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PostPosted: Sat Jun 30, 2012 08:42 
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I don't have a board account and can't be bothered to make one :P

Regarding the instawar argument of Rain: training time is 9 to 12 hours and you've to defend these OP pushes: so you always have to defend OP + 5% since everyone can war you at any time? Someone can push OP (maybe even cast hr change twice) to have a crapload of OP in before you return and on top of it they can get 5% OP too (and get extra acres). Yes you can probably defend it if you pay attention but as I see it now people are using it to gain extra acres and it mostly benefits the guys who already have the OP?


About the sticky threads; it's not like they're bad but its just that you've to scroll a lot (especially on a phone) to get to the recent threads.... (forum is a bit inactive in general but nothing you can do about that) Creating a questions section in the forum would help but gametalk is mostly about question so it's hard to draw a line there, moving the sticky guide threads there + other usefull tips (like links, general info etc) and make it uneditable by non-admins could be an option?

-Zed


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PostPosted: Sat Jun 30, 2012 13:04 
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this game pretty much IS (upcoming) top / threat ops, deciding whether to defend them and to decide when to push it yourself. being able to predict pushes and where the big op will hit is the key to success.


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PostPosted: Sat Jun 30, 2012 15:29 
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Creating a forum account is easier then driving over to your friends house/asking your friend for their username and password...

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PostPosted: Sat Jun 30, 2012 17:43 
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This was copy/paste from my council btw. Jusr like all these suggestions.


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PostPosted: Sat Jun 30, 2012 17:51 
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Ahh, he creates work for you. =) Well, that would certainly be easier for him than to have that additional 2 minutes of creating a forum account.

I second Dante's statement, if it helps.

Also, in any war game, the aggressor always had the advantage whether it be through brute force or applying the surprise factor. Elveron depicts that very well. =)

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The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
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The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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PostPosted: Sat Jun 30, 2012 18:37 
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Location: Pirate. Yarrr
takao wrote:
Regarding the instawar argument of Rain: training time is 9 to 12 hours and you've to defend these OP pushes: so you always have to defend OP + 5% since everyone can war you at any time? Someone can push OP (maybe even cast hr change twice) to have a crapload of OP in before you return and on top of it they can get 5% OP too (and get extra acres). Yes you can probably defend it if you pay attention but as I see it now people are using it to gain extra acres and it mostly benefits the guys who already have the OP?

-Zed


Well yes. You'll always have to defend OP+5% (except, of course, when said OP is already in war). If it helps you can think of it as negating magic shield, which always forces you to beat DP+5%.

And yes, people can push specs, HC or tav up to get you. This can also be defended by paying rich amounts of attention and having good prediction and "game sense", but mostly, if sufficiently good player has his eyes out to get you, he is likely to manage to do so at some point. Imo. this is not a bad thing.


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PostPosted: Fri Jul 06, 2012 15:37 
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Location: New Zealand
Can't say I like the insta war myself. But gained me land so wont say it doesn't has its uses. But always having to calc how much OP someone 'could' have. Seriously a drag. Especially doing it for multiple people. Guess I would hate it more if someone couldn't hit me unless they warred. Insta rage on my side.

/me just leaves 1mil dp

But I do agree with the search and ops book. Took so long to get used to it. It just looks messy + having to click on each person to see if there are ops and having to go back and forth between the pages is teh gay.

Oh and yeah keep newspapers up. No point having them disappear.

Not having server time on each page made me attack at xx.03 >.<


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PostPosted: Fri Jul 06, 2012 23:16 
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There should really be server time on every page. It'd make things FAR easier.

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PostPosted: Wed Jul 11, 2012 15:53 
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Changes about war

As previously posted in this thread and as the idea wasn't really defended nor argued...

1. Please, don't post as your main argument: it's a wargame, I won't answer that further than : yes, I know, and I can invade anyone in range w/o the the need of a war. Isn't it enough of a war game at your taste?

2. As it is now, you could give an extra 5% op to everyone and modify conquest to war hit (there's usually more casualties in war, on both sides) and it would be more balanced or logical that it is right now. War is something to be prepared, and it's not coming out of nowhere and apart from being blind (like the French in the WWII), it's usually something you can foresee easily. Here's why we asked (Zed I think) to remove the insta war bonus. Also, any "overall bonuses" you give always give a bigger advantage to bigger guys. Technically, which means bigger means more space, more income, more military units and eventually a bigger effect of that 5% bonus... The range of hit is very large, it's already near to impossible to survive at the bottom of your range, if you need to always defend that extra 5% hypothetical op that can come out of nowhere anytime, then better delete and wait for next round to begin and sim back your oop to not fall behind early (i'm not talking of my own kingdom here, I'm ~35th largest on my first try, could have been worse).

3. 36 hours war time. Here's where I want a change. 36 hours for a war, if we're talking of an insta war, is definitely not enough. Actually, in the first week, you spot a realm with enough targets to feed most of your realm for 1.5 days, then do it again and again 'till game start to slow. Once attack pace is slowed, your realm "split" in 2 groups and goes on 2 cycles. "A" sit and pump when "B" war and hit. Then, 36 hours later, "B" sit and pump and "A" war and hit (not exactly like this, but you get the picture, I'm pretty sure of it). It's as if there was only positive effect for the agressor. No more casualties, bigger op, bigger land gain, perfectly fit an hitting cycle... There must be some drawbacks/restrictions to start a war. It's the quintessence of an armed conflict and it's not happening constantly.

4. Relics : The main soldiers (heroes) of a different Realm can battle our heroes to gain over a relic we own, w/o creating a diplomatic incident? We all love to get robbed our most precious goods. Yup! And it must be easy to steal our most precious goods too. Yup!

Make relics fight within war. Period.

5. So far, my realm got war... 15-20x? We never received a black ops, it was never for retal and it was rarely for an awesome hit(mostly 80% hits). No strategy involved at all. Conclusion : war is used for the extra 5% surprise op and extra land gain.

We would all have a spell called Instawar giving us a 5% op and 20% extra lands gain, it would almost do the same. Oh! no, it would have a negative effect, it cost something and towers take space.

6. At the price of spies/wiz, black ops should be more efficient or we should lose less units on failed operation. There's no war w/o damage on both side and it's the only way for a smaller guy to "look scary" without having to suicide. Give them the opportunity to counter attack in some way. They are already behind for military and economic and there's no way for them to outgrow the agressor (in 95% of the war hits I saw so far in our newpapers and the newpapers from other realm), their only firepower remain there. And it's not something that hurts like losing 150-300 acres. It only slows the agressor. Btw, I see no purpose in playing a strat that can't eventually lead to a win, thief/mage strat are among them. It's not something I'm asking to fit my play style.

Suggestions :

- Increase the lenght of wars (to make sure the "splitting realm attacking cycle" scenario I was talking about in #3 isn't happening).
- Make black ops stronger and make them usuable only in the attacking range (enough to be annoying after a 60-72 hours war if you aren't able to hit the small annoying guy out of your range).
- Increase casualties by 5-10% on both sides... it's a war after all, people naturally try harder to kill each others.
- Must be at war to take down a relic.

With the above changes, I don't think instawar need to be killed, since it couldn't be used anymore on every one of your hits. And if you continue to play in this way (war for the extra 5% op and land gain), you'll miss someone at some point and something bad will happens (be it black ops, missing a better opportunity to nail a competitor, etc) to your Kingdom/realm cuz you haven't look further than the tip of your nose.

War should be a strategic tool to be used with caution since it's a war. Not a risk-free op/acres generator. It'd make them more strategic and more epic. The biggest is the risk, the biggest should be the reward. Now, it'd be closest to be fixed.


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PostPosted: Wed Jul 11, 2012 16:23 
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i like the relic idea!


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PostPosted: Wed Jul 11, 2012 16:27 
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takao wrote:
Changes about warWar should be a strategic tool to be used with caution since it's a war. Not a risk-free op/acres generator. It'd make them more strategic and more epic. The biggest is the risk, the biggest should be the reward. Now, it'd be closest to be fixed.


As I started reading this rather long post, I was thinking, ah a Dom player getting there arse kicked and crying about it. And there is some truth in that, if your realm is being constant warred by other realms then .......train more dp. But that's a side point.

I also was thinking you should play a few rounds before suggesting big changes, but then I read your last paragraph and to be honest I really agree with what you say. War has become 'just the thing you do', it's very routine for top packs now with little down sides. I agree war should be more epic, strategic and used with more caution. The trouble with making anything 'epic' in a game though is that it's always harder to balance and prevent abuse. But I agree with your premise for a change in the war system.


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PostPosted: Wed Jul 11, 2012 16:37 
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takao,

Please register as draftee for next round, draft round. You will understand more about this game mechanism after join into draft round. Also, imo, all new and active players especially DOM should join draft pack next round along with elveron elite captain. So far, i still receive non of DOm player registration to draft pack.

Please feel free to visit Round 1 Draft round: Draftee Registeration

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PostPosted: Wed Jul 11, 2012 16:42 
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Maybe we should make draft packs the only packs allowed next round, anyone not entering the draft has to join a random 30 pack. That's not probably ideal and strong-arming people into the draft (although the name would be appropriate :-)) is maybe not the best start. Anyway thought I'd throw the idea out there.


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PostPosted: Wed Jul 11, 2012 17:09 
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Quote:
As I started reading this rather long post, I was thinking, ah a Dom player getting there arse kicked and crying about it. And there is some truth in that, if your realm is being constant warred by other realms then .......train more dp. But that's a side point.

I also was thinking you should play a few rounds before suggesting big changes, but then I read your last paragraph and to be honest I really agree with what you say. War has become 'just the thing you do', it's very routine for top packs now with little down sides. I agree war should be more epic, strategic and used with more caution. The trouble with making anything 'epic' in a game though is that it's always harder to balance and prevent abuse. But I agree with your premise for a change in the war system.


Hehe, yeah, we aren't doing as good as we were doing in a game we were playing for years, it's 100% sure. Most of us did something wrong in the first week or in oop and it was already too late (and it's normal) to be competitive for all round long. But we want to stay in range to see how/when build/military strat are used. So, we're surely underdefended by a hair, some are thicker than others. :P I'm not complaining on the amount of wars, it's on the purpose. :)

Let's take away most of the numbers I posted and only take the overall ideas, just like you said. I'm 100% sure all the numbers suggestions I did and I'll do will be wrong, since I'm not used enough to the game.

But there something wrong with war as it is atm. Other than the attacking cycle I was talking about which make most of our attacks coming out of war hits, I'll take for exemple of what happens with #21-#9 war of 36-48 hours ago. Something completely out of my realm and involving only old Elveron players (?). #21 get rid of their relics by "dropping it", took another one in another realm than #9, 3 minutes before day changed, the relic gained it's daily bonus at the hour change (if war isn't changed next round, at least, make relics daily bonus happens at the same hour you take it, 24 hour changes later and not on a static time like it is atm). Then, Hostile, War and hit followed within seconds. In this scenario, it's 8% hypothetical op than any realm would have been able to pull at any time. So, everyone need to run 8% extra DP?

Did I find the timing and execution awesome? Hell yeah! Did I find it abusable. Indeed. Here come my idea to include relics fight in war.


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PostPosted: Wed Jul 11, 2012 17:31 
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Coming from dominion, I can easily agree with most of takao's suggestions.

War should have deterrents so you have to really consider before going into one. Right now there's almost no downside to war for the declaring party, just free op and free acres.

A similar point could be made with Relic grabs. If war is needed, then we must consider the potential harm we might face in a war and weigh it against the benefit of grabbing the Relic.

That said, to make war more balanced so that not only the stronger realm solely benefit from it, other mechanisms of hurting kingdoms in a war aside from invasion are needed. Takao's suggestion is to buff black ops to a point where strategic use of it can slow down/hurt stronger kingdoms, war can be made more balanced.

Also agree that 36 hours is too short a duration.

I can live with instant war bonus, but only if the aggressor has to think carefully about potential consequences before declaring war.


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