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 Dev Diary: Era Worlds & Gameplay Changes 
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Joined: Sat Dec 08, 2012 11:13 am
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
nimarion wrote:
zafont wrote:
Various thoughts:
1. I think you should increase the cap of FP for Crown Prince and for each additional degree a CP gets. The 200.00 cap for a CP with 16-19 villages, means he can hold in a war for a couple of weeks before he runs out of FP and lose everything.

2. I believe you should add more quests and achievements. You could even add more level to the excisting quests or completely new ones to keep people interested in a server beyond a certain point. You could even add an achievement of achievements (e.g. get X number of achievements to saphire lvl) with various degrees
3. The world is round! lol I know you know it so in Global maps, there should be a possibility of sending units through the Pacific. For example , it doesnt make sense to need days of travelling from Alaska to NorthEast Russia when in reality they are close to each other
4. I believe you should either decrease the size of silk and spice buildings to fit more in a village or increase the availiable ground to build them or adjust the card point cost of their cards because as is, the River 1 and River 2 type villages are not appealing at all.
5. I believe you should add cards that increase monk speed for a specific amount of time, just like for army or merchant speed.
6. I believe that after a certain Age or Era, those you are willing should be able to expand in more than 40 villages, paying the price of course. That number and the requirements are up to you :)
7. I think that for a new Stewart to be able to delete a parish Castle there should be a time needed for him to be in office. It is ridiculus for someone (even low rank) to be able to monk himself in for 2 minutes and delete what took months to be build...
8. There is a problem with high lvl CPs that can not get a Liege Lord and get troops for their castles. That means they have to choose between troops, merchants, monks and even scouts and that paralyzes their game since by definition those with a CP degree 3-5 or higher are not fighters and they usually leave the parishes to fighters to use the parish army in war, so they cant even use the parish army to station in their villages.
9. It occured to me that when invading a land in real life, you cant depend on the markets and merchants of this land to provide you with their weapons so that you will attack them...Maybe there should be some kind of a blockade possible (by order of Marshall or Governor or King) to certain Houses/Factions from buying things from Markets in their lands, when they are in war or while invading, forcing the invading forces to depend on their supply lines and build an expedition force like in real warfare.
10. I think you should add one or two more banqueting products (e.g. candles)
11. What is the point of a Marsh type village? :) Especially when you can have a Highland type that covers all raw materials?
12. I really think you should increase the number of cards a player can hold beyond the 2000 cap you have now
13. I think you should add to the County Capital, the Province Capital and the Counrty Capital, the same buildings there are in a Parish Capital with a level of effect to the respective areas (County, Province or Country). That will open many possibilities to those in charge to decide of the type and caracter of their rule and will give an incentive to everyone to donate to those Capitals, since very few actually do now :)

Thanks for your patience :)


Exactly


I disagree, everything you have mentioned suits the super farmers and carders, fp cap is brilliant, means farmers cannot sit there for 400 days build millions of fp then monk storm everything, basically if they wanna fight then they better get ready for proper war. having 50 villages in later ages is just stupid, just means the 40 players in the 1 house ruins the other 8 players chances who want to fight as the super farmers who have built up 20 billion fp and 600 villages each are impossible to beat.

I love new rules with exception of razes as it takes your average player a few month to hit prince. I am average player and have played many worlds and on average it takes me 100 days maybe slightly quicker if I don't go to war due to not being able to raze anyone.

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Sat Mar 18, 2017 11:50 am
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Joined: Sat Dec 08, 2012 11:13 am
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
DwarvenDefense wrote:
The problem of alts is fixed! Now people would have to invest slightly more time into their 'dummy' account. Or people paying money for multiple accounts, that never happens. Nothing new in terms of innovation from Firefly to see here, move along folks. Waiting for their 'bigger news'..


People will always cheat as people are desperate to win, GC1 has shown me how desperate people are to win from logging into each others accounts, creating multiple accounts, paying people to create accounts for monking purposes.

With the limit at 200kfp and taking away low ranked excommers this will help your genuine players, people wont last long being paid to ID if they only have 200k fp max same for players alting its just making it harder to abuse the rules. So overall this is great idea and maybe not prevent cheating but it will help it, I for one am a massive fan of this cap and people can moan but fighting on low fp is not a bad thing, well it is if your a farmer who has to rely on farming for 2 years then joining fight when you have enough fp to last you another few ages, it just makes the game that much harder for those type of players which is probably why there all * and moaning.

I will not join this new world well maybe place village but I will wait until the mobile release before I join a new world seriously.

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Sat Mar 18, 2017 12:23 pm
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Joined: Fri Mar 21, 2014 8:46 pm
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
I agree with the faith point cap and 200k is a reasonable amount for age/era 1. Players having millions of faith points in later ages made it difficult to compete. Once a house ran out of fp basically those players were finished on that server in terms of competing for glory rounds

It would need to increase in later eras if you keep the same increases in interdiction cost and the number of villages

I would have liked to have seen voting/monking end the peacetime of a village and maybe a 24h timer after taking control of a parish before you can make changes to the parish castle. Opening access to bombards in age 1 would also have helped to counter captain attacks

Not being able to raze will mean that there will be more use made of ransacking and pillaging. Parish stewards help new players more and look after parishes better to avoid being voted out.


Sat Mar 18, 2017 12:49 pm
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Joined: Sun Feb 20, 2011 3:25 am
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
meatball2k wrote:

People will always cheat as people are desperate to win, GC1 has shown me how desperate people are to win from logging into each others accounts, creating multiple accounts, paying people to create accounts for monking purposes.



So 2 of those 3 forms of cheating exist in every house. The last one is either unique to H19, so you are telling me that H19 players pay others to create accounts for monking purposes because that certain was not what DrSepa was doing. Gifting crowns is no payment - its a resource within the game. Its the only resource that can you transfer real world funds into - so I get you think its payment, but only if you can then return it to a currency.

You are hung up on being a have-not which is why you pride yourself in not spending money in game. Whether you have or have-not is not measure of you as a person, but certainly a pay-to-win game (as this could be termed) benefits from those who sink money into it.

Arguably you could say that you lost because you picked the side which spent the least or you think H10 is full of *. I completely buy that.

You have to realize within that argument then for H19 (who I will assume you will say didn't spend like H10 factions) must have offset those resources in some form. Back to your original statement, they cheated more.

H10 power faction spent more = H19 power factions cheated.


Sat Mar 18, 2017 2:14 pm
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Joined: Sat Feb 18, 2017 10:34 pm
Posts: 34
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
@ meatball and firefly


If you get to CP and have 15villages and war starts, os two 20mil house alliances. You will be under id 12h a day(sleeping hours plus some more) that is 420fp a day to id 1 village.
420 x 15 villages = 6300fp a day
income from maxed fp buildings for 15 villages and 6 parishes with cathedral maxed is 3060
so lost a day is 3240
30 days is 97,200 lost
60 days is 194,400 fp spent just to id for 12 hours a day


do you understand after this point is Domination world and who ever buy more cards will destroy anyone else.
There will be mass saving of faith so no more monk wars either.

there will be more and more neutral players not fighting at all or leaving factions after 1-2months after war starts because carders would wipe them out in 2 months.


Carders allready have big advantage of their money and cards in this game. I like cap but 200 is too low. 400 at least if you want to see good wars which dont end before even started.


Sat Mar 18, 2017 3:56 pm
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Joined: Tue Jul 30, 2013 3:45 pm
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
No one forces you to ID 15 villages.

This game is a strategy game. ID all is village is no strategy, just stupidity.
All players have to build their strategy according to their gameplay.

But rules are the same for all. So your ennemy have 200k FP max too. Just be less silly than them to win.


Sat Mar 18, 2017 4:15 pm
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Joined: Sat Feb 18, 2017 10:34 pm
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
Rems54 wrote:
No one forces you to ID 15 villages.

This game is a strategy game. ID all is village is no strategy, just stupidity.
All players have to build their strategy according to their gameplay.

But rules are the same for all. So your ennemy have 200k FP max too. Just be less silly than them to win.



Rules are not same for all that is what some of us are trying to say.


if you read well you will see i calculated for 15 villages, but only for sleeping hours. I did not say id 24hours.

what do you do when you go to sleep, give acc password to oversees teamate and not id?


Sat Mar 18, 2017 4:38 pm
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Joined: Tue Jul 30, 2013 3:45 pm
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
ID just some villages. And put some at the end of the map to not ID them.

But if you convince I give my password, you can do ticket and report me. But you'll never see me ban. ^^


Sat Mar 18, 2017 4:54 pm
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Joined: Wed Nov 04, 2015 8:24 pm
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
@meatball2k
I presented 13 ideas there and yes, some of them suit farmers most-it wouldn't be a surprise since i am a farmer myself, and a banqueter and many other things except a fighter. I am also a carder :) I enjoy this aspect of the game more and i dont think this is something bad. Just like in real warfare, not all members of an army are fighters. There are those who research and develop weapons, those who lay out plans and tactics, those who deliver amunition and various goods to units, those who set up communications, those who cook etc. In the same logic, not all players in SHK are suited for fighters and would not want to act like one and that is absolutely logical and right. We should not demonize farmers.

As for the idea of having more than 40 villages in a later Age or Era, i think it is a nice idea that rewards those who stick to a server and are dedicated to the politics and diplomacy of it and a way to increase their interest in that server. After you complete 202 quests, get many achievements to saphire lvl and fully build 40 villages in a quiet server at the 4th Age, and since you dont want to start over in a new server (like many many ppl do), there is very little you can do to keep you from geting bored of the server and the game in total. That is why this idea should be combined with the others i layed out, and not be judged seperately, cause my purpose was to find a way to create more interest in - in other ways- dead or close to dying servers.

It is not logical, on the other hand, to pop up in a server in the 5th Age (either for the first time or after long absense) and excpect or demand to have the same resources, capabilities or villages with someone that was contantly there, building, upgrading and expanding. If there is a cap in FP that suits those who want to just pop up and be suddenly equal with a CP of 40 villages, why not in HP or Gold as well?...It doesn't make sense and it makes it pointless to those who chose to stick with a server and grow there with the friends the made through the years, to have someone pop up in Age 5, become a Prince 10 times faster than Age 1 (since the multipliers for banquets are X10 compared to the first Age) and have the same FP cap with them (200.000), puting them in a huge disadvantage to protect their villages against a rogue or alt or what ever you may call him.

Base point: I think you should be rewarded and not punished for being active in a server


Sat Mar 18, 2017 5:57 pm
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Joined: Fri Feb 03, 2017 8:21 am
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Post Re: Dev Diary: Era Worlds & Gameplay Changes
Because monking/voting is the ONLY problem low levels can cause...Oh wow now they have to level slightly higher to do it, so hard... Oh they have a cap and can only influence so much now...... How any people are defending these changes as any kind of serious 'fix' is beyond me. These arguments are ludicrous. If they must impose a FP cap it needs to be significantly higher than 200k IMO.

Firefly needs to trend away from their current model, which rewards paying to speed things up, thus promoting idle hands to make and manage alts, to something that rewards investing effort and time on a single account. This is basic game theory. Especially with mobile coming, they will need to attract a very different type of crowd other than the, honestly relatively small and homogenous * contest of a p2w community it is now. Because of the personal nature of this game, along with its complexity and reasonably complicated learning curve, FF cannot afford to take its current approach when appealing to mobile market. This is not how CoC and other games were successful...

Reward people for spending and investing in a single account. Dont patch fixes on that alter the gameplay in negative ways and don't solve the underlying problem,. There are other ways to make money, I suggested several the other day that took only minutes to come up with. You guys have had years.


Sat Mar 18, 2017 7:12 pm
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