments could really stagnate the game.
Edit: For three straight rounds, not third time in four rounds.
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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Ceekayed
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Posted: Sat Dec 10, 2011 19:00 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2749 Location: Finland
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MisterBarca wrote: Just 3 issues that I want to quickly bring up:
1. Spire improvement: Most of our pack found the boost to Spires to be rather insufficient and in need of slight tweak upward to justify building them (I've discussed with B on this, and I prefer the original percentage he proposed at the Development Team meeting). I believe spires are balanced. If someone bops you, you shouldn't have a free way out of it. Currently 4-5% of spires will negate a majority of the damage done by bops, and I believe that 4-5% ends up saving millions of gold when you're against a dedicated bopper. How is it not worth of building them? Keep in mind that the failrate for fbs at 5x of your target's mpa is also around 50%. Boosting spires more will just make bopping completely useless. Quote: 2. Bazaar Heroes: They just have too big of an impact on who wins now. While we do not have a situation like last round with 1 kingdom getting 7-8 of them, we still have had worrisome monopolies this round. I thought this was going to be addressed via a minimum hero quota per kingdom? This is being addressed. Quote: 3. Exploring FTW: Since someone has already mentioned this, the genie is already out of the bag so let me discuss it: Someone who made a few big hits early and then converted to explorer will likely win again for the 3rd time in 4 rounds (and after having been suicided--just like the last round!). I think this is something we really need to address, as such developments could really stagnate the game.
Edit: For three straight rounds, not third time in four rounds. Sven's halfling wasn't an explored win, Fergy's last round win was a lucky chain of events, and this round I won't say a thing about yet as it is not over. But I'll say that you're completely off in your conclusion about exploring being too powerful.
_________________ www.ceekayed.com
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080
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Posted: Sat Dec 10, 2011 19:41 |
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Joined: Thu Oct 09, 2008 07:08 Posts: 645
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Aha Sorry Ceek.. I haven't been on the forums much so didn't realize you had suggested that before. Glad we are all on the same page though
I also agree. Exploring is not as OP as people think. Especially FTW when most people (last round excluded) will get 300+ land last hit and for an explorer to have that big of a lead will happen rarely.
The bazaar system definitely needs something changed and there are a million suggestions in the suggestions thread. The one that sticks out to me is the ebay system. You bid what you want and you get it at the next highest price from the previous bid.
Or we could switch it up and the price you bid... you have to pay whether people bid it up or not. I think this fixes some things because it allows everyone to bid equally.
I also think there should be some option to bid more than what you have. This would allow for people sleeping to still bid their optimum amount without being penalized.
100% agree there needs to be a max hero quota implemented. I say no more than 2. I think 3 is still excessive for one kingdom.
_________________ Oh Eighty ____________________ Wonderland says he is pwning you with a wooden spoon! Immor says i use chopstick
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Fergy
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Posted: Sat Dec 10, 2011 22:15 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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MisterBarca wrote: Just 3 issues that I want to quickly bring up:
1. Spire improvement: Most of our pack found the boost to Spires to be rather insufficient and in need of slight tweak upward to justify building them (I've discussed with B on this, and I prefer the original percentage he proposed at the Development Team meeting). Homes: 4% * 20 pop * 1.25 = 1 pop per acre. (1 MPA) Spires: 1 - 0.75^4 = 68.4% reflect chance 2.5*4 = +10% Spy/Mage power. I consider spires to be OP. . . (maybe only on smaller % of spires). I'm very surprised to see only a few kingdoms running spires. Even 1% would make a huge difference.
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Acerac
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Posted: Sun Dec 11, 2011 03:35 |
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Joined: Mon Mar 15, 2004 19:43 Posts: 4651
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Fergy wrote: I consider spires to be OP. Spires will never be OP. The reason why explorers win rounds is because they don't piss off anyone and therefore don't get suicided. The only reason anyone has to hit an explorer is because their realm would directly benefit, so nobody outside the top realm would ever bother to his these overdefended targets.
_________________ Zehahaha
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Cor-EL
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Posted: Sun Dec 11, 2011 13:52 |
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Joined: Sat Nov 20, 2010 12:02 Posts: 72
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MisterBarca wrote: Just 3 issues that I want to quickly bring up:
1. Spire improvement: Most of our pack found the boost to Spires to be rather insufficient and in need of slight tweak upward to justify building them (I've discussed with B on this, and I prefer the original percentage he proposed at the Development Team meeting).
I feel the exact opposite. In XP play, offensive spells are not being used at all except by dedicated magers on a couple undefended KDs that chose to not run spires. Once you get hit, you will regret not having them, so as a landie by not doing so you take a big risk. They have already been boosted to the point of making war spells obsolete in XP play; eventually everyone will be running them in land play too. Just think of it as cheap insurance. You may not think it cheap now, but after you get smoked you will appreciate their value. KD's that choose to not run them will soon learn and when they finally do, they will come here and complain about how they got smoked and ask for a nerf of some sort even though they had the choice to build them. Spires are way overpowered at this point.
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