Re: Speed Server

How about this:
When you attack a village you never ever get ANY runes, you do NOT destroy the village at all, instead you can only get resourses. For this we have to have another way to get runes ofcourse. Maybe limit the cost of scouting to a high but resonable ammount of resourses, so a big village can still grow  sloooowly, but the smaller onew will catch up there would be much more fights.Resourse would need to have a much bigger importance, maybe increase the need for resourses by incresing costs for everything.
For this to work, free trading of resourses should be turned off, instead there should only be trades IF the sender actually gets something for his "trade". Maybe runes. Runes could have a set ammount of value, and for each rune a village puts up for trade he can receive resourses.
Also support troops need to be limited somehow Maybe to like 20-30% of the villages maximum troop support. All of this would need to be properly tested and balanced but IMHO it would help the game in the end.
Another thing that can be added, a new ranking system based on "battle points" or something similar. How you get battle points? By fighting similar sized villages like yours.

Re: Speed Server

Lakers4eva wrote:

How about this:
When you attack a village you never ever get ANY runes, you do NOT destroy the village at all, instead you can only get resourses. For this we have to have another way to get runes ofcourse. Maybe limit the cost of scouting to a high but resonable ammount of resourses, so a big village can still grow  sloooowly, but the smaller onew will catch up there would be much more fights.Resourse would need to have a much bigger importance, maybe increase the need for resourses by incresing costs for everything.
For this to work, free trading of resourses should be turned off, instead there should only be trades IF the sender actually gets something for his "trade". Maybe runes. Runes could have a set ammount of value, and for each rune a village puts up for trade he can receive resourses.
Also support troops need to be limited somehow Maybe to like 20-30% of the villages maximum troop support. All of this would need to be properly tested and balanced but IMHO it would help the game in the end.
Another thing that can be added, a new ranking system based on "battle points" or something similar. How you get battle points? By fighting similar sized villages like yours.

this is some way, but you are aware that this way you could basically just remove the runes and use resources in their place. if this solution was taken then at least there should be something else that would differ the runes from other resources. maybe neutral, computer controlled villages that can be attacked? like dragon lairs, bandit camps etc.

Re: Speed Server

Well the game is based on building with runes and i was thinking on not changing to much, so its a viable option for the developers. Plus, runes have an importance, escpecially in building Wizzard towers, depending on witch rune you choose to build you tower you have acces to diferent spells.

Re: Speed Server

From how I see it rune stealing is what makes it a war game.  Building is constructed to need runes, runes are set in short supply.  It is the mechanic that forces conflict in the game, rather than just have one that encourages it.  For example in the time there was no rune stealing on speed, there was little conflict after the realization runes could not be drawn.

Without rune stealing much of the risk v reward also goes away.  Lets say I just searched for runes... most of my resources are gone.  This just means I should go balls to the wall attacking everything, as I know I can't really lose anything.


I do however completely agree about support.  War games need risk v reward, and support has nullified much of the risk

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Speed Server

But what i was proposing does not decrese the need to attack at all, you will need resourses. Resourses would have a bigger importance so people would HAVE to attack to get more. By not stealing runes, thus not destroying villages, will keep people playing. Yes, the loosing village would be turned into a "farm" and getting out of that situation would be hard, but still doable.
Appart from that, the new "battle points" ranking will still entice people to attack, and not only that, it will make them attack same level players. Battle poinst would only be awarded if the two villages fighting are very close in value to eachother, like not more then 10%. Its a competitive game, i dont think theres one player here that came to Dolumar expecting SimCity. Competition is what drives players in this kind of games, getting ahead in ranking is the purpose of the game.

Last edited by Lakers4eva (2010-02-19 18:36:55)

Re: Speed Server

i like your idea smile

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

Re: Speed Server

that's.... a totally new game :\
resource-based, we might as well just cancel the runes all along then, and copy-paste travian's code...

just that guy... remember him? didn't expect you to...

Re: Speed Server

whamra1987 wrote:

that's.... a totally new game :\
resource-based, we might as well just cancel the runes all along then, and copy-paste travian's code...

right now we can just remove half of the resources. wood and stone? storehouse always full on those. gold? always full after all technology research is finished. iron? at least you can sink it in equipment. too bad single equipment piece may be couple of times more expensive than the unit wearing it, making equipment more like 'meh, theres nothing to do with this iron anyway' features

Last edited by cleesan (2010-02-22 00:09:26)

Re: Speed Server

there is. go attack constantly, and your iron, gold, and food stock will never be full again. constant retraining of the army is very heave on your warehouse.
full warehouse of iron and gold == playing sim city.

just that guy... remember him? didn't expect you to...

Re: Speed Server

cleesan wrote:
whamra1987 wrote:

that's.... a totally new game :\
resource-based, we might as well just cancel the runes all along then, and copy-paste travian's code...

right now we can just remove half of the resources. wood and stone? storehouse always full on those. gold? always full after all technology research is finished. iron? at least you can sink it in equipment. too bad single equipment piece may be couple of times more expensive than the unit wearing it, making equipment more like 'meh, theres nothing to do with this iron anyway' features

Not really...
I have a huge demand for food after every attack, my buildings keep costing more so i'm in constant need of wood and stone.
Don't talk about the iron cause i'm struggling to give my units a simple dagger.
Ofcourse i could focus on a resource based village, and perhaps that's wiser to do.
But my village is build for predator like actions....

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

Re: Speed Server

Demonic wrote:
cleesan wrote:
whamra1987 wrote:

that's.... a totally new game :\
resource-based, we might as well just cancel the runes all along then, and copy-paste travian's code...

right now we can just remove half of the resources. wood and stone? storehouse always full on those. gold? always full after all technology research is finished. iron? at least you can sink it in equipment. too bad single equipment piece may be couple of times more expensive than the unit wearing it, making equipment more like 'meh, theres nothing to do with this iron anyway' features

Not really...
I have a huge demand for food after every attack, my buildings keep costing more so i'm in constant need of wood and stone.
Don't talk about the iron cause i'm struggling to give my units a simple dagger.
Ofcourse i could focus on a resource based village, and perhaps that's wiser to do.
But my village is build for predator like actions....

mine as well. on stable my stone and wood supplies are almost full with almost no lumber / stone camps. i got more than enough wood and stone from attacks some weeks ago and they will be enough for another couple of weeks. daily i can spend up to 30k wood and stone with my supplies being few hundred thousands and daily production of 12k. i didnt attack for quite some time cause i actually have no need to. 200 runes waiting for construction, warehouse full. iron is full as well, im making extra equipment although i already have 3x more than i need. but equipment is cheap there. gold? does it have any use on stable?

before i reset on speed my situation was bit similar. again enough wood and stone to continue construction for weeks with almost no production. enough food and iron for retraining troops although i wasnt really losing any. with extra iron i was making some equipment which i never used. old joke has its new meaning - "whats easier to make? an armor or a baby?" ^^. gold was pretty useless after i researched all i could.

on both servers stone, wood and gold are overflowing my warehouse's capacity and theres nothing i can really do with those. sure, i could use them to search for new runes, except that it takes so much food that probably my warehouse cant even hold that much right now

Re: Speed Server

Currently things like gold, wood and stone are situational for most people.  Gold on stable is mostly full for me... however in the last war my clan was on the verge of defeat because we ran out of gold, and could not send supplies or train certain troops.  Trust me, in that situation it is a very valuable resource that a village just cannot produce enough of.

Then when upgrading my castle for outposts, and the outposts themselves I was once again clamoring for these 'useless' resources.  It all depends on what your village is doing at the moment.  Farming mode?  Food and Iron are probably going to be your main focus.  War with another clan?  Gold becomes very valuable.  And so on.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Speed Server

gotta agree with whamra on this one... if you would like to create your own new game fine... otherwise play the game as it is and stop trying to make major changes...

One, Two... many smile

Re: Speed Server

@cleesan: if you you aren't happy with your full warehouses, you can always give me some of your resources tongue my warehouses are almost empty, so i could definitely use some big_smile

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

Re: Speed Server

Lazarus, i'm not trying to change the game persay. If you'd have read all this topic you would have seen me saying  that people who dont like it should move on, people who do like it will stay. But this is a discusion on how to retain as many people as possible in the game. Some people would like it even more drastic, if you get attacked and loose, you should loose verything and have to start all over from scratch. It's kinda like "perma-death" in MMO games. But the people who support "perma-death" are just a very small part of the gaming community. They call themselfs "hardcore" players and want an enviroment thats as deadly as possible, but theese kinda players are very few. The question is if this game is meant for a big market, or a "niche" market. If the first then you need to come up with a diferent system, so that even if a player looses battles, he could still continue playing in someway or another. My proposition is for the first kind of player base, the players that dont think its fair that after "working" on your village for months and months, they can loose it over-night when they're sleeping.

Re: Speed Server

I think the biggest issue lakers is that Runes, and the methods for gathering them has been a central role to the game since the legacy server.  Your essentially just trying to shift the valuable commodities from runes to resources to solve what many agree on as the reason many people quit.  That reason is that they are 'farmed' to the point were growth becomes near or below 0.  True, eliminating rune stealing will prevent them from dropping past 0, ie their growth is always >=0, a village can still be easily kept at a 0 growth.

There really are two solutions to the problem.  The general form of the equation is

net_growth = gross_growth - attack_loss.

if we want to keep a positive net growth, gross_growth must be greater than attack_loss. 

gross_growth > attack_loss

With that in mind the two ways to accomplish a total net growth is to increase gross_growth, or decrease attack_loss.  Your idea serves to push attack_loss to 0, by removing rune stealing.  However, I can guarantee you that will be met with much criticism as it is a core part of the game that many people like.  Essentially, your idea could be re-worked as disable building destruction but allow negative runes in the village.  So a loss would 'take' runes without destroying buildings.

I have always been more in favor of simply increasing gross_growth.  It would not need to change any core mechanics or add new rules.  Either a period after losing, or a total 'clumping' mechanism would be nearly transparent to the players while still alleviating or stopping a near 0 net_growth.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Speed Server

what are those net and gross growths? over what period of time? time between attacks? please be more specific.

besides doesnt increasing gross_growth in current situation mean that attacker steals more?

also keeping positive net growth isnt everything. imagine that every 30 days you are attacked and lose 80% of progress done within those 30 days. you are growing sure, but being set back by 24 days every month is quite annoying.

now, which player would quit sooner:
- player A builds 50 buildings within a month but then is attacked and loses 40 runes.
- player B builds 12 builsings within a month but is attacked and loses 2 runes.
- player C builds 10 buildings within a month but then is attacked and loses resources only.

Re: Speed Server

Lakers4eva wrote:

Lazarus, i'm not trying to change the game persay. If you'd have read all this topic you would have seen me saying  that people who dont like it should move on, people who do like it will stay. But this is a discusion on how to retain as many people as possible in the game. Some people would like it even more drastic, if you get attacked and loose, you should loose verything and have to start all over from scratch. It's kinda like "perma-death" in MMO games. But the people who support "perma-death" are just a very small part of the gaming community. They call themselfs "hardcore" players and want an enviroment thats as deadly as possible, but theese kinda players are very few. The question is if this game is meant for a big market, or a "niche" market. If the first then you need to come up with a diferent system, so that even if a player looses battles, he could still continue playing in someway or another. My proposition is for the first kind of player base, the players that dont think its fair that after "working" on your village for months and months, they can loose it over-night when they're sleeping.


i know what you are saying i have read this thread all i am saying i guess is that if you change this one thing you change the very essence of the game and i don't believe i would like it very much anymore...

One, Two... many smile

Re: Speed Server

cleesan wrote:

what are those net and gross growths? over what period of time? time between attacks? please be more specific.

It was meant as a general equation, but it assumes time t would be some amount of time post-attack.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Speed Server

there's a clear fine line in this game and in any game, between *winning*, and *losing*. people play a game, they can win, or lose, eventually.
what you are aiming at, and what most of the suggestions done in "feedback" in the last months, are stuff to prevent "losing". but this just isn't right. people can lose, and they'll have to accept it, no game is fun if everyone's a winner.

just that guy... remember him? didn't expect you to...

Re: Speed Server

But theres a diference between loosing "everything" in the curent form, or loosing only the resourses and keeping your village. Dont forget, in my suggestion theres NO free-trading of resourses or runes. Sender needs to receive something in return. Ofcourse in this kind of trades, resourses and runes need to have a basic value so "trades" like sending "100K food for 1 wood" would not exist.
You could even deviate from this, by allowinf rune stealing also, but put a limit on it like max10 runes stolen from 1 attack and change how buildings get destroyed. Buildings should be reduced in level not destroyed completely. Curently a lvl 20 building has same chance of beeing destroyed as a lvl 1 building, if its at the same distance from the Castle.

Last edited by Lakers4eva (2010-02-27 07:18:06)

Re: Speed Server

i don't like that idea... that way you can't help clan members anymore after they have been attacked, if they can't give anything in return, they can't be helped... what's the point of being in a clan if you can't help each other?

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

Re: Speed Server

Lakers4eva wrote:

But theres a diference between loosing "everything" in the curent form, or loosing only the resourses and keeping your village. Dont forget, in my suggestion theres NO free-trading of resourses or runes. Sender needs to receive something in return. Ofcourse in this kind of trades, resourses and runes need to have a basic value so "trades" like sending "100K food for 1 wood" would not exist.
You could even deviate from this, by allowinf rune stealing also, but put a limit on it like max10 runes stolen from 1 attack and change how buildings get destroyed. Buildings should be reduced in level not destroyed completely. Curently a lvl 20 building has same chance of beeing destroyed as a lvl 1 building, if its at the same distance from the Castle.

that's just like losing nothing....

just that guy... remember him? didn't expect you to...

Re: Speed Server

whamra, have you ever played other browser based games? travian, ogame, ikariam maybe?
these are quite succesful games and in none of them players are defeated by one random attack.

it is possible to destroy other player, but it needs coordination, resources and time. here you just send couple of attacks and village is reduced by 25%. in case of large villages it may equal to weeks or months of work.

by saying "that's just like losing nothing...." you admit that resources have no meaning in dolumar. that makes resource buildings worthless too. what lakers tries to propose is making it harder to destroy players' buildings and increase value of resources. theres no balance between military and economy. economy is a waste of runes. you can get all the reources and runes you need from attacks. if you dont have enough military you will be ravaged by players who have. if you dont agree with and want to say that economy is important too then you will admit that losing resources only is not like losing nothing.

i can guarantee that even if destroying buildings in its current state was removed then stealing resources alone would still hurt. because:
- by attacking player and winning you destroy his military and steal resources.
- later he doesnt have troops to defend or resources to rebuild them
- he can evade attacks to save troops and farm others himself to get resources or maybe runes
   * if he gains runes then you can steal them before he turns them into buildings
   * if he gets only resources then you can steal those.

this way attacked player can continue to grow with very limited speed. surely from your attacks he may lose much or not so much if he plays smart.

add to it some harder mechanic to destroy buildings and you can even destroy this player if you want and can afford to.

Re: Speed Server

i actually do, i play travian. and i'm a proud member of alliance "Project Mayhem" on server 2 in which we spend our days crushing capitals of enemy players on a daily basis, what does it take? one of us, just one, with a good sized hammer, a well-planned multi-attack multi-decoy offensive operation, with several other allies launching fakes, and the target is 95% guaranteed to get his capital losing all its cropfield way beyond repair, starving his empire, and killing his army, in most cases, the target deletes his accout and quit playing tongue
owadays, our siege is so advanced we just reduce the capital to 0, and remove any chance of ever rebuilding.
and yes, i played other games, in which same tactics involve, which i'm afraid i was on the losing end in them tongue
the thing in travian though is, that it takes considerable amount of time to train such a horridly destructive army, about 3~4 months after sever start that we can speak of *hammers* with enough siege to cause some bad damage.
now telling me that amounts of runes stolen is based on number of troops sent, would be somewhat logical, but removing their loss all along is just sim city, basing them on resurces? that's just a whole different game. we want enhancements to the current system, not radical changes.

just that guy... remember him? didn't expect you to...