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Community Feedback
We're listening. For players who wish to have a voice in the future of Evernight, this is the place to talk to management. This is the newsgroup we'll be actively monitoring on a daily basis.
Lets try this again
Submitted by Mandos 4/10/2013 4:33:00 PM {time} ago in Community Feedback
Hello everyone, I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over? Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done? Anyway, I might just join a game... Mandos
Hi Mandos,
Good to see you back.
We did do some (very) small scale testing on sending out emails and the bounce rate was astronomical. But eventually we'll work out way through that. It is what it is.
The main reason you haven't received any emails is that for the time being we have decided to hold off on using email for news announcements until we have hard concrete news to report.
By hard concrete news, we mean significant real upgrades/changes/etc are live on the site.
We don't want to be "spammy" and we don't want to send out premature announcements only to have players come back to "same old same old" be disappointed and then more likely to ignore future emails.
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
That is ok. BTW I tried to change my email - the one that is there is an old one - but I can´t change it?
Maybe I have to subscribe in order to do that?
/hoodo
-------Original Message-------
Temptations wrote:
Hi Mandos,
Good to see you back.
We did do some (very) small scale testing on sending out emails and the bounce rate was astronomical. But eventually we'll work out way through that. It is what it is.
The main reason you haven't received any emails is that for the time being we have decided to hold off on using email for news announcements until we have hard concrete news to report.
By hard concrete news, we mean significant real upgrades/changes/etc are live on the site.
We don't want to be "spammy" and we don't want to send out premature announcements only to have players come back to "same old same old" be disappointed and then more likely to ignore future emails.
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Hi Hoodo,
Yeah, there is a glitch in the update email code.
For some reason the email update fails if there is a duplicate email addresses for an alias.
We're working on fixing this, but in the meantime, send me a lobby email and I'll fix it for you.
-Temptations
-------Original Message-------
Hoodo wrote: That is ok. BTW I tried to change my email - the one that is there is an old one - but I can´t change it?
Maybe I have to subscribe in order to do that?
/hoodo
-------Original Message-------
Temptations wrote:
Hi Mandos,
Good to see you back.
We did do some (very) small scale testing on sending out emails and the bounce rate was astronomical. But eventually we'll work out way through that. It is what it is.
The main reason you haven't received any emails is that for the time being we have decided to hold off on using email for news announcements until we have hard concrete news to report.
By hard concrete news, we mean significant real upgrades/changes/etc are live on the site.
We don't want to be "spammy" and we don't want to send out premature announcements only to have players come back to "same old same old" be disappointed and then more likely to ignore future emails.
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Farms are still the issue at hand.
If you add spells to deal with forms, that's even greater reason to farm. You now need more Fury to sling spells at forms.
Any balance it brings in will likely only be temporary and have mild mitigating effects in the long run.
My honest opinion here is to have UI enforced NAPs, more spells for forms, increased lesser strength vs forms, and more uses for T, and possibly new ways to generate T.
It is basically a mix of updates and minor overhauls to the whole system, but a much needed one I think.
Lunar Savage
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
One of the reasons I advocate more uses for T, is that currently, we have two resources. Treasure and Fury. The current state of the game gives a vast amount of importance to Fury and almost none to Treasure. In fact, you could completely remove Treasure from the game and be fine.
The only things you would have to do is switch buying lessers and forts with T to buying it with F. And then convert regions to produce F instead of T.
In fact, I'd say that would go a longer way to fixing the game than including more spells against forms.
As it stands, T's only real use is to be converted via lessers into F. We're just removing that process if we use the suggested change above.
Unfortunately, I do not feel that works for a strategy game. Since the idea is usually to find a way to balance your resources and your battle strategies.
Lunar Savage
-------Original Message-------
Lunar Savage wrote: Farms are still the issue at hand.
If you add spells to deal with forms, that's even greater reason to farm. You now need more Fury to sling spells at forms.
Any balance it brings in will likely only be temporary and have mild mitigating effects in the long run.
My honest opinion here is to have UI enforced NAPs, more spells for forms, increased lesser strength vs forms, and more uses for T, and possibly new ways to generate T.
It is basically a mix of updates and minor overhauls to the whole system, but a much needed one I think.
Lunar Savage
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
tinkering with the spells is only necessary if the farms issue is not addressed. Prior to farms infesting the game the balance was just about perfect. Any tinkering is likely to unbalance the game completely. I have never been convinced that very many changes are needed.
Some spells are redundant and never used, these could be replaced but it is a delicate thing.
The balance was on display in every blitz game - there was no real time to farm in a blitz and gameplay was so much better for it.
-------Original Message-------
Lunar Savage wrote: Farms are still the issue at hand.
If you add spells to deal with forms, that's even greater reason to farm. You now need more Fury to sling spells at forms.
Any balance it brings in will likely only be temporary and have mild mitigating effects in the long run.
My honest opinion here is to have UI enforced NAPs, more spells for forms, increased lesser strength vs forms, and more uses for T, and possibly new ways to generate T.
It is basically a mix of updates and minor overhauls to the whole system, but a much needed one I think.
Lunar Savage
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Well some things haven't changed. The Duck still has the brain of a... well duck
now i guess i should duck
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Yawn.
Everyone keeps saying farms are a big problem.
Farming has been an option since I started playing Evernight.
When I started playing, no one was complaining about farms.
So because play has adapted, now all of a sudden it's an issue...?
You don't want to farm? Then don't farm. Seems simple enough.
-------Original Message-------
Mandos wrote: Well some things haven't changed. The Duck still has the brain of a... well duck
now i guess i should duck
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Btw, nice to see your immediate response is a childish attempt at an insult.
At least back when I played you could mildly entertain me.
Now it's almost not even worth it.
And in the interest of the purpose of this NG, I will no longer bother with you.
-------Original Message-------
Mandos wrote: Well some things haven't changed. The Duck still has the brain of a... well duck
now i guess i should duck
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
its too easy to wind you up Ducky, takes all the fun out of it.
As you say, they were around when you started playing so it is impossible for you to judge whether playing without them is better, worse or none of the above. However once they became institutionalised it was simply an arms race, dont farm = cant win.
-------Original Message-------
ducky004 wrote: Btw, nice to see your immediate response is a childish attempt at an insult.
At least back when I played you could mildly entertain me.
Now it's almost not even worth it.
And in the interest of the purpose of this NG, I will no longer bother with you.
-------Original Message-------
Mandos wrote: Well some things haven't changed. The Duck still has the brain of a... well duck
now i guess i should duck
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Weird, coulda swore I hit cancel instead of send for that one.
Oh well.
-------Original Message-------
Mandos wrote: its too easy to wind you up Ducky, takes all the fun out of it.
As you say, they were around when you started playing so it is impossible for you to judge whether playing without them is better, worse or none of the above. However once they became institutionalised it was simply an arms race, dont farm = cant win.
-------Original Message-------
ducky004 wrote: Btw, nice to see your immediate response is a childish attempt at an insult.
At least back when I played you could mildly entertain me.
Now it's almost not even worth it.
And in the interest of the purpose of this NG, I will no longer bother with you.
-------Original Message-------
Mandos wrote: Well some things haven't changed. The Duck still has the brain of a... well duck
now i guess i should duck
-------Original Message-------
ducky004 wrote: The farms aren't really the issue per se...I think it's more a matter of so many spells affecting lessers and very little spells to stop forms. You only have 2(sometimes 3) options to stop a form with spells - 1. Slappy bomb(if you cast right); 2. Terraform(If it's not a dragon); 3. BB(if you have that option).
Even then, option one isn't too efficient if you don't have forces nearby to kill it.
Option 2 isn't very efficient either, as you have to either cast multiple terraforms or continue next cycle casting a neural so they can't reterraform.
Option 3 you have to cast in the correct spot. And thats only if you don't already have that BB cast.
Add on top of that that (most) forms are much stronger than lessers, and it's easy to see why the game has turned into having so many farms...
ducky
-------Original Message-------
ducky004 wrote: Forced NAPs just leads to more leopard fighters in adjacent regions...
When I first started, fury farms were not seen near as often as they are now. As far as I'm aware, nothing in the game mechanics has changed that. It's the players who have.
-------Original Message-------
Zoldar wrote: Spot on summation and it's one of the reasons there's more crickets in here than players.
Z
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Hey Mandos,
Yeah, we agree, fury farming is an issue that needs fixing.
Thing is though, there isn't really any simply or obvious, let alone easy solution.
We don't see trying to implement an escalating technical whack-a-mole solution as being practical for a number of reasons.
The fundamental issue is the imbalance between T & F. In almost all circumstances, a point of F is way more valuable than a point of T.
Under such conditions, you can hardly blame players for wanting to convert major portions of their T into F in the easiest most reliable means available.
We are leaning towards thinking the most practical idea to address this is along the idea of adding to the game more uses of T to increase the value/utility of T to the point where the decision to convert it to F is no longer an automatic preference.
At the moment we are far from anything being set in stone, but the idea of implementing some sort of UI/Game Engine enforced NAP mechanism is certainly on the table.
There are significant pros & cons to this kind of idea, but we are more certain than not that it's an idea we want to roll out at a minimum at least for testing.
-Temptations
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Hmm.
There are some additional issues with the T/F balance as well. Both T and F and particular threshold levels of utility. With F and regular spell costs, 100 F/125 F/160 F are major break-points, as are the costs for various forms. T is a bit trickier, as theoretically the break-points for killing forms of various sorts are important but in practice, one rarely sees lessers used for that purpose as a big stack is simply a handy source of F or form experience unless it's covered by lots of defensive magic. Spending 200-300 F to protect a stack of lessers is almost never going to be better than Sacrificing the stack or simply never putting that big a stack out there to begin with.
Income is another issue. Mid-game, you're pretty certain to have another 200-300 T next cycle even if things go poorly. If your fights all go wrong and someone misses a tick on a fury farm, you could have little or no F come in, which is a catastrophe. The big advantage of farming is to create an effectively steady F income.
So, just to throw out some ideas, many of which have been aired before: 1. Change things so lessers do not generate fury except from the Sacrifice spell. You generate new fury from damaging forms, from fighting battles and from winning battles. If you want to encourage large armies, have battles generate more fury the more lessers are engaged.
2. Have regions or structures which generate F instead of T.
3. Track the source of all F and make it a matter of diminishing returns. This could work in terms of combat size--maybe a 50 lesser farm returns 100% T in F, but a 200 lesser farm returns only 50% F for the T investment--but it might work better in terms of total F earned from a given player. In other words, I earn 100% F from combats with Mandos until I've earned 200 F total. Then I earn 95% F, then 90%, down to some minimum. You could run an early farm with one player but would then have to switch. You'd also create strong incentive for a player who's losing a war to hang in there, as the winning player will fall behind in F income for taking too long.
4. Add a third resource, say, Anguish. You earn Fury through Sacrifice spells or through structures built with T. You earn Anguish from damaging forms and killing lessers or from losing regions. Fury can be spent to summon and fuel forms and on some spells. Anguish can be spend on other spells. Fury is mainly about sustaining offensives; Anguish is mainly about defending against attack.
Farming would only yield Anguish. Early in the game, you'd rather spend T on structures which generate F as you need the F to win wars. Later in the game, you can either generate Anguish but don't really need it, or are forced to choose between spending T on lessers or on Anguish for defense. (You'd probably want small stacks of lessers and Anguish for the rest.)
Heck, you could allow Anguish to conjure up some form equivalent that is immobile.
In any event, I don't see a fix for fury farming that won't shift the balance of the entire game, aside from an agreement amongst the players not to do it. And the fewer players who farm, the greater the benefit from farming, so those agreements aren't likely to do the job, either.
Narsham
-------Original Message-------
Temptations wrote:
Hey Mandos,
Yeah, we agree, fury farming is an issue that needs fixing.
Thing is though, there isn't really any simply or obvious, let alone easy solution.
We don't see trying to implement an escalating technical whack-a-mole solution as being practical for a number of reasons.
The fundamental issue is the imbalance between T & F. In almost all circumstances, a point of F is way more valuable than a point of T.
Under such conditions, you can hardly blame players for wanting to convert major portions of their T into F in the easiest most reliable means available.
We are leaning towards thinking the most practical idea to address this is along the idea of adding to the game more uses of T to increase the value/utility of T to the point where the decision to convert it to F is no longer an automatic preference.
At the moment we are far from anything being set in stone, but the idea of implementing some sort of UI/Game Engine enforced NAP mechanism is certainly on the table.
There are significant pros & cons to this kind of idea, but we are more certain than not that it's an idea we want to roll out at a minimum at least for testing.
-Temptations
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Shifting the balance of the entire game, at least in regards T&F balance, is the intended result.
The objective being that given players of comparable skill level and comparable empire size, some could choose a T-centric strategy, some could choose an F-centric strategy, some could choose a blended T/F strategy, and it would be an even fight between any of them.
As part of the quest to better balance T vs F, we're thinking along the lines of 3 major themes:
1) More uses for T.
Additional structure types. Upgrades for structures. Additional entity types. Upgrades for same. Lessor upgrades.
2) Spell modifications.
Multiple spells allowed in effect on a region. Let the various spell effects interact. Overbidding no longer cancels out lower cost F spells. Although cases of contradictory effects, overbidding will bias the resolution of the effects.
Major modification of movement spells:
Change how competing movement spells are processed so they aren't all or nothing deals. Make the various effects "interact" with one another.
Limit the total number of lessors affected proportional with fury spent.
Make them "leaky" by giving lessors a resistance factor which is augmentable by spell (F), purchased upgrade (T) or structures.
I think a little bit of nerfing of the all or nothing certainty of Sucker/OT/HoN/TS will go a long way towards restoring the viability of using lessors in battle.
3) Changes to how fury is generated.
I have to say, adding a third resource is certainly an interesting idea that never even crossed my mind. My initial gut feeling is that there is probably a lot of potential down that path.
-------Original Message-------
Narsham wrote: Hmm.
There are some additional issues with the T/F balance as well. Both T and F and particular threshold levels of utility. With F and regular spell costs, 100 F/125 F/160 F are major break-points, as are the costs for various forms. T is a bit trickier, as theoretically the break-points for killing forms of various sorts are important but in practice, one rarely sees lessers used for that purpose as a big stack is simply a handy source of F or form experience unless it's covered by lots of defensive magic. Spending 200-300 F to protect a stack of lessers is almost never going to be better than Sacrificing the stack or simply never putting that big a stack out there to begin with.
Income is another issue. Mid-game, you're pretty certain to have another 200-300 T next cycle even if things go poorly. If your fights all go wrong and someone misses a tick on a fury farm, you could have little or no F come in, which is a catastrophe. The big advantage of farming is to create an effectively steady F income.
So, just to throw out some ideas, many of which have been aired before: 1. Change things so lessers do not generate fury except from the Sacrifice spell. You generate new fury from damaging forms, from fighting battles and from winning battles. If you want to encourage large armies, have battles generate more fury the more lessers are engaged.
2. Have regions or structures which generate F instead of T.
3. Track the source of all F and make it a matter of diminishing returns. This could work in terms of combat size--maybe a 50 lesser farm returns 100% T in F, but a 200 lesser farm returns only 50% F for the T investment--but it might work better in terms of total F earned from a given player. In other words, I earn 100% F from combats with Mandos until I've earned 200 F total. Then I earn 95% F, then 90%, down to some minimum. You could run an early farm with one player but would then have to switch. You'd also create strong incentive for a player who's losing a war to hang in there, as the winning player will fall behind in F income for taking too long.
4. Add a third resource, say, Anguish. You earn Fury through Sacrifice spells or through structures built with T. You earn Anguish from damaging forms and killing lessers or from losing regions. Fury can be spent to summon and fuel forms and on some spells. Anguish can be spend on other spells. Fury is mainly about sustaining offensives; Anguish is mainly about defending against attack.
Farming would only yield Anguish. Early in the game, you'd rather spend T on structures which generate F as you need the F to win wars. Later in the game, you can either generate Anguish but don't really need it, or are forced to choose between spending T on lessers or on Anguish for defense. (You'd probably want small stacks of lessers and Anguish for the rest.)
Heck, you could allow Anguish to conjure up some form equivalent that is immobile.
In any event, I don't see a fix for fury farming that won't shift the balance of the entire game, aside from an agreement amongst the players not to do it. And the fewer players who farm, the greater the benefit from farming, so those agreements aren't likely to do the job, either.
Narsham
-------Original Message-------
Temptations wrote:
Hey Mandos,
Yeah, we agree, fury farming is an issue that needs fixing.
Thing is though, there isn't really any simply or obvious, let alone easy solution.
We don't see trying to implement an escalating technical whack-a-mole solution as being practical for a number of reasons.
The fundamental issue is the imbalance between T & F. In almost all circumstances, a point of F is way more valuable than a point of T.
Under such conditions, you can hardly blame players for wanting to convert major portions of their T into F in the easiest most reliable means available.
We are leaning towards thinking the most practical idea to address this is along the idea of adding to the game more uses of T to increase the value/utility of T to the point where the decision to convert it to F is no longer an automatic preference.
At the moment we are far from anything being set in stone, but the idea of implementing some sort of UI/Game Engine enforced NAP mechanism is certainly on the table.
There are significant pros & cons to this kind of idea, but we are more certain than not that it's an idea we want to roll out at a minimum at least for testing.
-Temptations
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
I really like the idea of giving lessors resistance to spell effects. Increasing the resistance with lessor upgrades makes a BB-lessor strategy functional again. Allow the lessor upgrading from Magma Demons and forts to factor into resistance and I could even see players sprinting to Mud Wretches so that their lessors in forts could be mostly/entirely immune to Sucker/OT.
That would also revitalize the ELIM-style games, which are even more about the forms than the regular games.
Narsham
-------Original Message-------
Temptations wrote:
Shifting the balance of the entire game, at least in regards T&F balance, is the intended result.
The objective being that given players of comparable skill level and comparable empire size, some could choose a T-centric strategy, some could choose an F-centric strategy, some could choose a blended T/F strategy, and it would be an even fight between any of them.
As part of the quest to better balance T vs F, we're thinking along the lines of 3 major themes:
1) More uses for T.
Additional structure types. Upgrades for structures. Additional entity types. Upgrades for same. Lessor upgrades.
2) Spell modifications.
Multiple spells allowed in effect on a region. Let the various spell effects interact. Overbidding no longer cancels out lower cost F spells. Although cases of contradictory effects, overbidding will bias the resolution of the effects.
Major modification of movement spells:
Change how competing movement spells are processed so they aren't all or nothing deals. Make the various effects "interact" with one another.
Limit the total number of lessors affected proportional with fury spent.
Make them "leaky" by giving lessors a resistance factor which is augmentable by spell (F), purchased upgrade (T) or structures.
I think a little bit of nerfing of the all or nothing certainty of Sucker/OT/HoN/TS will go a long way towards restoring the viability of using lessors in battle.
3) Changes to how fury is generated.
I have to say, adding a third resource is certainly an interesting idea that never even crossed my mind. My initial gut feeling is that there is probably a lot of potential down that path.
-------Original Message-------
Narsham wrote: Hmm.
There are some additional issues with the T/F balance as well. Both T and F and particular threshold levels of utility. With F and regular spell costs, 100 F/125 F/160 F are major break-points, as are the costs for various forms. T is a bit trickier, as theoretically the break-points for killing forms of various sorts are important but in practice, one rarely sees lessers used for that purpose as a big stack is simply a handy source of F or form experience unless it's covered by lots of defensive magic. Spending 200-300 F to protect a stack of lessers is almost never going to be better than Sacrificing the stack or simply never putting that big a stack out there to begin with.
Income is another issue. Mid-game, you're pretty certain to have another 200-300 T next cycle even if things go poorly. If your fights all go wrong and someone misses a tick on a fury farm, you could have little or no F come in, which is a catastrophe. The big advantage of farming is to create an effectively steady F income.
So, just to throw out some ideas, many of which have been aired before: 1. Change things so lessers do not generate fury except from the Sacrifice spell. You generate new fury from damaging forms, from fighting battles and from winning battles. If you want to encourage large armies, have battles generate more fury the more lessers are engaged.
2. Have regions or structures which generate F instead of T.
3. Track the source of all F and make it a matter of diminishing returns. This could work in terms of combat size--maybe a 50 lesser farm returns 100% T in F, but a 200 lesser farm returns only 50% F for the T investment--but it might work better in terms of total F earned from a given player. In other words, I earn 100% F from combats with Mandos until I've earned 200 F total. Then I earn 95% F, then 90%, down to some minimum. You could run an early farm with one player but would then have to switch. You'd also create strong incentive for a player who's losing a war to hang in there, as the winning player will fall behind in F income for taking too long.
4. Add a third resource, say, Anguish. You earn Fury through Sacrifice spells or through structures built with T. You earn Anguish from damaging forms and killing lessers or from losing regions. Fury can be spent to summon and fuel forms and on some spells. Anguish can be spend on other spells. Fury is mainly about sustaining offensives; Anguish is mainly about defending against attack.
Farming would only yield Anguish. Early in the game, you'd rather spend T on structures which generate F as you need the F to win wars. Later in the game, you can either generate Anguish but don't really need it, or are forced to choose between spending T on lessers or on Anguish for defense. (You'd probably want small stacks of lessers and Anguish for the rest.)
Heck, you could allow Anguish to conjure up some form equivalent that is immobile.
In any event, I don't see a fix for fury farming that won't shift the balance of the entire game, aside from an agreement amongst the players not to do it. And the fewer players who farm, the greater the benefit from farming, so those agreements aren't likely to do the job, either.
Narsham
-------Original Message-------
Temptations wrote:
Hey Mandos,
Yeah, we agree, fury farming is an issue that needs fixing.
Thing is though, there isn't really any simply or obvious, let alone easy solution.
We don't see trying to implement an escalating technical whack-a-mole solution as being practical for a number of reasons.
The fundamental issue is the imbalance between T & F. In almost all circumstances, a point of F is way more valuable than a point of T.
Under such conditions, you can hardly blame players for wanting to convert major portions of their T into F in the easiest most reliable means available.
We are leaning towards thinking the most practical idea to address this is along the idea of adding to the game more uses of T to increase the value/utility of T to the point where the decision to convert it to F is no longer an automatic preference.
At the moment we are far from anything being set in stone, but the idea of implementing some sort of UI/Game Engine enforced NAP mechanism is certainly on the table.
There are significant pros & cons to this kind of idea, but we are more certain than not that it's an idea we want to roll out at a minimum at least for testing.
-Temptations
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never recieved any emails from Evernight? my emeil was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
Right now the effect of movement spells is evaluated as an all or nothing (per region affected) deal on all lessors in range of the spell.
There's no reason why movement spell effects can't be evaluated on an individual lessor by lessor basis, with each lessor getting a "saving throw" based on it's resistance.
Lessors could have a base resistance by type, say 0% for Crusaders, 5% for Amra, 10% for Rips, etc. augmentable by various modifiers (including negative modifiers, such as higher F bidding by castor reduces resistance).
Any given lessor which is targeted by multiple movement spells would get a separate saving throw against each of them.
If two or more saves were failed, fury spent could be the first tie breaker, if fury spent is tied, the save itself could be the secondary tie breaker. The save that failed the "worst" could be spell that wins.
-------Original Message-------
Narsham wrote: I really like the idea of giving lessors resistance to spell effects. Increasing the resistance with lessor upgrades makes a BB-lessor strategy functional again. Allow the lessor upgrading from Magma Demons and forts to factor into resistance and I could even see players sprinting to Mud Wretches so that their lessors in forts could be mostly/entirely immune to Sucker/OT.
That would also revitalize the ELIM-style games, which are even more about the forms than the regular games.
Narsham
-------Original Message-------
Temptations wrote:
Shifting the balance of the entire game, at least in regards T&F balance, is the intended result.
The objective being that given players of comparable skill level and comparable empire size, some could choose a T-centric strategy, some could choose an F-centric strategy, some could choose a blended T/F strategy, and it would be an even fight between any of them.
As part of the quest to better balance T vs F, we're thinking along the lines of 3 major themes:
1) More uses for T.
Additional structure types. Upgrades for structures. Additional entity types. Upgrades for same. Lessor upgrades.
2) Spell modifications.
Multiple spells allowed in effect on a region. Let the various spell effects interact. Overbidding no longer cancels out lower cost F spells. Although cases of contradictory effects, overbidding will bias the resolution of the effects.
Major modification of movement spells:
Change how competing movement spells are processed so they aren't all or nothing deals. Make the various effects "interact" with one another.
Limit the total number of lessors affected proportional with fury spent.
Make them "leaky" by giving lessors a resistance factor which is augmentable by spell (F), purchased upgrade (T) or structures.
I think a little bit of nerfing of the all or nothing certainty of Sucker/OT/HoN/TS will go a long way towards restoring the viability of using lessors in battle.
3) Changes to how fury is generated.
I have to say, adding a third resource is certainly an interesting idea that never even crossed my mind. My initial gut feeling is that there is probably a lot of potential down that path.
-------Original Message-------
Narsham wrote: Hmm.
There are some additional issues with the T/F balance as well. Both T and F and particular threshold levels of utility. With F and regular spell costs, 100 F/125 F/160 F are major break-points, as are the costs for various forms. T is a bit trickier, as theoretically the break-points for killing forms of various sorts are important but in practice, one rarely sees lessers used for that purpose as a big stack is simply a handy source of F or form experience unless it's covered by lots of defensive magic. Spending 200-300 F to protect a stack of lessers is almost never going to be better than Sacrificing the stack or simply never putting that big a stack out there to begin with.
Income is another issue. Mid-game, you're pretty certain to have another 200-300 T next cycle even if things go poorly. If your fights all go wrong and someone misses a tick on a fury farm, you could have little or no F come in, which is a catastrophe. The big advantage of farming is to create an effectively steady F income.
So, just to throw out some ideas, many of which have been aired before: 1. Change things so lessers do not generate fury except from the Sacrifice spell. You generate new fury from damaging forms, from fighting battles and from winning battles. If you want to encourage large armies, have battles generate more fury the more lessers are engaged.
2. Have regions or structures which generate F instead of T.
3. Track the source of all F and make it a matter of diminishing returns. This could work in terms of combat size--maybe a 50 lesser farm returns 100% T in F, but a 200 lesser farm returns only 50% F for the T investment--but it might work better in terms of total F earned from a given player. In other words, I earn 100% F from combats with Mandos until I've earned 200 F total. Then I earn 95% F, then 90%, down to some minimum. You could run an early farm with one player but would then have to switch. You'd also create strong incentive for a player who's losing a war to hang in there, as the winning player will fall behind in F income for taking too long.
4. Add a third resource, say, Anguish. You earn Fury through Sacrifice spells or through structures built with T. You earn Anguish from damaging forms and killing lessers or from losing regions. Fury can be spent to summon and fuel forms and on some spells. Anguish can be spend on other spells. Fury is mainly about sustaining offensives; Anguish is mainly about defending against attack.
Farming would only yield Anguish. Early in the game, you'd rather spend T on structures which generate F as you need the F to win wars. Later in the game, you can either generate Anguish but don't really need it, or are forced to choose between spending T on lessers or on Anguish for defense. (You'd probably want small stacks of lessers and Anguish for the rest.)
Heck, you could allow Anguish to conjure up some form equivalent that is immobile.
In any event, I don't see a fix for fury farming that won't shift the balance of the entire game, aside from an agreement amongst the players not to do it. And the fewer players who farm, the greater the benefit from farming, so those agreements aren't likely to do the job, either.
Narsham
-------Original Message-------
Temptations wrote:
Hey Mandos,
Yeah, we agree, fury farming is an issue that needs fixing.
Thing is though, there isn't really any simply or obvious, let alone easy solution.
We don't see trying to implement an escalating technical whack-a-mole solution as being practical for a number of reasons.
The fundamental issue is the imbalance between T & F. In almost all circumstances, a point of F is way more valuable than a point of T.
Under such conditions, you can hardly blame players for wanting to convert major portions of their T into F in the easiest most reliable means available.
We are leaning towards thinking the most practical idea to address this is along the idea of adding to the game more uses of T to increase the value/utility of T to the point where the decision to convert it to F is no longer an automatic preference.
At the moment we are far from anything being set in stone, but the idea of implementing some sort of UI/Game Engine enforced NAP mechanism is certainly on the table.
There are significant pros & cons to this kind of idea, but we are more certain than not that it's an idea we want to roll out at a minimum at least for testing.
-Temptations
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never received any emails from Evernight? my email was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
If you're going to look at saving throws for each individual lessor, you could look at the code for a dunes region.
Since, in a dunes region, each individual lessor is calculated for survival. That code in particular might even come in handy for other means to track individual lessors in other situations like battle.
Just a thought.
Lunar Savage
-------Original Message-------
Temptations wrote:
Right now the effect of movement spells is evaluated as an all or nothing (per region affected) deal on all lessors in range of the spell.
There's no reason why movement spell effects can't be evaluated on an individual lessor by lessor basis, with each lessor getting a "saving throw" based on it's resistance.
Lessors could have a base resistance by type, say 0% for Crusaders, 5% for Amra, 10% for Rips, etc. augmentable by various modifiers (including negative modifiers, such as higher F bidding by castor reduces resistance).
Any given lessor which is targeted by multiple movement spells would get a separate saving throw against each of them.
If two or more saves were failed, fury spent could be the first tie breaker, if fury spent is tied, the save itself could be the secondary tie breaker. The save that failed the "worst" could be spell that wins.
-------Original Message-------
Narsham wrote: I really like the idea of giving lessors resistance to spell effects. Increasing the resistance with lessor upgrades makes a BB-lessor strategy functional again. Allow the lessor upgrading from Magma Demons and forts to factor into resistance and I could even see players sprinting to Mud Wretches so that their lessors in forts could be mostly/entirely immune to Sucker/OT.
That would also revitalize the ELIM-style games, which are even more about the forms than the regular games.
Narsham
-------Original Message-------
Temptations wrote:
Shifting the balance of the entire game, at least in regards T&F balance, is the intended result.
The objective being that given players of comparable skill level and comparable empire size, some could choose a T-centric strategy, some could choose an F-centric strategy, some could choose a blended T/F strategy, and it would be an even fight between any of them.
As part of the quest to better balance T vs F, we're thinking along the lines of 3 major themes:
1) More uses for T.
Additional structure types. Upgrades for structures. Additional entity types. Upgrades for same. Lessor upgrades.
2) Spell modifications.
Multiple spells allowed in effect on a region. Let the various spell effects interact. Overbidding no longer cancels out lower cost F spells. Although cases of contradictory effects, overbidding will bias the resolution of the effects.
Major modification of movement spells:
Change how competing movement spells are processed so they aren't all or nothing deals. Make the various effects "interact" with one another.
Limit the total number of lessors affected proportional with fury spent.
Make them "leaky" by giving lessors a resistance factor which is augmentable by spell (F), purchased upgrade (T) or structures.
I think a little bit of nerfing of the all or nothing certainty of Sucker/OT/HoN/TS will go a long way towards restoring the viability of using lessors in battle.
3) Changes to how fury is generated.
I have to say, adding a third resource is certainly an interesting idea that never even crossed my mind. My initial gut feeling is that there is probably a lot of potential down that path.
-------Original Message-------
Narsham wrote: Hmm.
There are some additional issues with the T/F balance as well. Both T and F and particular threshold levels of utility. With F and regular spell costs, 100 F/125 F/160 F are major break-points, as are the costs for various forms. T is a bit trickier, as theoretically the break-points for killing forms of various sorts are important but in practice, one rarely sees lessers used for that purpose as a big stack is simply a handy source of F or form experience unless it's covered by lots of defensive magic. Spending 200-300 F to protect a stack of lessers is almost never going to be better than Sacrificing the stack or simply never putting that big a stack out there to begin with.
Income is another issue. Mid-game, you're pretty certain to have another 200-300 T next cycle even if things go poorly. If your fights all go wrong and someone misses a tick on a fury farm, you could have little or no F come in, which is a catastrophe. The big advantage of farming is to create an effectively steady F income.
So, just to throw out some ideas, many of which have been aired before: 1. Change things so lessers do not generate fury except from the Sacrifice spell. You generate new fury from damaging forms, from fighting battles and from winning battles. If you want to encourage large armies, have battles generate more fury the more lessers are engaged.
2. Have regions or structures which generate F instead of T.
3. Track the source of all F and make it a matter of diminishing returns. This could work in terms of combat size--maybe a 50 lesser farm returns 100% T in F, but a 200 lesser farm returns only 50% F for the T investment--but it might work better in terms of total F earned from a given player. In other words, I earn 100% F from combats with Mandos until I've earned 200 F total. Then I earn 95% F, then 90%, down to some minimum. You could run an early farm with one player but would then have to switch. You'd also create strong incentive for a player who's losing a war to hang in there, as the winning player will fall behind in F income for taking too long.
4. Add a third resource, say, Anguish. You earn Fury through Sacrifice spells or through structures built with T. You earn Anguish from damaging forms and killing lessers or from losing regions. Fury can be spent to summon and fuel forms and on some spells. Anguish can be spend on other spells. Fury is mainly about sustaining offensives; Anguish is mainly about defending against attack.
Farming would only yield Anguish. Early in the game, you'd rather spend T on structures which generate F as you need the F to win wars. Later in the game, you can either generate Anguish but don't really need it, or are forced to choose between spending T on lessers or on Anguish for defense. (You'd probably want small stacks of lessers and Anguish for the rest.)
Heck, you could allow Anguish to conjure up some form equivalent that is immobile.
In any event, I don't see a fix for fury farming that won't shift the balance of the entire game, aside from an agreement amongst the players not to do it. And the fewer players who farm, the greater the benefit from farming, so those agreements aren't likely to do the job, either.
Narsham
-------Original Message-------
Temptations wrote:
Hey Mandos,
Yeah, we agree, fury farming is an issue that needs fixing.
Thing is though, there isn't really any simply or obvious, let alone easy solution.
We don't see trying to implement an escalating technical whack-a-mole solution as being practical for a number of reasons.
The fundamental issue is the imbalance between T & F. In almost all circumstances, a point of F is way more valuable than a point of T.
Under such conditions, you can hardly blame players for wanting to convert major portions of their T into F in the easiest most reliable means available.
We are leaning towards thinking the most practical idea to address this is along the idea of adding to the game more uses of T to increase the value/utility of T to the point where the decision to convert it to F is no longer an automatic preference.
At the moment we are far from anything being set in stone, but the idea of implementing some sort of UI/Game Engine enforced NAP mechanism is certainly on the table.
There are significant pros & cons to this kind of idea, but we are more certain than not that it's an idea we want to roll out at a minimum at least for testing.
-Temptations
-------Original Message-------
Mandos wrote: wow its really quiet in here Temptations...
Another thing i think really needs to be fixed is farming. I am on the record on this, fury farms were not in the thinking of the game designers and they have tilted the game completely to the point where it is impossible to use a Lesser strategy. In my opinion farms made the games balance disappear and the snowball affect becomes much easier to achieve. Choose the right farming partner at the game start and the players with the best early expansion will almost certainly win if they are at all competent.
Farms need to be abolished and it has to happen gradually and by force of habit. The game rules should be such that programatically you can enter into a non-agression pact. You should be able to set in the UI a termination length. Once this happens you should function as an Alliance currently does (not that that setting is ever used anymore) so that farming is not possible.
Anyone entering into a peace agreement outside of the UI should not be able to complain about NAP breaches. Enter a NAP agreement in email only and your partner storms your borders... tough.
Using the UI system for NAPs would stop any NAP partner being able to jump the NAP as the system would only terminate the "Alliance" after the correct number of ticks...
This will correct the game play and also have the added bonus of bringing back feuds when some shifty characters try to bend the rules. Lies and Sighs will be a happening place again.
Without this change gameplay is one dimensional. Lots of Woodens and lots of Demons. Very few dragons and almost no Collossa until nearer the endgame, very few Lessor battles.
Mandos
-------Original Message-------
Temptations wrote:
Actually, yes, something along these lines is on the drawing board and will be implemented.
Whether or not 2-way communication will be supported is in question, but an option to turn on 1-way outbound forwarding is a short list item for early implementation.
-------Original Message-------
Mandos wrote: on a simialr train of thought... i always thought it would be nice to get in game and lobby emails CCd to your personal email. Just a thought and should be really easy to do.
M
-------Original Message-------
Mandos wrote: Hello everyone,
I finally have a home laptop and a little bit more time on my hands (kids are now 4 and 7). How is the game doing since the new management took over?
Why have I never received any emails from Evernight? my email was up to date and subscribed to newsletters etc. The easiest way to contact old players would be to send a group email to all addresses in the database... was that done?
Anyway, I might just join a game...
Mandos
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