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Should definitely be interesting all around. I would, however, humbly suggest a..."clean" start date where all these changes take effect rather than applying certain things to current games and saving others for new launches.
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(06-20-2014, 04:56 PM)DuPont Wrote: I, for one, am a fan of reducing the power of 171. I've always felt that it was overpowered (particularly with the GI, who gets it at level 1.
We agree on something! Oh happy day!
-The Deliverer
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(06-20-2014, 04:43 PM)kevindusi Wrote: Aside from two sleep spells, I've been without help.
Have you yet played the EL in an anon or exploratory game?
Aside from the help, you haven't had any help
To answer your question, yes.
The forum is to express ideas, you attacked first, I countered. It looks like our expressed ideas are instigating changes and thats good.
Working as intended
Podium player returning to the conflict!
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I'm guessing your EL game didn't go according to plan.
-The Deliverer
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(06-20-2014, 06:13 PM)kevindusi Wrote: I'm guessing your EL game didn't go according to plan.
Nope  But was predictable...
Podium player returning to the conflict!
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(06-20-2014, 06:51 PM)The Usurper Wrote: (06-20-2014, 06:13 PM)kevindusi Wrote: I'm guessing your EL game didn't go according to plan.
Nope But was predictable...
Not entirely sure that anything to do with exploratory/anonymous format. EL position regularly gets hammered in regular games by TR and/or GI. Major reason Rick is enhancing the kingdom...
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I also find it weird the EL keeps getting tossed out there as a reason why exploration is bad. The Elf starts with no HP and had lower gold than others. How was it exploration made the Elf worse? If anything the exploration helped the Elf by taking away the HP from the Troll. Also having more groups starting in R1 could explore faster than the GI or TR. The EL problems have nothing to do with exploration, but rather just being a weak military vs strong neighbors. I would guess if some of the two kingdom regions did not have both players in them they would see similar results.
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06-21-2014, 02:36 AM
(This post was last modified: 06-21-2014, 02:37 AM by Hawk_.)
(06-20-2014, 04:44 PM)Ry Vor Wrote: Anonymous was created due to a people's uprising. Most know I do not embrace it or contend that all kingdoms have an equal opportunity in that environment. That's one reason there are 12 kingdoms in play instead of 15.
Something to keep in mind: everything is evolving in Alamaze. We have resource limitations, and have to prioritize. But I don't think anyone would doubt we have made more changes and improvements and new formats in the last year than were made in the 20 years previous combined. The Elves are getting a major shakeup as regards kingdoms, should be ready in a couple weeks. Starting influence and naval strength may change for all kingdoms, as may any other factor including troop strength.
BTW, Parlay (170) and Diplomacy (spell #171) are changing substantially soon. Yes, this will effect games in progress as well as new games. Believe it or not, I am still learning some of the changes done in NC and am undoing those, most importantly it seems to me right now, is limiting Diplomacy, which is by far too powerful. Sort of like the HP issue that may have begun this thread.
Just to throw out there, another problem is that currently most kingdoms have a 565 (recruit special brigades) order, where it was supposed to be a limited order. Now the kingdoms that don't have a 565 are at a disadvantage, such as the Elves and Dwarves. We have eliminated the extra costs associated with Recruits and Veterans, and are scheduling to make them the same cost for all kingdoms to maintain, likely 1700 food and gold. The costs of some special brigades will increase.
I think all of these changes are good. I fully support the 171 changes and personally don't think power 3 wizards should be able to 171 friendly cities with a brigade sized group.
I think the other factor with 565 is the importance of order value. The 565 kingdoms benefit greatly from the ability to recruit higher point value troops with less orders. Their influence is more efficient.
It takes 2 recruit orders and 2 550 orders to come up with troops that could compete with 1 brigade of Wyverns or ogres. That means they can build armies 3-4 times faster than the other kingdoms.
IMO, this is one of the issues with the EL who borders two 565 kingdoms in the TR and GI.
Also, back in the old days the EL started pretty high on the influence food chain at 15 and now they are at the bottom with 11 (and winter coming sooner). I think that has weakened them quite a bit too.
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(06-21-2014, 02:36 AM)Hawk_ Wrote: (06-20-2014, 04:44 PM)Ry Vor Wrote: Anonymous was created due to a people's uprising. Most know I do not embrace it or contend that all kingdoms have an equal opportunity in that environment. That's one reason there are 12 kingdoms in play instead of 15.
Something to keep in mind: everything is evolving in Alamaze. We have resource limitations, and have to prioritize. But I don't think anyone would doubt we have made more changes and improvements and new formats in the last year than were made in the 20 years previous combined. The Elves are getting a major shakeup as regards kingdoms, should be ready in a couple weeks. Starting influence and naval strength may change for all kingdoms, as may any other factor including troop strength.
BTW, Parlay (170) and Diplomacy (spell #171) are changing substantially soon. Yes, this will effect games in progress as well as new games. Believe it or not, I am still learning some of the changes done in NC and am undoing those, most importantly it seems to me right now, is limiting Diplomacy, which is by far too powerful. Sort of like the HP issue that may have begun this thread.
Just to throw out there, another problem is that currently most kingdoms have a 565 (recruit special brigades) order, where it was supposed to be a limited order. Now the kingdoms that don't have a 565 are at a disadvantage, such as the Elves and Dwarves. We have eliminated the extra costs associated with Recruits and Veterans, and are scheduling to make them the same cost for all kingdoms to maintain, likely 1700 food and gold. The costs of some special brigades will increase.
I think all of these changes are good. I fully support the 171 changes and personally don't think power 3 wizards should be able to 171 friendly cities with a brigade sized group.
I think the other factor with 565 is the importance of order value. The 565 kingdoms benefit greatly from the ability to recruit higher point value troops with less orders. Their influence is more efficient.
It takes 2 recruit orders and 2 550 orders to come up with troops that could compete with 1 brigade of Wyverns or ogres. That means they can build armies 3-4 times faster than the other kingdoms.
IMO, this is one of the issues with the EL who borders two 565 kingdoms in the TR and GI.
Also, back in the old days the EL started pretty high on the influence food chain at 15 and now they are at the bottom with 11 (and winter coming sooner). I think that has weakened them quite a bit too.
Elves really should have more influence.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
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06-21-2014, 03:31 AM
(This post was last modified: 06-21-2014, 03:32 AM by Jumpingfist.)
171 tolerant levels seem pretty good but the friendly ratios needed are to easy
The new EL seems to have 13 influence.
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