The problem with OP's is not the ease with which you can send runes down to them. A properly built OP can get its own runes through raiding AND rune searches with constant resource injections from the main village, clan mates etc. In fact one frustrating thing about OP's is that runes can stack up in them much faster than they can be consumed. OP's can then be used as a clan rune factory once a rune ladder is set up for distribution. In short, OP's further aggravate the endemic structural problems of concentrating POWER in the hands of a few dominant players/clans.
2 2012-02-07 05:25:03
Re: HONOUR BUG NO LOSS (10 replies, posted in Bug report)
Here are some facts:
Veronica's Hunting Park, outpost of Tyrania
Point Value = 12170
Build Value = 10170
339 runes spent on build, 339*30 = 10170
lower limit of village value VHP can attack without honor loss = 10170/1.25 = 8136
Tyrania
Point Value=15510
15510/1.25=12408 is the lower limit value of a village Tyrania can attack without honor loss.
Tyrania has now consumed 655 runes
If all those runes had been spent on Tyrania as a war village it would have a point value of
19850
(655*30)+200=19850
19850/1.25=15880 would be the lower limit value village Tyrania could attack without honor loss.
But Tyrania has spent runes to build two Outposts
108 runes to build VHP. 108 * 30 = 3240 points
and another 130 runes to build VWC, another 3900 points
Tyrania has a an actual build value of 12710 or 417 runes spent on Farms, Barracks. Iron mines etc...
Now WHAT would you suggest doing with those points that contribute nothing to the village in war capability but do add significantly to the point value.
If ALL 7140 points were added to Tyrania's value it would have the build value of 12710, could be attacked by any village without honor loss under 25k and would be unable to attack any target under 16k without honor loss.
Instead the devs have decided to split the points used to build the op between the main village and the OP. 1240 points are added to the main for the first OP and 2000 are added to the OP but are not calculated against the OP for honor loss.
3 2012-01-25 23:35:55
Topic: Unfair Advantage (3 replies, posted in General chat)
Milan has expressed to Veronica and I that because we play Dolumar together as team mates that we have an unfair advantage no different than a player that creates multiple accounts.
I think he is wrong for the following reasons:
Dolumar is a Wargame.
Clans are organized based on groups of individual players working together as a team to conduct warfare.
The clans that work together as a team, coordinate, communicate and cooperate.... think, plan and fight together effectively as a team will be the most dominant clans.
Any group of individual players that follow these principles of teamwork will be effective in game.
The fundamental difference between Veronica and I and a multi is that we are TWO very different people that work together as a team.
Any TWO players that work together effectively will have the same advantages.
4 2011-11-03 00:39:16
Re: Combined Attacking (6 replies, posted in Feedback)
We always wanted players combining to attack and steal runes. "Ganking" if you know this expression. \n\nBut, not trough combining troops. Instead by combining: \n1) Attacks, (so a few players inflict some damage, the last attack is a real one that steals the runes..
There are a couple of problems here:
1. A set of cultural "rules" evolved, along with a shadow organization to enforce the "rules" to prohibit this. Remnants of those cultural rules and the shadow organization that enforced them still have an impact on this community, its attitudes, and game play.
2. The battle mechanics strongly favor the defender against a smaller attack force. Multiple attacks by a coordinated team of small attackers will lose a much greater proportion of resources/troops against a large defender when attempting to hit her for runes.
5 2011-11-02 22:14:58
Re: Combined Attacking (6 replies, posted in Feedback)
One of the reasons players quit is because they get farmed by larger players and feel they have no meaningful way to retaliate. They can't fight back and expect to make any meaningful impact on the larger aggressive player. Providing a game mechanism for smaller villages to combine attacks into a single threat attack against a larger village shifts the balance of power to smaller villages that can coordinate effectively. This is a vital balance mechanism in a game based fundamentally on predation.
Larger players should not be able to sit back and feel safe. Smaller players should feel they have in game opportunities to fight the big guys. Hellikin's proposal seems to be a workable fix to a fundamental structural problem with the game.
6 2011-10-31 22:22:27
Re: cracked earth (7 replies, posted in General chat)
For me, cracked earth has failed every attempt so far this server.
Date: 28.10.2011 20:17
An attacking Wizard failed to cast a Cracked Earth 5 (88% success probability).
Date: 06.10.2011 17:54
An attacking Wizard failed to cast a Cracked Earth 5 (84% success probability).
Date: 13.09.2011 17:40
An attacking Wizard failed to cast a Cracked Earth 4 (90% success probability).
7 2011-10-29 00:18:18
Re: forum idea (5 replies, posted in Feedback)
And while yer at it make spammer villages auto build to 5k value with no troops.
8 2011-10-28 01:01:46
Re: Ideas from New_Storm (13 replies, posted in General chat)
What if the size of controlled territory translated into the size of a clan rune bank. Any member could contribute to the bank, only the clan leader could redistribute those runes. I see at least a few obvious problems with this idea. But thought I would throw it our there to be flamed anyway.
9 2011-10-27 10:07:59
Re: Rules of Engagement (24 replies, posted in Pub)
You want to attack somebody to have some action (it's a war game after all), but the only targets within your range are from stronger clans, and you are pretty sure they will take revenge on you and your clan if you pull any runes.
Request a duel? Give the clan leaders a heads up on what's going on and go to it.
sounds fun!
1 on 1
2 on 2
anyone?
10 2011-10-27 09:39:54
Re: Rules of Engagement (24 replies, posted in Pub)
Here is why I think the rune cap idea solves the problem more effectively if there are some basic good sportsmanship principles applied in how players behave towards each other.
The problem I have with various hard rules regarding tactical operations in battles between two clans at war is that it limits completely reasonable tactical tools the two clans can employ in battle.
Tactics - how a clan fights a complicated battle involving multiple villages, the decisions on who to send main attacks against, who to support, who to fake, who to pin down while a main attacker returns home, what spells to use, how to employ thieves etc is fun and has enormous effect on the success of any combat operation. Agreeing to a fixed set of rules limits tactical options available for employment.
For example a hard rule that prevents Tyranicus from attacking Wolfie because Veronica hit Wolfie yesterday for runes, eliminates Wolfie from having any fakes on her village being credible and frees her for tactical action in retaliating against threats or supporting other clan members. And no one that has had to fight her wants a free Wolfie running loose causing havoc, panic and mayhem in a pitched battle if they can help it
While it would be pushing the boundaries of good sportsmanship pretty far to hit Wolfie twice for runes in two days, completely eliminating her from the threat of attack in a pitched clan fur ball battle is not a good idea.
Now the idea that too many pitched battles in a week contributes to burn out is another problem.
And some reasonable tactics that could be employed under limited circumstances might be totally unreasonable if used again and again and again over a period of time. My point is that hard and fast rules may needlessly micromanage in game player behavior. Employing more general principles might be just as effective in promoting a game that is more fun, more fair and more crowded.
examples of bad sportsmanship:
-Attacking the same player and taking runes so often that it becomes impossible for them to recover within a few weeks. No one wants to watch 2 months of work get burned to the ground in a few days.
-Harassing attacks and spell/thief effects that keep a player in constant crisis mode for days.
-Calling people nasty names in chat or pm's
-Using foul language
-Attempting to intimidate or embarrass them publicly
-Announcing in public chat that a player's troops are not home after they made a successful and legitimate attack on your village.
(yes I am guilty of being a bad bad sport too from time to time)
Bottom line:
Is there a problem with using the golden rule? If someone or some group did to you what you plan to do to them would you want to quit playing the game?
If you would consider quitting if someone pulled off this plan against you, DON'T DO IT!
11 2011-10-27 06:51:28
Re: Combined Attacking (6 replies, posted in Feedback)
I think this is a great idea and should be looked at again. It would allow smaller villages to combine forces to threaten those larger villages that keep coming at them, provide the defender an opportunity to retaliate and make the game more balanced in favor smaller bands of active and coordinated teams.
12 2011-10-27 06:21:23
Re: Ideas from New_Storm (13 replies, posted in General chat)
An in game strategic level map would be a great addition, with choke point battlefield points distributed across the map in various locations where an incoming army could be intercepted would be cool too. Keep 'em coming Storm.
13 2011-10-26 22:53:22
Re: Rules of Engagement (24 replies, posted in Pub)
This is my take on the issues involved.
We are looking at ways to make the game more fair and more fun for more people using in game behavior rules that players will agree to.
In this thread, we are focusing on player behavior rather than game mechanics.
Frodo's clan has more players and more villages per player and a robust economic base.
Violent Resolution has active, aggressive players that like to fight and want to fight. The clan has chosen to remain smaller and tries to make up for this using activity and coordination as a means of staying competitive.
To fight Frodo's clan and inhibit its growth, the strategy and tactics that I envision can and will contribute to burn out and loss of player base. We would use activity and coordination to wear down the threat membership. Clearly applying this strategy is not going to work in the long term. Applying this strategy would eventually lead to our own members burning out or getting damaged beyond the ability to fight back effectively as power continues to concentrate in the hands of fewer and fewer players.
So this leaves us in need of a set of rules that we all can play by and continue enjoying the game.
14 2011-10-24 15:41:09
Topic: Rules of Engagement (24 replies, posted in Pub)
Jerry and Wolf Pack are currently discussing ideas for a set of Rules of Engagement for war between the two clans.
Frodo
I wouldnt mind hearing what you think
00:01
Tyranicus
I think Wolves fight by a strict set of rules of engagement we lose
00:01
Tyranicus
and if we go balls out we win and kill the server
00:01
Tyranicus
so the conmpromise I envision that might work
00:02
Tyranicus
involves limiting rune take on a daily / weekly basis that is near search recovery rate
00:03
Tyranicus
and leaves out tactical restrictions
00:03
Frodo
so how is that going to work?
00:04
geronimo3
And what woulod that limit be??
00:04
geronimo3
That even seems to decrease the amount of runes taken from larger enemies
00:04
Tyranicus
I did some calculations using 3-6% clan value which for a 100k clan =100- 200 runes per week
00:05
geronimo3
becuase it is easier for new players to get runes trough search
00:05
Tyranicus
max loss that could probably recovered by searching
00:05
Tyranicus
this would also have the effect that smaller villages could recover faster thn larger
00:08
Frodo
What I was thinking was a basic rule of once a clanmate takes runes you wait x amount of hours before another teamate can send an attack
00:09
Tyranicus
I see
00:09
Frodo
ALSO this shall include a *staracker rule* If someone sends to you and you send to them and get runes...thats it. Rule goes into effect
00:10
Tyranicus
What drives players out of the game is being hurt beyond hope of recovery?
00:10
Frodo
Well constantly being farmed
00:11
Frodo
I can not be on 24hours a day. personally I dont know how Im wearing a crown...
00:11
Frodo
well leader of the clan
00:11
Tyranicus
activity is an improtant consideration in all this
00:12
Frodo
So anyway my browser crashed and not sure if I got everything you say. You were talking percentage of runes.
00:12
Tyranicus
its why I am looking at a rune take max rather than tactical based proposals
00:12
Tyranicus
one problem I see with my proposal is that it looks at a clan as an entity rather than a composition of individuals
00:13
Frodo
So if a big village hits a smaller village and takes alot of runes...and its over the max, that village has to return some runes?
00:13
Tyranicus
if the clan does not take care of individuals that get hurt...my proposal does not work
00:14
Tyranicus
well if the clan takes more than the max cap in a week yes runes would be returned or some adjustment made
00:16
Frodo
So a bigger clan can have more runes taken from them?
00:16
Tyranicus
yes
00:16
Tyranicus
the lareger clan should have a larger resource base and ability to recover than a smaller clan
00:16
Tyranicus
was my thinking
00:18
Frodo
Well so how do you figure out rune take? by looking at value of a target?
00:18
Frodo
or by looking at clan value?
00:19
Tyranicus
open for discussion but a mix is probably best no player should ever be reduced to a point of hoplessness?
00:20
Tyranicus
and each clan would need to consider how to help its members recover from losses using the runes available from war or searching
00:21
Frodo
hmm just thinking though...if i had clan members farther away from my base of players... would not that village become an atm machine of sorts. why would you
00:22
Frodo
send your troops an extra 50k to my village when you have one alot closer...why chance it
00:22
Tyranicus
I see the problem
00:23
Tyranicus
so the close guy takes a beating while the core is safe?
00:23
Tyranicus
but then we would be leaving the core threats in tact
00:23
Tyranicus
not really a great strategy for a clan at war?
00:24
Frodo
thats one reason I was thinking about giving a village a certain amount of time before that clan that pulled runes could do it again
00:25
Frodo
not not a great strategy but a smart one for awhile...you go short distances to farm a village or two...that clan helps them out with runes but they are already
00:25
Frodo
week so you go back to get more runes...if i send support troops that person has to feed my troops
00:25
Frodo
then we have to send more resources via market that takes awhile the farther out you are
Tyranicus
one of the assumptions I made with this proposal was that it leaves tactics to the clans but still limits damage and quit factors
Frodo
Well one of the rules that might help is no honor loss hits
00:31
Frodo
this way a huge village cant rape a small one...take the 20 honor loss and recover
00:31
Frodo
this way smaller villages can grow bigger
00:31
Tyranicus
I think that is sound but retaliation should be allowed
00:31
Tyranicus
I am not a fan of honor loss hits however
00:32
Frodo
not the rule or hitting smaller villages?
Tyranicus
I would agree with a rule that disallows honor loss hits greater than a few percent
00:34
Frodo
Well Ty, Im all for figuring out a way to keep it as far as we can, prevent people from quitting. I obviously would like to get my clans input as well
00:34
Tyranicus
sounds good
00:35
Frodo
maybe we can put a discussion on the server forum
00:35
Tyranicus
yes
00:35
Frodo
our clans look at it...comment on it. Argue back and forth and hammer something out
00:35
Tyranicus
more minds would seem to be a good thing
00:36
Frodo
It may look good to you or me... but there is always another view out there
00:36
00:36
Tyranicus
I agree
00:36
Tyranicus
it may have serious flaws I have not thought about
00:36
Frodo
I learn that with my Union Contract Negotiations...crazy stuff and good to get input
16 2011-10-21 15:37:54
Re: email (20 replies, posted in Questions)
Hello Daedeloth.
If the problem is that Poppy made a typo when registering his account and that is why it can not be confirmed ----
What do you suggest he do in order to play Dolumar on the current speed server and be able to participate in chat?
Request the current account village be reset by admin and start a new account?
I am trying to find out what options are available in order to allow this player to participate fully in the game.
Please consider that you have someone that wants to play, has requested assistance and guidance in how to join the game since September 12, 2011, has been regularly active in game, but still can not fully participate.
I thank you for any time and guidance you can devote to resolving this problem
17 2011-10-20 19:03:33
Re: Spelling error (5 replies, posted in Bug archive)
Hello Blastboy. Are you an authority on say, the Japanese language usage and grammar?
Contact details
CatLab Interactive
Edelarendries 4
9820 Bottelare
Belgium
BE 0819.186.279
The game developer is from Belgium. English is probably not his native tongue.
Welcome to Dolumar.
18 2011-10-15 17:07:31
Topic: Game Rules (2 replies, posted in General chat)
There was a discussion in chat recently regarding some game "rules" that I am confused about. The conversation began over a controversy when one player launched a full out, long distance assault, on another player. The "defending" player launched a quick cavalry strike against the "attacker" got runes, returned home and launched a second wave of cav that would hit the "attacker" before his troops could return home. The "defending" player was then accused of breaking the "rules". He was then informed that his clan leader would be notified of this violation and that he would now be excluded
from the no double rune hit rule.
Would someone please explain to me exactly what rule(s) the "defending" player broke. I seem to be unable to find that one in the Terms Of Service I agreed to.
thanks
19 2011-09-30 04:42:58
Re: some thoughts (3 replies, posted in Feedback)
Here is the summary of issues involved in the above in game discussion:
1. There is a perception that Known Bugs are not being looked at, much less fixed in a timely manner.
2. Code known to have bugs on beta were pushed to the speed server.
3. Players recognize the need to financially support a game they enjoy.
4. Players refuse to pay to play a game where game play issues are not addressed in a timely fashion.
5. Players feel there is a lack of communication from the dev team regarding game development and changes that really matter to them.
20 2011-09-13 22:54:49
Re: Lost Troops (4 replies, posted in Bug archive)
Same problem today ...same server.
21 2011-09-02 22:54:13
Re: messages on speed (6 replies, posted in Bug archive)
Yes you can upgrade troops, the same way you do on beta....try researching bronze working.
22 2011-06-02 11:52:34
Re: attack bug and troop research (15 replies, posted in Bug archive)
Logged onto the beta server this morning, had the attack in my log and the troops had returned home.
case closed.
23 2011-06-01 23:25:13
Re: attack bug and troop research (15 replies, posted in Bug archive)
1. Launched an attack from Tyrania to a target village on Beta to check march time
2.Withdrew attack
3.Caste Haste 2
4. Launched an attack again to same target
5. Just as the timer hit 0:00 for my troops to arrive at target I lost connection to the server
6. No attack in log, no timer for attack or returning troops
7. All troops buildings full, Regiments are listed
8. Can not launch an attack
9. Can not train troops
10. Can not create new regiments
11. Wondering where my army went and why the intended target is such a lucky SOB.
24 2010-04-30 14:52:28
Re: Can we get a litlle feedback please. (95 replies, posted in Feedback)
Tyranicus wrote:The game also needs mods who don't make moves based on personal vendettas.
Again, no one has.
Tyranicus wrote:Once again, you are a bold face liar. You banned Veronica for 5 minutes because according to you, she had "attitude." You banned her because of your *perception* of a conversation occuring in the online realm, therefore unable to hear tones of voice or see facial expressions.You lied about Veronica telling you upfront that she had asked Wolfie to stop, and now you lie about why you banned Veronica for 5 minutes.You, Ishtar, are a liar. You are helping to make this game miserable for other players. Good job.
The 5 minute ban, yes was for being absolutely horrid and childish in the chat. The longer one shortly after (which I thought we were talking about) was for name calling mods in general.
Again, I did not see where Veronica told me she told Wolfie to stop, but I did read after that, according to Wolfie, Veronica had asked her to stop as gems were going to be needed elsewhere, NOT because this was "wrong" or even "remotely questionable"
And you, "Tyranicus" were not present for any of this.
Hello,
I haven't been around for quite a while, came across this and wished to reply:
What is "absolutely horrid" is the behavior of some of the mods here. What is also "absolutely horrid" is the memory of these mods.
← Ishtar
i suggest she not do it til he answers please
16:32
→ Ishtar
Honestly? I have already asked wolfie days ago to lay off the spell and limit the usage, but that is ultimately to her discretion
16:33
Taken from the conversation between Ishtar and Veronica, the day Ishtar became aware.
Good day!
25 2010-04-12 21:07:46
Topic: Vilmore (0 replies, posted in Feedback)
Vilmore 2010-03-29 13:07:40
Vilmore
Administrator
OfflineRegistered: 2009-11-17
Posts: 32
Re: penalty for crimesSorry daed and I were on holiday or sick for the last weeks.
I have a few points to make.
First, to bad it came to this.
Second, the admins & mods aren't perfect. Discussion can be healthy. We want to change the mod setup a little bit in the next reset of stable. Personal feelings should't influence any mod.
third, whenever we catch a cheater, however obvious it is, they ALWAYS start proving their innocence. They do anything, funny, pathetic, disturbing things.
If there is serious suspicion of abuse, and there is no cooperation, (quite the opposite!) then a reset is justified, however popular the player is.
Vilmore,
There was no "catching" in regards to Veronica. IF anything, Veronica made sure to send off everything she had and everything she knew of the situation to Daed. He didn't even take the time to read her PM sent to him within the game, so there is no telling how much time (if any) he took in reading the email sent to him We have also posted replies to some bold face lies made by some of the mods here on the global forum, and those replies have been snippits of the conversations that have transpired between the two parties (Veronica and Ishtar), and yet, we do not see any replies made by Ishtar once the lies were pointed out...I wonder why, hmm. Maybe they expect it will all blow over, that people will "accept" their (unfair) punishments and start over. Funny, you are.
So I'm curious...what exactly did Veronica do that was so funny and pathetic? It was pathetic that she forwarded all correspondences? Pathetic that she forwarded to Daed her knowledge of said "cheating" crimes?
No, what's pathetic is that these resets were allowed in the first place. What's pathetic is losing players, good players. What's pathetic is that Veronica did cooperate, she did provide information regarding the situation. She chose to contact one of the most unbiased people in the game (or should be) and that was Daedeloth, NOT Ishtar nor Whammy. What's pathetic is that unbiased people did not take into consideration the words of the PLAYER.