Author Topic: Strategus Changes  (Read 15232 times)

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Offline dodnet

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Re: Strategus Changes
« Reply #150 on: October 19, 2012, 08:49:08 pm »
0
If it was after patch he prolly only had 4000 goods, it calculates as crates cuz of new penalty system. pre-patch it would have been about 650 crates... which is still a lot, but not 24,000.

I don't think so. It was yesterday morning. I don't know when the patch got active but I'm quite sure it was before the patch.
The logic of war seems to be that if a belligerent can fight he will fight.

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Offline kinngrimm

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Re: Strategus Changes
« Reply #151 on: October 19, 2012, 09:26:26 pm »
+2
@chadz
concerning reasons for a  PP reset:
1. UIF did a great job understanding and therefor setting their economy up in the beginning, that but was on the assumption with the old formular having 1 production place for 4-5 selling places. This new system screws that ratio and therefor cripples an economy build upon the initial system.
2. The economy system in the beginning could have been made more clear. F.E. by just stating waht would be the best ratio of buying/selling locations. It is after all the base of warfare to have a stable economy and not all smaller factions may have so committed testing proceedings and just did what they thought would be ok.
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concerning the micromanagement,
1) what Kesh said(damn you Kesh that you make me agree with you so often in one thread)
2) you may just ignore the penalty and trade in big quantities anyways, which then but slows your own traders down like hell, which is kind of against the more bigger battles and faster paced gameplay
3) we have tested with traders acting on their own, didn't work, so we came back to swapping goods like in last strat, which is already micromanagement intensive
4) If you want to make singleplayer free traders, you need to offer different kind of insentives to those who should open their borders to them. F.E. Traders may also gain PP through f.e amount of trades tehy do and then choose places where to increase prosperity, so they can have influence onto their own trade routs. This also but needs to be rather limited, not that then all of a sudden, people get kicked out of their faction to become these "FREE" traders ^^. AS in other suggestion threads mentioned , perhaps including roles each character may choose at spawn and therefor as singleplayer or faction created by them, has different kind of mali or boni. Roles f.e. traders/conquererors/mercenaries/spies/builders/...

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Offline Andswaru

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Re: Strategus Changes
« Reply #152 on: October 19, 2012, 10:45:29 pm »
+2
Dearest Kinngrimm,

I set 5 fiefs at 5 different prices at the start of the round and looked at the goods regeneration rate. It is from this research that i worked out which  goods price was better than others. Why should i waste my PP and share the result of my research with other clans that im not aligned with (actually if they were clever they could of looked at different fiefs with different prices, looked at regeneration rates hoping for a base rate of prosperity of around 201 and come too the same conclusion that cost us points in investments), so they can invest their PP without the penalty of having 5 wasted villages like I have/had? Other clans had alliances which owned 30+ fiefs so could of tested the whole range of prices instead of just blindly betting upon the old system been in place (after S&D was introduced at the start of this round) where as high a price as possible for selling was optimal.

Regarding the Developers been in Nord, I know they take exactly 0% part of any leadership choices in any strat since Nordmen were formed, they also dont even bother grinding ticks most of the time because Devs mostly dont play, something about the fun been in the creation, they actually only add to the number of players in our faction on the strat page.
Kinngrimm so far in this strat ive been compared to every mad dictator going, so being compared to okiN is something that is slightly worrisome perhaps im loosing my mad dictator edge?

Thanks for your time, any more questions that you need pointlessly answering please contact me via PM, this thread is for comments regarding the Patch and not my dictatorship skills.
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[18:25] <@chadz> soon(tm)

Offline Mike_of_Kingswell

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Re: Strategus Changes
« Reply #153 on: October 20, 2012, 12:01:47 am »
0
Regarding the Developers been in Nord, I know they take exactly 0% part of any leadership choices in any strat since Nordmen were formed, they also dont even bother grinding ticks most of the time because Devs mostly dont play, something about the fun been in the creation, they actually only add to the number of players in our faction on the strat page.

So your saying the same devs that dont help out their own clan even in legit ways (like grinding tickets) let themselfs be influenced by someone else to help out another clan?
My personal opinion on chadz varies depending on the actuall topic discussed but I never figured him to be someone who is influenced, fooled, tricked or played in any way.
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Offline Andswaru

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Re: Strategus Changes
« Reply #154 on: October 20, 2012, 12:41:21 am »
0
So your saying the same devs that dont help out their own clan even in legit ways (like grinding tickets) let themselfs be influenced by someone else to help out another clan?

Firstly one of them once told me, they dont play the game so much because for them the fun is in creating the game and its features. In regard to your second point I presume he has a development team to assist him on the project? Tomas is part of the Strat development team therefore assisting with the direction of strategus.

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Offline Lech

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Re: Strategus Changes
« Reply #155 on: October 20, 2012, 01:10:01 am »
+1
Firstly one of them once told me, they dont play the game so much because for them the fun is in creating the game and its features. In regard to your second point I presume he has a development team to assist him on the project? Tomas is part of the Strat development team therefore assisting with the direction of strategus.

Wait, so tomas was developing strategus and failed to figure out simple math ? Maybe he shouldn't be in strat dev team then ... :rolleyes:

Offline Haboe

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Re: Strategus Changes
« Reply #156 on: October 20, 2012, 01:20:42 am »
+3
Wait, so tomas was developing strategus and failed to figure out simple math ? Maybe he shouldn't be in strat dev team then ... :rolleyes:

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Offline Mike_of_Kingswell

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Re: Strategus Changes
« Reply #157 on: October 20, 2012, 01:44:12 am »
+4
In regard to your second point I presume he has a development team to assist him on the project? Tomas is part of the Strat development team therefore assisting with the direction of strategus.
There you go. Neither you nor I myself have any real idea how they handle that stuff but accusing someone who - in whatever way - helps to develop strategus of doing so only to help himself is not a gentlemen move. Especially since you base this accusation solely on the fact that you dislike those changes.
And as I said before I myself cant see chadz doing changes and puting work into the game just to make you guys unhappy. In the end I dont think you (and me) take yourselfs (ourselfs) too serious if you think that.
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Offline arowaine

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Re: Strategus Changes
« Reply #158 on: October 20, 2012, 03:56:16 am »
+1
good stuff chadz hope you give respec to fief owner so we can all fix our economie :D
Desire: pls smite FCC 2.0 T.T

Offline kinngrimm

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Re: Strategus Changes
« Reply #159 on: October 20, 2012, 03:57:06 am »
0
@chadz
one point i missed about the 100 goods rule. I predict as others did, it will slow down economic and therefor warfare.
Atm most free traders got bashed out of strat pretty hard by most factions. I expect them not to be around for a while ^^ So those traders left who would get the fiefs owners income in terms of taxes aren't that much around atm. We were in the last 2 weeks going more and more for the old system to create huge trade caravans, their ETA is now after Christmas so to speak  :mrgreen: which i can live with. I can't really say if the trade on many fiefs with the 100goods rule will cripple the economy to a standstill as i do have 20 pretty active guys atm so there is money to be made. Still we will make trade caravans with a shit load of goods, only because it is easier to organize than giving players areas to trade in with fiefs they are allowed to trade and others not and making them of all possible consequences aware ^^.

@Lt_Anders
The human component, there are players which are better used as bots than people with brains, sry Wolves  :oops: but fact remains before i hand someone 10k gold to make trades with the certain knowledge he will fuck up things in his state of delirium tremens, i give him just an order to go to a place and dump goods, tell him to allow incoming transfers and come back. Keep it plain simple. And then there are people who actually ask me how things work and are interested, even competative  within the clan to make more money faster than others. I had one who started only with 100g and he is playing cRPG perhaps twice a month and was able to make 30k gold within 2 weeks, when he came first with 6 trade goods i was mildly smiling now i know it worked out for him and i am proud to have him in my team as he is proud to made that money. But these people are not the regular type of strat players. The regular type of strat players wants to fight the battles.

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Offline Bozydar_z_Biskupina

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Re: Strategus Changes
« Reply #160 on: October 20, 2012, 10:23:43 am »
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Offline Harpag

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Re: Strategus Changes
« Reply #161 on: October 20, 2012, 12:29:31 pm »
+11
Everything I had to say about method of introduction recent changes, I had already said.

Vovka and Answaru thoroughly explained reasons of our dissatisfaction. It's true that opponents economy still will be work badly, but I see no reason why our economic system must be broken, since from the beginning was well conceived.

I think it doesn't make sense to do with this big problem, because it's simply  misunderstanding and devs didn't knew how important economic factors they change, and how much it affects the game. A mistake is a human thing  :wink:

Please, just make a reset of PP and forget about this. This will result equal opportunities for all and clean opening for rest of this round.

But I want to use this time to talk about further changes, because I have a feeling that the devs are somewhat detached from reality and really build those changes into their imagination and not the real needs of living people.

Anyone who is engaged in coordinating activities of his team, knows that most people are interested in almost exclusively battles and fight. In each clan, only a small percentage of people are really interested in strategy, but most are interested in tactics. Therefore, I believe that it's worth slightly increase pace of game.

Our complain about number of micromanagment don't apply to the number of parameters of the game, it's not about the number of types of operations are necessary, only the same number of repetitive actions needed to achieve the effects in the form of an army ready for battle! Generally speaking, it comes to the pace of the game rather than to mechanics.

Therefore, I postulate for increasing efficiency of trade and increasing speed of movement on the map. I think that the change should be implemented gradually, for example 1 or 2% per week until a moment where roster is "saturated" with more big battles.
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Offline Turboflex

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Re: Strategus Changes
« Reply #162 on: October 20, 2012, 05:45:11 pm »
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So what's the new formula for S&D regeneration?

This kind of stuff should be made clear for players...

Offline Vovka

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Re: Strategus Changes
« Reply #163 on: October 20, 2012, 05:53:40 pm »
+1
So what's the new formula for S&D regeneration?

This kind of stuff should be made clear for players...
prosperity/24 in hour
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Offline Bjarky

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Re: Strategus Changes
« Reply #164 on: October 20, 2012, 05:55:09 pm »
+1
So what's the new formula for S&D regeneration?

This kind of stuff should be made clear for players...
it is 1=1 now, doesnt matter wich price the fief has u will each hour get what your prosperity is devided by 24 (so prosperity is what you get each day in S&D).