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Would you be willing to lose some of your characters current abilities to improve overall and future gameplay for everyone? |
Yes I'm a team player |
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100% |
[ 6 ] |
No I fear change |
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0% |
[ 0 ] |
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Total Votes : 6 |
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keighlon
Joined: 09 Jan 2010 Posts: 21
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Posted: Wed Jan 13, 2010 11:27 pm Post subject: Streamlining the long term playability of raceconflicts |
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Ok so I've only been playing for a few days but I have to say I love this game. I'm sure that most of the ideas I will present have been discussed in one thread or another but o felt like putting my proposals into one unified topic and seeing what people thought of them. So here goes, and please respond with what you like or dislike, WHY you like or dislike, and your alternative ideas if you don't agree. I love a good discussion.
1- attribute points gained 1 at every other level, with the max skills directly linked to the attribute score. I explained how I would do this in full detail in the thread "about to quit if someone can't explain" in the tips and tricks forum. I think this would be the #1 improvement the game could have at this time.
2- alter the spy missions and restructure the levels of each. Right now there are twenty missions and probably four of them are used on a regular basis. I would suggest removing or changing some of them, rate them on a scale from the least to most powerful, and then assign a level requirement based on that number. Example: the dev team decides 13 of the spy missions are keepable, rates them 1-13, and then sets the spy commander level max at that level, so each level gained gives you a new spy mission. Or if they keep all twenty then have two for each level.
3- tie maximum land to the amount of housing. I would do it with a 1:3 scale. Example: I have 150 houses total, so I can have 450 land. This still gives the option to have lots of land and a huge population but it makes you work harder for it and makes it seem more realistic.
4- increase the penalty for land vs defense level. It takes a lot of bodies to patrol a large city.
5- add a graphical ui with the option to turn it off.
6- if and when clans are introduced, I would restrict them heavily by only allowing titled characters to start a clan, base the maximum number of members on the title of the leader, and limit the ability to join the clan to either supporters or people within a certain level range. That way Rey don't get too crazy and ruin the game. This would also give more incentive to get titles.
7- make ancient coins tradeable for more than gold. (if they are ignore this I haven't gotten any yet so I might not know). A few ideas would be extra deposits, appeasing the gods in return for a certain amount of protection(bonus to defense for a certain amount of time) or even extra population. Just a few ideas.
8- fix the health system. Right now I can have fifty percent in all six building types and still have 100% health. Either base it more closely to max efficiency or let the bonus go over 100 and give a bonus to income or defense. Healthier people work harder and defend their homes more fiercely.
9- change or add some "happy" population buildings and add a "happiness" factor based on the types of buildings you have. Heads on spikes might increase population but they cause fear. If your people are frightened their productivity might go up but their health and defense go down. Have a balance of good and bad for each different type of building, including the "happy" ones.
10- alter and even out the races' max stats and add unique units/buildings for each race. This ties strongly into my first suggestion.
Thanks for reading my stupidly long post. I will say first and foremost I am not a coder just a designer so I have no idea how hard or easy any of this would be to implement, and I give mad props to the coders and moderators of the game for being so active in the forums and so open to player ideas. Also I have reached the levels for unrest and religion and stuff yet so I don't know how they work, and that's why they aren't on this list. I'm sure I'll add to it when the time comes! And last but not least I want to address how these changes would affect current players. Yes, it might nerf your character, as it would mine, but I am willing to sacrifice a LOT to see this game become better for everyone, and if you enjoy playing it and want to see it grow, you should too. Thanks! |
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keighlon
Joined: 09 Jan 2010 Posts: 21
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Posted: Thu Jan 14, 2010 5:03 am Post subject: |
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Oh and as a reminder I am pretty new to the game so some of the things I suggested might have reasons for being the way they are when you get to higher levels. If that's the case please let me know so I can understand why some things are the way they are. Wouldn't want to try and fix something that isn't broken! |
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dikjuh
Joined: 01 Mar 2007 Posts: 42
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Posted: Thu Jan 14, 2010 12:56 pm Post subject: |
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1- attribute points gained 1 at every other level, with the max skills directly linked to the attribute score. I explained how I would do this in full detail in the thread "about to quit if someone can't explain" in the tips and tricks forum. I think this would be the #1 improvement the game could have at this time.
Well I like it this way, you make a choice and stick with it.
However, this could improve the game, but it should be impossible to max it all out untill later in the game.
2- alter the spy missions and restructure the levels of each. Right now there are twenty missions and probably four of them are used on a regular basis. I would suggest removing or changing some of them, rate them on a scale from the least to most powerful, and then assign a level requirement based on that number. Example: the dev team decides 13 of the spy missions are keepable, rates them 1-13, and then sets the spy commander level max at that level, so each level gained gives you a new spy mission. Or if they keep all twenty then have two for each level.
If there ever will be a clan/guild system, a lot of those missions might become important
3- tie maximum land to the amount of housing. I would do it with a 1:3 scale. Example: I have 150 houses total, so I can have 450 land. This still gives the option to have lots of land and a huge population but it makes you work harder for it and makes it seem more realistic.
Hm, then I would make it work the other way around.
You need land before you can build a house lol.
This could also make defensive units more important, if you lose a certain amount of land, you also lose space for houses and thus you lose population.
4- increase the penalty for land vs defense level. It takes a lot of bodies to patrol a large city.
That all depends on the city, or even the country you are in Maybe this could be made race specific, some races have more crimes then others. (just an idea lol)
5- add a graphical ui with the option to turn it off.
hm could be fun, but if I want graphics I will play a real MMORPG and not a browserbased game.
6- if and when clans are introduced, I would restrict them heavily by only allowing titled characters to start a clan, base the maximum number of members on the title of the leader, and limit the ability to join the clan to either supporters or people within a certain level range. That way Rey don't get too crazy and ruin the game. This would also give more incentive to get titles.
Or make it even more different
This is a kind of medieval game, so perhaps it could be like this;
A Taioseach could have 2 Counts as there followers.
Each count could have 2 Lords under their wings.
Each lord could have 2 Dukes etc etc.
I hope you get where I am going and if it stinks, just tell me =P
7- make ancient coins tradeable for more than gold. (if they are ignore this I haven't gotten any yet so I might not know). A few ideas would be extra deposits, appeasing the gods in return for a certain amount of protection(bonus to defense for a certain amount of time) or even extra population. Just a few ideas.
If I am correct you will need some of those coins to get certain titles in the future.
8- fix the health system. Right now I can have fifty percent in all six building types and still have 100% health. Either base it more closely to max efficiency or let the bonus go over 100 and give a bonus to income or defense. Healthier people work harder and defend their homes more fiercely.
When you will have more population, you will need to have every building working at 100% to have 100% health. At least for me, this still works, But I have that health research maxed, if I did not had that I would have much less health with the buildings maxed.
9- change or add some "happy" population buildings and add a "happiness" factor based on the types of buildings you have. Heads on spikes might increase population but they cause fear. If your people are frightened their productivity might go up but their health and defense go down. Have a balance of good and bad for each different type of building, including the "happy" ones.
This is a good idea, just an addition to those heads on spikes;
They will also lower crimes, because people will be filled with fear when they see them and will less likely do something that is agains the law?
10- alter and even out the races' max stats and add unique units/buildings for each race. This ties strongly into my first suggestion.
If you would have added this into your first suggestion, I would have thought entirely different about this. If the stats would be tied to the hero skills, so that you can not raise a certain skill beyond a certain point, untill you get the stats required to raise them, this would make it even more important and will create a bigger diversity in playing styles.
Just my thoughts, I am no coder or developer so I do not know what is and what is not possible.
If my thoughts are dumb or silly, please forgive me lol.
Also excuse me for my english, it is not my main language.[/code] |
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keighlon
Joined: 09 Jan 2010 Posts: 21
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Posted: Thu Jan 14, 2010 3:49 pm Post subject: |
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I think we are the only active forum members besides cena and bashar :/ |
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dikjuh
Joined: 01 Mar 2007 Posts: 42
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Posted: Fri Jan 15, 2010 1:30 am Post subject: |
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lol yeah, you see some others every now and then though. |
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dikjuh
Joined: 01 Mar 2007 Posts: 42
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Posted: Thu Jan 28, 2010 3:13 am Post subject: |
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lol well, it seeems this thread isn't that popular lol.
Well there has been one thing on my mind which I do not understand, so might as well put it here since it can also be seen as an improvement.
How come, that everytime when I am stealing food, I lose spies when it succeeds, but I do not lose any when the op fails?
If they succeed, they are succesfull, how come some die?
Yet if they fail, they all magically seem to get away and survive.
Shouldn't that be the other way around? |
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bashar Forum Admin
Joined: 18 Feb 2005 Posts: 1442 Location: Bucharest
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Posted: Thu Jan 28, 2010 12:05 pm Post subject: |
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good point i will think about that and change it |
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satan
Joined: 24 Jun 2009 Posts: 19 Location: spain (i am from england)
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Posted: Thu Jan 28, 2010 7:44 pm Post subject: survival |
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maybe the spies survive without stealing because they see the danger which stops them from stealing and make a hasty exit!!
id rather not be losing any when they fail!!!
cant say i have really noticed to be honest!!
![Twisted Evil](images/smiles/icon_twisted.gif) |
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dikjuh
Joined: 01 Mar 2007 Posts: 42
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Posted: Fri Jan 29, 2010 2:50 am Post subject: Re: survival |
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satan wrote: | maybe the spies survive without stealing because they see the danger which stops them from stealing and make a hasty exit!!
id rather not be losing any when they fail!!!
cant say i have really noticed to be honest!!
![Twisted Evil](images/smiles/icon_twisted.gif) |
Haha yes good point.
But there is also the possibility that they failed because they got caught by the anti-spies.
I don't know about your anti-spies, but mine have orders to kill any hostile spies they manage to capture.
Not to escort them out with some food and water for the journey back ![Cool](images/smiles/icon_cool.gif) |
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