cRPG

Strategus => Strategus General Discussion => Topic started by: Stabb on February 27, 2014, 09:00:18 pm

Title: Crime
Post by: Stabb on February 27, 2014, 09:00:18 pm
So I'm looking at some fiefs and I have become very confused about crime. Hopefully I'm not the only one who is super confused about this.

1. Does crime increase as there is more S&D or does it increase by the amount of time since a transaction was made?

2. How is crime decreased?

3. How many troops die per hour from crime, or does it kill them all in one hit?

4. Does crime have an affect on anything besides your troops?
Title: Re: Crime
Post by: Eddy on February 27, 2014, 09:24:56 pm
Crime:
Most likely it will work like this: Every village has a crime rate of 0%. Every hour your S&D is > than your daily production, you gain 1%, when its below, you lose 1%. Every minute, a random troop in the fief (visitors or garrison) dies, based on the chance of the crime.
Changed the crime rate tick to every 2 hours instead of every hour, and changed the formula to S&D > daily_income+1000
Should answer your questions i think :wink:
Title: Re: Crime
Post by: Stabb on February 27, 2014, 09:25:53 pm
Should answer your questions i think :wink:

Yes you did. Thank you.
Title: Re: Crime
Post by: Bittersteel on February 27, 2014, 10:13:22 pm
Should defnitely nerf crime, 25 men died in 10 minutes. That makes no sense what-so-ever. I mean, are you telling me there are murderers running around in every fief killing people randomly?
Title: Re: Crime
Post by: imisshotmail on February 27, 2014, 10:22:04 pm
Should defnitely nerf crime, 25 men died in 10 minutes. That makes no sense what-so-ever. I mean, are you telling me there are murderers running around in every fief killing people randomly?

The idea with crime is Don't go inside a fief with crime. You're not supposed to be able to just idle in a fief that has crime. Stay outside it.
Title: Re: Crime
Post by: Bittersteel on February 27, 2014, 10:26:21 pm
Obviously, i got that part. But it seems dumb with so many casualties. It's way too much.
Title: Re: Crime
Post by: Artyem on February 27, 2014, 10:28:52 pm
The idea with crime is Don't go inside a fief with crime. You're not supposed to be able to just idle in a fief that has crime. Stay outside it.

While you're not entirely wrong, it's still a little ridiculous that you can lose 100 troops in a single night because you didn't feel like parking outside of a fief.  Shit, I lost 20 troops last night in about an hour when I was spending production points and transferring gear.
Title: Re: Crime
Post by: Lt_Anders on February 27, 2014, 10:56:22 pm
End of last strat there were thousands of troops inside inactive fiefs where the clans hadn't done anything for ages, if the crime mechanic was like 1 troop per day or 1 troop per hour it wouldnt even make a dent on that sort of playstyle. It has to be punishing, dont hang around in a fief with crime.

It completly makes being a fief owner, bullshit. Crime goes up, you either have to leave YOUR OWN FIEF (and thereby all the glitchs etch that can come with it) or suffer.

Now, I think the gear glitch is supposed to be offest by rank thingy, but I'm not sure if you can do that while NOT in the fief....
Title: Re: Crime
Post by: imisshotmail on February 27, 2014, 11:09:27 pm
Any clan that can't keep the s&d down in their fiefs below 1200, does not deserve to own that many fiefs.
Title: Re: Crime
Post by: Bittersteel on February 28, 2014, 12:20:55 am
Better to add diseases or something for fiefs with over 10000 men within.
Title: Re: Crime
Post by: Bittersteel on February 28, 2014, 12:34:53 am
But then it wouldnt punish inactive fiefs with a load of people in In which way wouldn't it? Same affect as now. If low troops, just take it., and it wouldnt punish a small faction from owning a load of spread-out fiefs at once. Same as above, small faction, spread out fiefs. Either low troops count or same affect as now.And the 10k garrisons alone last Strat were just stupid, hopefully now we'll never even get close to that many troops camping one fief.

I mean, there's plenty of options, i personally believe, there's tons better then the current one.
Title: Re: Crime
Post by: Bittersteel on February 28, 2014, 12:52:58 am
10k was just a number and it was merely a suggestion. I agree on all of your points except i believe the number needs to be dramatically lowered. Might just be my opinion right now as we haven't gotten far into strat.
Title: Re: Crime
Post by: Butan on February 28, 2014, 02:35:26 am
Might just be my opinion right now as we haven't gotten far into strat.


I believe everything will work just fine if we give it enough time. Early strat cant be the basis on which we compare if stuff is working or not: today 10.000 silver is a lot, tomorrow 1.000.000 will be nothing! The same applies for everything based on numbers, as is crime.
Title: Re: Crime
Post by: Lt_Anders on February 28, 2014, 04:49:06 am
Also, remember that crime is based on prosperity right?(that affects s/d growth so high prosp means higher crime tolerance more goods, etc, but faster growth so more easily needs be managed.)
Title: Re: Crime
Post by: Bittersteel on February 28, 2014, 02:03:22 pm

I believe everything will work just fine if we give it enough time. Early strat cant be the basis on which we compare if stuff is working or not: today 10.000 silver is a lot, tomorrow 1.000.000 will be nothing! The same applies for everything based on numbers, as is crime.

Might be, will be interesting to see.
Title: Re: Crime
Post by: MURDERTRON on February 28, 2014, 03:00:01 pm
It's pretty dumb that prosperity's effect on crime is linear, because it's effect on S+D isn't.
Title: Re: Crime
Post by: Counterhorror on February 28, 2014, 03:16:02 pm
You're still thinking like last Strat, a 9k heavily armed defense isn't 'low troops', dumping 9k heavily armed into every fief means at least 4-5 attacks unless you cap right away, plenty of time to come reinforce, so very easy to own way more land than you have active players - just like happened by the end of last Strat.

Crime punishes everyone the same as long as they dont adapt. In lazy factions it means no garrison and high crime, easy to capture, in more organized factions it means that S/D is no longer something you want to stockpile and cry when someone uses it, it's now something you want to encourage people to use.

This is true but then crime should reset once taken by a new faction. so it does not punish whoever takes it. because right now its really stupid. you take a village. you clear it out then you have to wait tons of time for the crime to go down before you can defend it again.
Title: Re: Crime
Post by: Butan on February 28, 2014, 03:31:09 pm
Its actually very good that the crime doesnt reset, you can use crime as a defensive and anti-expansion weapon  :wink:  atm with silly AI recruitment all fiefs are taken with minimal losses so thats the only shield against easy rampage.
Title: Re: Crime
Post by: Keshian on February 28, 2014, 05:36:01 pm
I'm a little confused.  I thought chadz changed it to 1000+prosperity before crime kicks in.  I saw a fief that had 1500 then it dropped to 800 so under the threshold.  I set my path to it overnight.  I wake up the next morning and it still has 14% crime rate and I lost 60 troops and some gold even though it was still under 900 S&D.

Does crime slowly decrease once its under the threshold?  What is the rate of decay if thats the case?
Title: Re: Crime
Post by: Pentecost on February 28, 2014, 06:13:58 pm
I'm a little confused.  I thought chadz changed it to 1000+prosperity before crime kicks in.  I saw a fief that had 1500 then it dropped to 800 so under the threshold.  I set my path to it overnight.  I wake up the next morning and it still has 14% crime rate and I lost 60 troops and some gold even though it was still under 900 S&D.

Does crime slowly decrease once its under the threshold?  What is the rate of decay if thats the case?

Kesh, it looks like the way it works is that a fief with crime will have the crime rate go down if its S&D is below 1000+fief prosperity at a rate of 1% per 2 hours. In the example you provided above, that particular fief would need 28 hours of being below 1000+fief prosperity to get to 0% crime.
Title: Re: Crime
Post by: Erasmas on February 28, 2014, 07:24:59 pm
I'm a little confused.  I thought chadz changed it to 1000+prosperity before crime kicks in.  I saw a fief that had 1500 then it dropped to 800 so under the threshold.  I set my path to it overnight.  I wake up the next morning and it still has 14% crime rate and I lost 60 troops and some gold even though it was still under 900 S&D.

Does crime slowly decrease once its under the threshold?  What is the rate of decay if thats the case?

Clearly it goes up and down slowly - 1% per tick, where tick is 2h. So it is not enough to buy out the goods to drop crime to 0%, you need to keep S&D low all the time.

 
Title: Re: Crime
Post by: Penitent on March 01, 2014, 10:32:17 pm
Crime should kill a percentage of troops, not a raw number maybe. 
Either way, it should be nerfed, for real.

-Crime kills all your troops because you stepped away from your computer for a few hours (the horror)!

-The way to fix crime is to sell goods to stabalize the S&D, right?

-To stabalize the S&D you have to enter the town.

-You enter the town to help the S&D/Crime rate, and if you are not autistically babysittying your comp at this moment, you lose troops.


The whole thing is a little heavy handed, and I think it should be scaled back a bit in my humble opinion -- to give people a chance at having a life without losing all their troops over night.  Especially when there isn't any kind of manual or detailed log and some people aren't even aware of this mechanic.
Title: Re: Crime
Post by: Butan on March 01, 2014, 11:54:42 pm
If you stay just outside the fief, 0meter away (just clicking move and cancelling) you can re-enter and leave the fief in 1mn each. Nothing heavy.
Title: Re: Crime
Post by: Jona on March 02, 2014, 12:50:09 am
My first impression of crime was that the crime % was the chance that some troops would be killed. For example, if the crime rate is 10%, there is a 1 in 10 chance that a set number (or percent) of troops will be killed. But seeing how even with low percent a crapton of troops are being utterly decimated, I am assuming that the percent instead applies to the total number of troops you have? So say you enter a fief with 10% crime with 1000 men. This means that after two hours you lose 100 men? And then after another 2 hours you lose 90? And so on? In other words, it is not a chance that some guys might die, it is a guaranteed fact that some will?

So this also means if you take one of those castles or cities with nearly 90% crime rate that you will lose nearly all of your remaining army once inside? In other words you need to take a castle, not garrison it, or even idle inside it, and then buy a lot of S&D, and then wait, and wait, and wait until each hour it slowly drops by 1% down to a reasonable amount? I just don't see how this is fair, and it seems to strongly discourage the taking of castles and cities as of now, unless you trade with them for a dang long time beforehand. If you take a castle that someone else was also going for, you can't garrison it against their attack, since after only 2 hours (remember, you garrison has to be alive for 24 hours) 90% of your army will be dead. By the time the battle starts you will most likely have at most 5 troops left. Unless crime doesn't affect besieged cities?
Title: Re: Crime
Post by: Tears of Destiny on March 02, 2014, 01:28:52 am
How do I recruit these criminals for my army? They seem sufficiently murderous.
Title: Re: Crime
Post by: kinngrimm on March 02, 2014, 01:30:36 am
perhaps getting rid of crime should be done in half the time to establish it or dont make it time based at all when people sell and S&D drops below 1k+prosp then set crimerate set to 0.
Title: Re: Crime
Post by: Jona on March 02, 2014, 03:26:26 am
Nah, it's applied every minute as a chance that a man will die. So at 10% there's a 10% chance you'll lose 1 troop that minute, which averages at losing roughly 6 an hour, or 50-60 over night at a consistent 10%.

Alrighty, thanks for the clarification.
Title: Re: Crime
Post by: Penitent on March 02, 2014, 03:58:06 am
I should really count the number of times we've offered this solution, it's a lot, and still people say that no-lifing is the only answer to the crime mechanic xD

I mean, who understands the mechanic but still sets their path to a 60% crime fief overnight or in the morning anyway? Then goes 'Oh, my troops have died, guess it was unavoidable, screw you mechanic!'. Use ya noggin, i've been playing trade simulator for a couple of days now trying this mechanic out and haven't lost a single troop to crime yet, cos i've only directly clicked on fiefs when i'm right ontop of them already (takes 0 time to enter) or if crime is at 0. Does it really take more than a minute just to sell your goods, buy some more and leave...

This isn't true.  I move right next to a fief and prepare to enter...then I click enter and it takes 15-20 mins to enter, depending on how far I am.  Sorry, I guess I'm not so good clicking the exact pixel next to the fief to loiter before I enter.  Then I HAVE to stay at my comp for that 15/20 mins, or set a timer, to come back and sell goods and quickly exit.  God forbid the baby is crying or I have to run out and buy some beer -- then all my troops are gone.
Title: Re: Crime
Post by: Haze_The_Hobo on March 02, 2014, 07:57:57 am
Fix crime already.. I lost about 300 troops, cuz i have a life and can't be around c-rpg or strategus 24/7.
Title: Re: Crime
Post by: Tovi on March 02, 2014, 09:02:45 am
At least, crime should decrease when troops get killed. We can suppose our troops defend themselves and kill some bandits.
Title: Re: Crime
Post by: Haze_The_Hobo on March 02, 2014, 10:21:28 am
At least, crime should decrease when troops get killed. We can suppose our troops defend themselves and kill some bandits.

This.

As i said in the other thread earlier, it is ridiculous that peasant criminals can kill hundreds of trained soldiers in a day..
Title: Re: Crime
Post by: kinngrimm on March 02, 2014, 11:03:37 am
At least, crime should decrease when troops get killed. We can suppose our troops defend themselves and kill some bandits.
me likes it  :P
Title: Re: Crime
Post by: GRANDMOM on March 03, 2014, 10:51:44 am
That's actually a really interesting notion that i hadn't considered. I hope some important dev reads that.

It makes perfect sense that during the act of conquering a fief the crime would be wiped out and reset to build up again. Maybe taking a fief in battle should reset the crime % to 0 and maybe even the S/D.

Nah its a better defence than actual garissons - who would wanna take a 100% crimeevillage and bring gold to buy goods and invest time into bringing the crime down before even being able to enter the village. Taking land/fiefs means now you have to dominate the territory around the fief - or you would just get sieged by the previous owner and die from crime in the fief you just got. Takes some planning
Title: Re: Crime
Post by: Haze_The_Hobo on March 03, 2014, 12:51:57 pm
It does offer an unfair advantage to previous fief owners, because we're much more familiar with the exact entry point of fiefs and know where to click. Although if you want a way round that, click to enter the fief (you'll still be hours away so no danger to try this enroute) and just see where you're line takes you, then manually using 'Move ____ to' make sure your line takes you to the same point, might take you 2 tries. Then however experienced you are you can guarantee ending up directly above the fief.

You can do the above in like a minute, no no-lifing involved.

Guess what, i haven't lost any troops and i'm not on strat 24/7, maybe because i don't sit in fiefs with high crime since chadz mentioned the new mechanic. If you 'have a life' that's even more reason to use your brain when you do play because it's the only way to beat the no-lifers. What part of 'Crime % bad, makes troops leave' was unclear enough for you to set your path to high-crime fiefs and leave it?
 
If you're a new player or never read forums i apologize, Strategus is a bastard to guys like you.

TBH i don't give a shit about your opinion, since i really have a decent life and don't even think about strategus when i ain't home playing c-rpg.

Faulty mechanics is faulty. I don't think this was implented to make strategus unplayable for all others than no-lifers. Imho it was added so big clans couldn't just town whore and gather troops.
Title: Re: Crime
Post by: Bittersteel on March 03, 2014, 02:35:59 pm
Wow, such a rude bitch.
Title: Re: Crime
Post by: Butan on March 03, 2014, 02:38:24 pm
TBH i don't give a shit about your opinion, since i really have a decent life and don't even think about strategus when i ain't home playing c-rpg.

I have a better life than you, and think even less of strategus than you, thus your opinion is invalid.
*insert genius meme*



... If I read it right, your care meter is high enough to rage about losing troops, but too low to read someone's solution about it?  :lol:
Title: Re: Crime
Post by: Haze_The_Hobo on March 03, 2014, 03:00:20 pm
I have a better life than you, and think even less of strategus than you, thus your opinion is invalid.
*insert genius meme*



... If I read it right, your care meter is high enough to rage about losing troops, but too low to read someone's solution about it?  :lol:

You are not supposed to camp outside villages cuz of bugged crime system.

You are supposed to go inside the village for drink, sex, food and bed. Why should i stay outside??

Title: Re: Crime
Post by: Butan on March 03, 2014, 03:05:40 pm
Because chadz wills it.
Title: Re: Crime
Post by: Haze_The_Hobo on March 03, 2014, 03:15:00 pm
Because chadz wills it.

This does not target big factions (as intended) who use multiple logins for their accounts and strategus control. Crime only hits the partly active "soloers" and small factions hard.
Title: Re: Crime
Post by: FRANK_THE_TANK on March 04, 2014, 05:17:35 am
It's a great mechanic it enables trade embargoes on fiefs, this thing could get really interesting.
Title: Re: Crime
Post by: Knute on March 04, 2014, 05:36:39 am
Instead of crime call it dysentery! Or D&D, desertion and dysentery (or just disease).
Title: Re: Crime
Post by: Tovi on March 04, 2014, 07:36:01 am
But it should start only at a high level of SD.
With only 2% crime rate, I've lost 30 troops in 9 hours. Faster than I can recruit.

When crime rate reach 100%, what can we do ? Plunder SD ? That's a strange way to fight crime. Is it Socialism or something ?
Title: Re: Crime
Post by: Kampfkarotte on June 25, 2014, 11:00:50 am
Do you also lose troops when you have only 100 men or less?
Title: Re: Crime
Post by: Kampfkarotte on June 25, 2014, 11:16:29 am
Okay thanks

I am currently losing troops but because I have my cap at 100, it always restores immediately back to 100.
I would like to be able to say I don't want to recruit anymore without losing troops by reducing my cap to 1..
Title: Re: Crime
Post by: GRANDMOM on June 25, 2014, 12:55:49 pm
Okay thanks

I am currently losing troops but because I have my cap at 100, it always restores immediately back to 100.
I would like to be able to say I don't want to recruit anymore without losing troops by reducing my cap to 1..

You can
Title: Re: Crime
Post by: Butan on June 27, 2014, 12:52:09 am
I dont have any tickets left, and I have stayed in 100% crime villages overnight and never went under 100, with army cap on 100.
I've sometimes did the same with army cap above 100, and I always went back to see my army to have decreased its size to 100 and not less.

From this observation, I'm positive that crime doesnt kill troops between 1 and 100.


So I think you're both wrong Heskey and Grandmom! (from all people, you two in the same thread on the same day?  :mrgreen:)
This mean that if you set your troop cap between 1 and 100 you can go anywhere you want without caring about crime.
The only problem is that, when you have reached your army cap, you consume tickets for silver per hour instead of generating troops per hour. And tickets are far more valuable (both for logistical reason, and for its market value), so except if you really dont want to have to care about crime, its always better to recruit and use the troops efficiently (dropping them for your friends, using them in battles, selling them, or just keeping them for defense).
Title: Re: Crime
Post by: Balikar on August 04, 2014, 04:08:49 pm
....Burn this thread. It will never see the light of day

Screenshotted.  Just in case.  Printed out copies as well...