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PostPosted: Tue Jul 17, 2012 09:59 
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I would prefer nothing more severe than 33.3% of your defense left at home, rather than 50%. Also I think this does nerf some of the races with more turtle dp for oop fairly severely.

FBs hurt plenty.

Spires all round will probably keep you from being in contention and even forcing the enemy to run enough spires late round is a victory to some extent.

Kidnap is very annoying and can slow some races down especially if timed correctly.

Don't know why Acerac was nerfed to begin with.

I like the 0 cas change on slyphs.

Also last I remember FW were pretty good in a 5 weeker already. Did something change?


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PostPosted: Tue Jul 17, 2012 10:34 
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Change #16: make it possible to post on the "global" council without having to sign in with a board account (link it to lifetime?) (though now i've already created a board account :P)

Change #17: Save Hero spy in realmbook, bascially save all ops in realm book (see also change #14)

change #19: Remove the Message from the game administrators
after first or after Xth login or allow players to "close" the message until a new one appears

change #20: See suggestion #19, same for Storyline

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Wait.... This isn't dominion! :(


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PostPosted: Tue Jul 17, 2012 11:40 
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Good change: Moving Shinobi to the Dark Side may just be the answer to bring balance to the Force. {Good (72%) - Evil (28%)}

Make Rainstorm work like Ensnare. When active, increase return time by 2 hour.
This would make the spell preemptive instead of reactive though.


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PostPosted: Tue Jul 17, 2012 12:41 
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Zedijar wrote:
Change #16: make it possible to post on the "global" council without having to sign in with a board account (link it to lifetime?) (though now i've already created a board account :P)


This has been talked about for quite a while now. It is about time to implement :)


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PostPosted: Tue Jul 17, 2012 21:45 
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Was black oping super, super common in Dominion? I've heard it was popular, but I am getting the feeling the black op system was set up to everyone could do it, albeit weakly if not a committed mage support.

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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


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PostPosted: Tue Jul 17, 2012 22:27 
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Posts: 4651
I'm just going to restate the fact that I feel it is bad to reward dirty behavior and that the rules should be changed so scummy players don't get unfair advantages.

Maybe I'm biased because when I joined the game I came to the forums, asked for help and it was given to me, but it really seems that aid is freely available to players if they need it. Having 6 spots in a pack makes it more likely that a veteran will try a new player in their pack, I've picked up tons of new players with potential in the past and will continue to do so when I play. I'd be amazed if others didn't think the same way. Granted, if I only have 3 spots instead of 5 to fill in I'd be much more hesitant.

If you want to let people "adopt a nub" let them be adopted in to the 30 person nub islands under the same restrictions that are available now. That'll up their likelyhood of having actives come together and it won't be blatantly exploitable for people who want to use the feature in ways it was obviously not meant to be used in.

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PostPosted: Tue Jul 17, 2012 23:07 
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Blackopping was fairly common, mostly in the lower regions (people dedicating their round to blackops). On top it also happened if someone was pushing hard and neglecting his spies/wiz/docks he would be slowed by a dedicated pack (who usually had some converters who could affort to blackop a bit harder with spells, the attackers usually only chipped in with spy ops like sinking/snaring)

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Wait.... This isn't dominion! :(


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PostPosted: Tue Jul 17, 2012 23:36 
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Black ops were very common in Dom. I'd even say that usually, the vet pack who found the most weakness on their competitors and war them on purpose was the pack with the most chances to win.

But like Zed said, the most "efficient" black opper were really small (or converter/explorer due to more space available). We had specific range size that we couldn't target (Elite Guard 75-133% (-2% income, explore cost +25%), Royal guard 60-166.67% (income -2%) and no guard 40-250% (no penalties) your range. So, a smart attacker was normally staying in the Elite guard (anyway, the game was setted that a hit under 75% wasn't worth it at all). The range being smaller than in here make the game more balanced (in a way... how can a guy on 2k acres can survive a push from someone else on 3k acres? Then join Elite Guard, get more protection at the cost of 2% of your income.

So, a small dom on 250 acres wasn't able to target the top guy over 5k acres. And it's kinda normal, imagine if the Bangladesh (random poor country) was spying USA... I think USA would LOL at it and wouldn't get hurt at all or wouldn't bother to strike back). Getting a wonder (relics) was also in war AND we needed to hit the wonder OUT OF ALL GUARD. So, taking a "relics" in Dom was kinda more epic. it was really risky since you were exposing yourself to very small guys with usually 3-4x times the ratios of top attackers (no wonder why they were so small, op/dp is a better value than spy/wiz).


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PostPosted: Thu Jul 19, 2012 09:18 
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Joined: Fri Jul 30, 2010 01:38
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ok, so i was wondering what lead to the change of vampire's Lich to 4/4 ??

im not telling that im against it, but im just curious :)

also, im sure everyone noticed, but Lich have no casualties, maybe we can add some similar to its troll/barbarian counterpart?

edit: also, sorry if this is already stated on other threads. what round length are we having next rd?


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PostPosted: Thu Jul 19, 2012 15:11 
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Joined: Wed Dec 10, 2008 17:13
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hiraishin wrote:
ok, so i was wondering what lead to the change of vampire's Lich to 4/4 ??

im not telling that im against it, but im just curious :)

also, im sure everyone noticed, but Lich have no casualties, maybe we can add some similar to its troll/barbarian counterpart?

edit: also, sorry if this is already stated on other threads. what round length are we having next rd?


Acerac wanted to buff lich since they are so expensive. I think he got most of us convinced of that, but the 4/4 is too much imo.
Next round most likely going to be 5w.


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PostPosted: Thu Jul 19, 2012 18:05 
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Joined: Mon Jun 11, 2012 15:03
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Location: England
Ok.. I'm really new to Elv (First round)

Firstly and a little off what I wanted to post about but I totally agree that War doesn't come with enough questions, it should be something that you're a little more hesitant about. "Yes you have huge op but those nasty little boppers right at the bottom of your 67% could hurt you back, is it worth it to take 3 days of pwning?"

Lol. My point being that War should last for 72hours from dec, regardless.

Some of the below should be considered to make black ops more painful UNLESS you protect yourself. Having a strong WPA +/ or spires to reflect ops) should be the only way to avoid getting pwnd. A few things that I think could work and certainly slow a target down better than now would be...

All of the below spells simply should not bounce. Well almost never.
ONLY a strong WPA (better than the boppers) or spires increasing reflect chance (under the same formula already used: 1 - 0.75^Spire%) should protect you from:

Anarchy
Land Warp
Abrasion
Cripple
Ensnare

Starving a kingdom simply isn't as painful as it should be. Losing just a few peons each hour.. (It happened to me this round, I starved realised after 2hrs, cast fertility no real damage done from what i could figure.) In dominion this was a good way to make a mess of a run away especially if they have a half days inactivity and not much stocked. You the more active player can take advantage. (Activity should pay off!)

To improve this I would suggest -

Any kingdom who reaches 0 food and starts to starve should lose a % of not only peons + workers but also troops too! At each click they don't take action. This should continue to happen until they either lose enough "people" overall that,
production/ph > Consumption/ph and they're no longer losing food OR they do something about it eg buy food from bazaar etc..


But what about starving a kingdom in the first place.. It's tooo difficult!

Blizzard is too expensive for the damage it does so either increase % of food loss OR reduce cost.

Moving on to Fb's, They're not good enough either unless the "threat" kingdom has huge stocks of gold or ore if not lets face it it's pretty damn pointless.. Spending resources shouldn't be enough to cover your ass!

To improve FB (or give it an alternative use) -

Reduce chance of bouncing slightly, I'd love to know what it is now, it's surely too high based on my experience (with a descent WPA i think)
Although, I must admit the spell is very cheap so a price increase in conjunction may be needed.. Oh and of course they would still impacted as normal by spires formula for reflection..

OR

In addition to taking 1% of resource it should kill 1% of peons or workers too.

OR again.. Leave FB's as they are & add a new spell that:

Kills peons or workers & burns a % of stocked food still introducing the first change (% of troops are also lost when a kingdom starves)

With my huge 1 round of experience maybe i'm totally off the mark, I'd love to hear what you guys think of these ideas & i'm sure you could tell me why it wont work if not 8)

Well that was a productive last hour of work ;) hehe..

PEACE!

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PostPosted: Thu Jul 19, 2012 18:27 
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Joined: Mon Jun 19, 2006 21:58
Posts: 1200
Location: Pirate. Yarrr
I don't think you people quite appreciate how much a couple of dedicated black ops whores (as in, a skilled player who starts the round with the sole intention of devoting it to black oping opposition - not a "failed" kingdom converting midround) could do with the changes proposed. Fast "runaway" style play is already the less powerful way to play. Interesting that you want to make it even weaker.

Yes, activity should pay off. But is it really necessary to make it so that if you can't be on every couple of hours, you DIE?
All it takes is someone figuring out your sleep pattern (someone from scandinavia is for instance likely to be asleep at 03:xx server time and stay asleep for a few hours as well.) and you could actually destroy their round beyond repair?

Sorry, I do not support.


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PostPosted: Thu Jul 19, 2012 19:55 
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Adding more verity in black ops is fun, in my opinion. At the same time, however, black ops is a very easy way to ruin someone's round. Imagine running a kingdom to perfection for 4 weeks, then hit a realm to see them train 5k mage/spies and 20% then proceed to end you. The same can be argued with suiciding, but suiciding is balanced through instant death and the further transfer of land. That said, we have spires.

Dominion and Elveron are the same in which only dedicated kingdoms really do noticeable damage through black ops. Competitive kingdom do not do so because spy deaths are costly and running extra towers is not optimal. In fact, many top kingdoms run lower tower%s because their realm help with ops.

I see a lot of good arguments for "buffing" black ops. I also see several different opinion and suggestions on how to do so. Some want to straight up buff black ops by increasing their effectiveness or increasing their success rate. In this case, I think people should give Elveron a few more rounds to experience what a dedicated black ops kingdom can do. Others are asking to make black ops more available to the general playerbase, so players at the top can damage their piers. This can have a seriously negative effect on the rankings. Being anywhere near the top will instantly require spires because no matter your SPA/MPA, you have every kingdom in the game attempting to slow your kingdom.

_________________
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


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PostPosted: Thu Jul 19, 2012 23:58 
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Location: New Zealand
Not a fan of the Vamp lich change, simply because I hate losing mages/spys on offence/defence.

Better just to remove lichs dp and add like 1 point of dp to another unit or something =p

But yeah black ops need a boost. The farm one is bit overpowered imo. Instead just make it reduce farming output by -10 or -20% for x amount of hours. Like what NG said it's sounding like utopia. Especially the plague idea (worked different in utopia but the idea of it spreading is the same).

Spires can be left the same. Maybe little bit too strong but a small reduction is fine. Forcing the top guy to run 5% spires if his main opposition has 1-2 guys running high spa/mpa. Also Rain we know how badly it can effect a round. That is why we want it. But you also don't understand that according to you it would stop fast strats. No it wouldn't. If someone ran 10%+ towers so early in the round to kill a runaway, that's seriously hurting themselves and it is like what we saw in dominion. Not many people did it that early, and we still had runaways. Only thing that would change it is overpowered black ops.

But think it was takao who brought up the land ranges. Even for just attacking 67% is far too low, rise it to 70% + and make it the same for black ops. All I've done the last week (and last I saw top 30) all I do is hit 1-2 guys who pop into my range and there is noway then can defend me and I leave sufficient dp and keep growing. If I was the small guy I'd be pissed. You cannot survive like that.

About races - Shin does not need a boost at all. Was told about the guy who ran that shin with all CA and managed like 30k shadows since they had no casualties. Forgot how high he finished so if he didn't finish good ignore this. But no casualties on them? lol what? If anything shin need a nerf. Especially for these longer rounds.

I like the removal of minotaur. Hardly anyone uses them, we got what 5 people playing them this round. Oh and if you remove troll/mino/trollspry you need to add another race to your list ;)


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PostPosted: Fri Jul 20, 2012 00:06 
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If you bring it frostzorb. Even with their cheap elites the race bonus's seem nuts. -20% pop for a race that isn't that effecient? Not to mention the -20% food means you run more tundra and boost ze elite op =p


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