DeletedUser43
Guest
I just got a message from a whole fellowship of people telling me everyone is complaining about this new orc requirement.
Dear Humans and Elves (and Dwarves and Fairies),
Please use this thread to share your thoughts on the changes that come with the update to version 1.10.
We are looking forward to your feedback!
Kind regards,
Your Elvenar Team
If you've been fighting, for the most part, it's unlikely that you're more than 10 Rings away from your city (174 Relic sectors) and the Orcs aren't needed until you've reached Ring 11.
I don't see the point in going backwards in size, armoy is going to be back at 5x5! house flip the other way? whats the point Inno? its just changing to change? Now if every new race brought maybe bigger and bigger building upgrades(with space lol) to show a growing city or idk I am just a player but it feel way to much like, why? what was the point in changing the size just to go back again or just to monthes later flip it the other way, now I know city bulding is about changing sized as you grow and space planning, but usually you can show growth with the changes in size not just well lets go the other way this time, that's just boring and not fun=/ I like rearranging my city and planning it out, but I need to feel like there is a reason for the building size change not just changing it just to change it
I don't think pushing the envelope nor riding the bleeding edge are all that interesting. I very much prefer use the "Just Enough, Just In Time" Kanban model, so I'm all about what benefits are actually NEEDED, and what's the most cost effective way to meet those needs.
I think that having more than you need of ANYTHING, but especially piles of goods or hundreds of sectors, is a mortal sin. A cap on Negotiation has been a long time coming but I'm delighted that chapter VIII finally has a soft cap on negotiation in that Orcs are required to guard negotiated sectors once you have twice as many sectors as you need for the Chapter VIII Advanced Scouting chest.
You'll enjoy reading http://mud.co.uk/richard/hcds.htm
As the author indicates, most of us are a blend of types, but the categories are a very useful tool for thinking about game balance.
- Achievers like to maximize their score and push the game to its limits. So they have to be pretty decent with spreadsheets and other optimization tools.
- Explorers (me and probably you) like to understand HOW things work, but once an Explorer knows how something works, they're not all that interested in working it.
- Socialites think that being an Achiever would be way too much work, they don't have a clue about the Explorers, and they soon get tired of the Control Freaks.
- Killers (or Control Freaks in our case) like to dominate other players. They're all about helping and making sure that folks understand how to play the game "right".
The really important concept is that you NEED all four classes of players in order to have a healthy gaming environment, but the optimal balance depends on the structure of the each game.
That's the point, actually. You won't NEED so many manufacturing buildings.you will be left with more and more goods and nowhere to spent it
What will happen when subsequent players reach the beginning of the Orc race and don't have earned Expansions sitting in storage?
That's the point, actually. You won't NEED so many manufacturing buildings.
But also clearly, to my eye, is to try and keep the customers that you do have happy, so that they will stick around and keep being potential sources of revenue & good word of mouth to advertise the game.
minimum is 4 snails.