General Impressions

Started by Shadow, January 29, 2012, 07:59:00 AM

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Sevah

Kilk-one active clan in the game, who is fighting against four unclanned players working together

Being in a clan could make things extremely 1 sided. I don't know who the 4 unclanned players you're referring to but from what I see the clan is simply not working strong or respectfully.
If the clan could access the land they'd jump heaps fast compared to solo players since upkeep is the major issue.
I base my assumption on the principals of the game. If a clan gets an emperor going it's near impossible to take out.
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Shadow

cloud: agreed on food being weak compared to cash, we'll address that.
<=holbs-.. ..-holbs=> <=holbs-..

Kilkenne

Sevah, I won't give out any names, because that's not my place, but rest assured, it is obvious what's going on, I don't need omnipotence to see other people scraping for you.

It's fine, I don't mind, you're showing the capability that multiple unclanned players have, which is greater than that of their clanned counterparts if the clanned people are largely disorganized and the unclanned people are motivated.

Sevah

If I had a midsize clan the rest of the game wouldn't stand a chance. If i'm unclanned they sorta stand a chance. Don't twist the story about todays circumstances. I'm talking in general
Also. I've got 1 person I've actively worked with. Another is available then there's a few neutral players who I know can't quite break me but if they're holding strong will be in a position where they can hit people too low for me
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Rakefur

Personally, I don't think unclanned players should be able to keep up with a clan in straight-forward netting. I know a lot of you will disagree, but think about it: IRL an alliance is going to have more power. 
Quote from: Pippin on October 13, 2011, 04:40:07 PM
RAKEFUR IS 8% PIRATE 90% SMACK TALK AND 2% STOOPID
Quote from: Kilkenne on January 30, 2012, 08:23:56 PM
"I want in. Only I want to be a nazi."-Rakefur 2012

Shadow

Quote from: Rakefur on February 04, 2012, 08:00:30 PM
Personally, I don't think unclanned players should be able to keep up with a clan in straight-forward netting. I know a lot of you will disagree, but think about it: IRL an alliance is going to have more power. 
This is how it will be when things are done. That it isn't now is due to a poorly conceived attack system, which is my fault.
<=holbs-.. ..-holbs=> <=holbs-..

Rakefur

All right, just wondering I have heard a lot of arguments about it over in dev.
Quote from: Pippin on October 13, 2011, 04:40:07 PM
RAKEFUR IS 8% PIRATE 90% SMACK TALK AND 2% STOOPID
Quote from: Kilkenne on January 30, 2012, 08:23:56 PM
"I want in. Only I want to be a nazi."-Rakefur 2012

Shadow

I found and fixed a minor bug where people with a high training stat were losing too many workers to training - you should find a slightly friendlier economy for indies now
<=holbs-.. ..-holbs=> <=holbs-..

Alazar is Back

Quote from: Shadow on February 06, 2012, 10:33:38 AM
I found and fixed a minor bug where people with a high training stat were losing too many workers to training - you should find a slightly friendlier economy for indies now

I did notice a small difference....Btw, are camps as effective as before? Because they don't seem to be doing their job very well ever.
Turbo Highest Rank:Co-Emperor with Wolf Snare, Emperor

One of the most underrated players at RWL..

Shadow

the increase merc sell price, decrease buy price, and reduce costs by the same percentages as always. They are doing the same they always did, but since prices are lower to begin with, this is a smaller effect in absolute terms on the selling end of things.
<=holbs-.. ..-holbs=> <=holbs-..

Wolf Snare

How's the coding going for clan storehouse? I think clans need more benefits, there needs to be a reason to join. Is the clan defense % working? I think it's almost worthwhile to stay solo, as land passing is a major obstacle to overcome-- the benefits of clan use need to overwhelm the negative aspects.
1. Fire Bringer (#22)
1. Jaturungkabart (#12)
1. Estranged (#50)
1. Fierce Deity (#17) 
1. bored... (#98)
1. Versace (#24)
1. Noah Calhoun (#10)
1. Day Old Hate (#7)
1. The Grand Optimist (#12)
1. Beast Mode (#7)

Sharptooh

I agree that clans need to have more benefits, the storeshouse thing might be cool, but I get the impression it might take a short while to implement :/

I'm sure there's other (easier) ways of advancing clan play too, we just need to think of them . . .

Wolf Snare

#27
perhaps a feasting / looting bonus per member that shares forces? or better yet, when we implement the race bonuses, we could maybe recycle the wolf enrich spell to be slightly more powerful, and potentially base its power off of active clan numbers?

Additionally, an offense bonus could be viable-- the possibilities are honestly endless.
1. Fire Bringer (#22)
1. Jaturungkabart (#12)
1. Estranged (#50)
1. Fierce Deity (#17) 
1. bored... (#98)
1. Versace (#24)
1. Noah Calhoun (#10)
1. Day Old Hate (#7)
1. The Grand Optimist (#12)
1. Beast Mode (#7)

Shadow

storehouse is secondary to getting the strategy balances and attack system working, so I wouldn't expect it next round unless people get a lot of time off life soon ^_^

if you guys who have played clans this round can think of ways to improve things, feel free to suggest them in the meantime.

For those who were not in clans, feedback on why you chose to play teamed but not clanned would also be appreciated.
<=holbs-.. ..-holbs=> <=holbs-..

Sharptooh

I have a few ideas for improving clans, although I think they might be a little complicated :/ and I don't know whether to post it here or in the dev forum