You need to pander to both sides.
I'm actually all up for this game becoming deeper and deeper , introducing trade , crafting , tournaments , fief upgrades etc. What you people fail to realise is that Strat is not based solely on cRPG and battles. It's like a single player campaing in Mount & Blade (which included all of the above) +the battles. I like the way it's going so far, if there will be an actual (better than now , ofc) economical system and fights for trade routes etc, battles would also have more meaning and reason behind them, not just "faction A attacked faction B because they don't like em".
And i could care less if it's browser or not as long as it's gonna be interesting.
Why? Thats what annoyed me the most in last strat, hordes of inactive players that produce gold just because of their mere existance. Why should I add a position in a game for someone who doesn't want to play the game in the first place?
Strategus was never supposed to be "strength by numbers", it was supposed to be "strength by strategy". Having a bunch of inactive serials sitting around to define the gold everyone gets is not a game worth playing, let alone coding.
Of course, this doesn't mean that everything is perfectly balanced. Lots of things will be finetuned.
And for those who don't know what to do or how to conquer fiefs or gain money, read the guide here (tba)
I played one of those browsergames for several weeks where you build troops, attack at some time and capture villages. It was fun at first but after some time it was really timeconsuming, forcing me to do things every few hours not to fall back. I hope strat isn't heading this way.
The best way to encourage active players and toss aside inactive players is to increase the amount of gold gained from playing crpg. I don't understand why it moved the other direction.That's not strategus activity, that's crpg activity.
because it kills trading.
Yet again strategus is changed, normaly i applaude the changes but this last ones... wel are totaly stupid and out of context of a war game.
Assuming 50 troops and 50 goods -
Time to recruit 50 troops: 50 manhours
Cost to recruit 50 troops: 250 gold
Time to gather 50 goods: 50 manhours
Cost to gather 50 goods: 400 gold
Cost to equip 50 troops: 10,600 gold
Time to gather 11,250 gold @ 12/hr: 937 manhours
Total cost: 11, 250 gold
Total manhours: 1037
Why? Thats what annoyed me the most in last strat, hordes of inactive players that produce gold just because of their mere existance. Why should I add a position in a game for someone who doesn't want to play the game in the first place?
Strategus was never supposed to be "strength by numbers", it was supposed to be "strength by strategy". Having a bunch of inactive serials sitting around to define the gold everyone gets is not a game worth playing, let alone coding.
Of course, this doesn't mean that everything is perfectly balanced. Lots of things will be finetuned.
And for those who don't know what to do or how to conquer fiefs or gain money, read the guide here (tba)
I just feel like the current system supports hoards of relatively inactive crafters instead. They just have to be slightly more active in making transfers...aka traders have to bug them to log in and transfer a lot more if you actually want to see the profit. But essentially they are still doing exactly the same thing. If one of them gets low on gold, then the person with the most gold simply has to transfer across to them to keep production going.
I just feel like the current system supports hoards of relatively inactive crafters instead.This is fine, though, because in order to have a hoard of people crafting, you must have a pretty good number of people trading.
I think this new plan is going to be action packed once we get the issues sorted out.Exactly. When issues like "No one is able to maintain an army" and "There is no money" get fixed, I'm sure these changes will work fine.
because it kills trading.Why do you never listen to the player base chadz ? only time u listen realy listen and cared was the split of EU/NA,
Question: Who is Jann Erik?That be me :P
That be me :PHva faen! Vi har det samme navnet! Jeg heter også Jan Erik :D
I guess chadzs aim is that people play strat? previous strat was just for the leaderships of clans. normal clan members ONLY got to sit and press farm then press transfer when told to. How fun is that for most of the clan?
I guess chadzs aim is that people play strat? previous strat was just for the leaderships of clans. normal clan members ONLY got to sit and press farm then press transfer when told to. How fun is that for most of the clan?I don't have a problem with adding trading and I doubt many do. What's pissing me and several others off is the massive financing nerf. While having a trading option increases the fun you can have. Strategus 3 as a whole is more boring as battles will be more of a rarity at the current rate. I think equipment should return to its Strat 2 costs and trading should produce a bigger profit than it currently does.
chadz, wth are you doing to strategus ?Killing the mod, obviously.
Hva faen! Vi har det samme navnet! Jeg heter også Jan Erik :DJojo kjempe navn det da :D
I'd rather play Evony (http://www.evony.com/) at the moment than having to run around like rabbit selling shit and have your armies melt away like hot chocolate thanks to upkeep.
WARFARE PLEASE.
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Micromanagement = go away!
Do we even know what needs change though? I've been making a nice ammount of money just through trading, or at least have been exploring different trade routes to see where I can maximise profit. The more gold I start getting, the more gold I'll make, just takes a while to get the ball rolling.it takes weeks for the ball to be rolling Oberyn, to many weeks. This is typical tho. focus on the start of strat but never the end game as so many other game developers.
I'd rather want to fight than play some browser game that says: "24 hour left till you can build a woodcutter hut" and then once a day check that, or that is how it feels like at the moment.
I don't care about trading and shit I just want to fight.
I'd rather want to fight than play some browser game that says: "24 hour left till you can build a woodcutter hut" and then once a day check that, or that is how it feels like at the moment.
I don't care about trading and shit I just want to fight.
Go on a battle or siege server?
I want battles to have meaning. Not just "oh noes you took the village I guess I'm'a go to one of the other 87 nearby villages to do my stuff now" but more like "YOU BURNED DOWN MY BLACKSMITH I'LL KILL YOU".
The more invested we can be in the map, the more intense I think the war will be.
I mean really, people like you should just play on the regular servers until your clan leader says "time to fight", then you join the strategus fight. There is no reason for you to engage in trading, ambushing, scouting, recruiting or anything else if you don't want to. Pick a town and sit in it. I'm sure there are plenty of people who will take you on as a pure combatant.
You sir are dumb.
I don't mind most of it but when I have 16 gold and im crafting at 43% efficiency with 3 gold profit, I come back with 14 gold? ... At least make the work/fail rate 100% , the 3 gold profit was including wait times, and I never got the good to sell...
I don't mind most of it but when I have 16 gold and im crafting at 43% efficiency with 3 gold profit, I come back with 14 gold? ... At least make the work/fail rate 100% , the 3 gold profit was including wait times, and I never got the good to sell...How do you only have 16 gold? Do you never play battle or siege? That'll get you hundreds of gold in strategus (unless you are on the losing team every round).
As I said, I'd rather want to have more fighting and less micromanagement stuff like Trading before, right now it's just 99% trading.From your perspective, nothing should have changed.
From what I have seen, the pattern that the dev team seems to go by, is to make things significantly more time consuming.
Remember when hierlooms didn't take 100s of hours?
Remember when gold in C-rpg didn't flow out of your wallets from maintenance?
Now the same thing is happening with strategus. I do not think it is bad, but I think there is an overlying premise that the devs are trying to continue fixing...but the problem is cyclical.
Seemingly Dev ideas: "There are too many players that are the best, and no new players can join and have fun"...Solution? "Make everything much harder, so the player whom are the best are not rediculously good anymore."
I think this idea works in some cases, but we really should consider giving newer players incentives to play, without the solution being, "make veteran players/clans less scary."
There needs to be a line drawn so that everyone is at risk of losing and gaining immediate power. Instead of making power impossible to get, but absolute once obtained.
*Edit- Think of hierlooms, they are hard to get, but once you get them you have an advantage forever.
Same with money, and soon it will be same with power in strategus.
Right now I can sit in my shithole fief and make Eels.
Each Eel cost 10
Visiting cost per hour 5
Sale price of Eel ~20
Profit: 5 gold per hour
The costs without an easy income are killing the game, especially for smaller clans. I do have 100 troops and the costs are eating up my money. I can't even buy gear. I get almost nothing from playing and I'm not willing to play for hours each day just not to go bankrupt. So is this game just about sitting around in towns making goods in the hope to sell them somewhere with profit now?
I have been making 8 goods in 10 hours now. If I calculated correctly I may be able to sell them somewhere at a good prize for a profit of maybe 8-10 per item. So i have a win of about 200-240 per day. So I need 100 days to buy a sword for each of my troops (they're still naked then!). Must be a joke?
From your perspective, nothing should have changed.
Before:
You go to a town, click "work"
Hand your money to the clan so they can create and operate an army
Now:
You go to a town and click "craft"
Hand your goods to the clan so they can create and operate an army
What's so different about that? From your perspective.
Of course, now clans need to move goods around but you only need a couple of designated "traders" doing this work. You can also have scouts and ambushers to intercept other clans' goods. But again, at the basic level, the average player can just go to a town, click a couple buttons and he's done.
If everyone in your clan is gathering his own goods and moving them to sell, then you are doing it wrong -- seriously. You should be making goods and having one or two designated traders gathering them up and selling them, otherwise you are wasting a whole lot of manpower doing travel, when it could be used to make more goods.
Difference is, it feels like it takes 10x longer to actually equip and operate an army compared to last strat, meaning alot less battles... which i dunno, i thought was the point of a war game...
Difference is, it feels like it takes 10x longer to actually equip and operate an army compared to last strat, meaning alot less battles... which i dunno, i thought was the point of a war game...