• Dear forum visitor,

    It looks as though you have not registered for a forum account, or are not signed in. In order to participate in current discussions or create new threads, you will need to register for a forum account by clicking on the link below.

    Click here to register for a forum account!

    If you already have a forum account, you can simply click on the 'Log in' button at the top right of your forum screen.

    Your Elvenar Team

Release Notes version 1.16

DeletedUser2753

Guest
There is no right or wrong way to play this game. Marindor said it best:

Since earlier there was a quote from Marindor from the International Forum and there is so much discussion here of intent I looked to see what else he said, and below, though I cannot quote across forums, I will paste one long post he made two weeks ago. I hope this helps everyone.

Sorry, but in that case my message didn't come across clearly. As I've said before as well: It's not about blaming players for playing the game en progressing as far as possible. There's nothing wrong with that. It was our fault in the first place to make it able to scout this far ahead. That shouldn't have been possible and is the result of errors in the game balancing, which has now been corrected.​

There were several reasons why the redesign/rebalance of the battle system was necessary. I'll try to list them here for you, hopefully that will help:

Unresolvable bugs
The old system was technically limited compared to what we now have and due to this, there were bugs in it for moths that couldn't be resolved without breaking the code. This means that if we kept to the old system, these bugs could never be resolved.

New Battle Units
As I said, the old system didn't allow us to implement the new battle units. That's exactly the reason why the Fairy Units were on "coming soon" for several months. The only solution here in the old system, would be to keep upgrading existing units, which isn't fun at all.

Expansion Balance
One of the main complaints at the moment, is the limitation on World Map expansions this rebalancing brings. We know about this, but the truth is that a lot of top players currently have way more expansions available to them then they should in this phase of their game. This takes away the strategical decisions you have to make as a player to design your city as efficiently as possible, because there is space enough. This disrupts the game balance too. There are a lot of players who can build so many manufactories e.g. that they literally have hundreds of thousands of goods in stock. There's no fun in that. Tech tree progress should be a bit challenging as well. We're going pretty well on it with the Guest Race goods that you need, but the rest of the required goods can just be laughed at because you always have enough of those, for there is room enough for a bunch of manufactories anyway.

Also: The more buildings you build, the more culture your city needs and at the moment it's very hard for these players to reach higher culture levels, because the culture buildings that will be able to provide enough culture for such big cities, are still to be released in next chapters. With less manufactories you will need less residences and will need less culture, so in comparison the culture bonus will be higher by default, increasing the output of residences and workshops. This would also resolve the current situation we have with players always lacking supplies to train their armies, for the Workshops would give more supplies due to higher culture. This means you'd also need less workshops (and thus less residences again and less culture buildings again). It's like a circle: The more you have of everything, the more you need of the rest and at a certain point you're falling behind because the output of the buildings is too low to keep up with the size of your city.

Of course there is the point that a few weeks ago we introduced the 33 premium expansions available from the start. This is true and premium players indeed do have access to more expansions than non-premium players, but it's like that in many cases and that's not necessarily a bad thing. Truth is that premium players also build premium cultural buildings (which give a higher output) and can cope with the challenges I described above in their own way. For me personally (not an Inno statement), this makes the game less fun as well to be honest. The fun of a City Builder is building your city in the most efficient way. That's why with every chapter the buildings change in size, you get extra challenges with the Guest Race and the goods they produce/require and you're constantly triggered to keep reshaping your city so that it fits your current needs. This is what we want the game to be about. If you want a battle game, there are a lot of other games on that, which are great at battling. For Elvenar, we want the main focus to be on the actual City Building aspect and decisions you have to make there. Battles are just a side effect and it isn't our goal to make them the main focus of the game. Sure, for people who like fighting we introduced the tournaments to give them something to do and score some extra rewards, but it's not what the game is mainly about.

Scouting Balances
With every chapter you unlock in the Tech Tree, new "Advanced Scouts" technologies will be unlocked as well. These help you lower the scouting costs and scouting times (and enemies you face). If your World Map progress matches your Tech Tree progress, the balance here is completely different than how it is now. Scouting times now can be up to 3-4 days per province and if we didn't do something about this, they'd go up to about 10 days when you're a few rings further ahead. Scouting times should be about 1 day when you're an active fighter and even less for less active players and they will be like that when your progress on both areas (WM and tech tree) are in balance.

The same goes for the Scouting Costs. When you're that far ahead and haven't researched all these "Advanced Scouts" techs that should be researched at that point, you're paying way too much per province you scout. This in term requires of you that you have more residences to cover these costs, hence requiring more city space, hence requiring more expanions so we're back in that circle again. Scouting costs shouldn't take up your main coin storage space every 2-3 days. When WM and Tech Tree progress are in balance, scouting these provinces costs way less as well.

Battle Balances
Although it might not seem like this now (because at this point you're facing a wall), the current battle system is way more balanced. Because players are scouting and fighting this far, enemy squads are way bigger than they should be (they depend on the scouting costs of the province). So let's say you have a province at ring 11 while you're in Dwarves, you might pay 4000K for scouting but if you'd be in Orcs (and thus have researched 2 more Advanced Scout techs), you might pay only 2000K for that same province. This also means that the enemies you'd face would be a lot weaker and the battles would be more in balance. In the old system you were able to defeat armies about 6 times as big as yours, when using some overpowered units. This will be different now. The battles you're facing would match your progress, you'd "need" the new Battle Units to face them and you'd suffer way less losses. Therefore you'd need less supplies, wouldn't face the situation anymore where you have too few supplies to keep your armies up and running, and will be able to fight a lot more, not needing 20 Workshops to keep producing enough supplies to support that.

Of course it seems different now because battles suddenly became harder when you're far advanced on the WM, but they will become much better balanced when the progress on both sides is in balance again and this will make battles more fun as well. Not just using Golems for everything, but actually needing to think strategically about which units to use when. Also keep in mind that new chapters will bring new Squad Size Upgrade techs, which have a much bigger (exponential) impact on your armies than they used to have, making your army strength grow a lot quicker than in the past. This is also the reason why that was changed.

Well, these are the main reasons behind why the rebalancing is/was needed, aside from some other reasons like wanting to make the battle system more clear and things like that. We changed focus from a "unit based" system to a "unit type based" system, which is a lot better to understand for most players. We know it isn't perfect yet, especially the AI and we're working on that. Also, parts 2 and 3 of the new system still have to be implemented on Live and they will change a lot of well. It was technically not possible to implement the whole system at once, PLUS we need player feedback to know on which things to improve and we don't want to wait for another few months as well because the longer we wait, the more imbalanced the game would get, the more difference between the players and the bigger the impact would be. If players were 3-4 rings further than now even, they might have had to wait for another 3 chapters to catch up and we don't want that to happen.

Does this explanation help?​

Quite obviously there were pages of active discussion after and most make our discussions here tame LOL. Here is just one example:
No, no no!

You can't say those two sentences, they do not match up.

"We don't blame you" followed by "You are not playing how we want" or
"We are not punishing you" followed by "You will have more fun doing it our way, so stop playing the way you want"

This is the problem! People hate you making decisions for them and telling them do "do it our way" when there are ZERO reasons they should.
Please, PLEASE stop saying "balance" when you mean "restrictions" Be HONEST about what is happening.

The MA is a perfect example of this constrictive thinking. You could make it deletable, to no detriment (except maybe something in the future?) but you don't because of .... reasons ....
The players have spoken and are still speaking (the ones that have not left)
https://en.forum.elvenar.com/index.php?threads/version-1-15.3224/page-7#post-22747
 
Last edited by a moderator:

Buttrflwr

Well-Known Member
Since earlier there was a quote from Marindor from the International Forum and there is so much discussion here of intent I looked to see what else he said, and below, though I cannot quote across forums, I will paste one long post he made two weeks ago. I hope this helps everyone.
Does this explanation help?
Quite obviously there were pages of discussion after. https://en.forum.elvenar.com/index.php?threads/version-1-15.3224/page-7#post-22747
Actually, yes it does. But it doesn't change the fact that they should have let us players that joined the game mid September know this, with some kind of "THE GAME IS CHANGING DRASTICALLY" message along with all the other pop up messages...you know? However, can't look back, must look forward, and I am willing to give them a chance, but I will not put any more cash in it, not until I know what kind of game I have.

Thank you aoD. :)
 

Calenmir

Well-Known Member
I appreciate you posting the follow up comments. At least those people didn't buy into the reason. Balance insinuates an equality of which there is none. While they are good at coming up with the reasons for what they did, the word balance is now over used and lacks any meaning in the context of what they have done to the battle system.
 

SoggyShorts

Mathematician par Excellence
thank you @architect of Desires
I've read most of the posts on both live and Beta, but started only skimming a few days ago once I started to feel like I read the same arguments 100x

The explanation above makes complete sense. In the long run all new players will have a better game. As for players with huge cities, almost everyone agrees that it isn't their fault for playing the game that was available to them at the time. It's unfortunate that they don't have much to do until they complete guest races that haven't even been announced yet. It does seem like INNO is starting to get it's footing though, with regular events, and faster guest race releases (hopefully)
 

DeletedUser43

Guest
There are a lot of players who can build so many manufactories e.g. that they literally have hundreds of thousands of goods in stock. There's no fun in that.

They always get it so wrong. The only reason why people had so many goods in stock is because we sat here for months with no new content doing nothing so they added up.

They are always balancing things they messed up. Players are so far ahead because content was so far behind. It took too long to get new stuff released. If you rebalance the entire game to deal with an issue that was in the past, you mess everything up.
 

qaccy

Well-Known Member
With all the changes that have been made to the game over the past few months, I'm almost interested in starting a fresh city just to get my own perspective on how the game actually plays out starting from square one now compared to when it was first released. Unfortunately I don't have time to devote to such a thing :(
 

DeletedUser4366

Guest
Now they are trying to drive people away from negotiating, since that is all that is left, by destroying the wholesaler on beta. No more buying goods you need with coins.

Really? That's ridiculous!

So the devs have a city building game that focuses heavily both in art and in advancement on its fighting scheme, and they do not want us to fight. Now they are attacking those that want to trade?

What about those that advanced the Blooming Trader Guild Ancient Wonder to do just that (buying goods at wholesaler)? Did that AW change?
 

Maz Mellor

Well-Known Member
What about those that advanced the Blooming Trader Guild Ancient Wonder to do just that (buying goods at wholesaler)? Did that AW change?

That is a really good question.

I'm starting to want a much more detailed explanation of what exactly is happening to the Wholesaler.

Also, fellonmyownspear: your userpic is amazing.
 

DeletedUser61

Guest
I'm not talking about scouting. I'm talking about exploring different STRATEGIES for playing the game.

Regarding premium expansions.
  • Purchasing more room DOES NOT increase your benefits, unless you think a high score somehow benefits you.
  • Even Sloppy Joe can get it done if he has half again more room than is needed to make skillful progress.
Some of us prefer the challenges of a tightly constrained game, but it's OK with me if somebody wants more elbow room.
 

DeletedUser43

Guest
I'm starting to want a much more detailed explanation of what exactly is happening to the Wholesaler.
upload_2016-10-29_0-18-49.png


You can read about it on beta. It is the new update. The price goes up too with each purchase. They are claiming that this change will force more trading between players. Talk about nerfing the game for newcomers.

https://beta.forum.elvenar.com/index.php?threads/discussion-release-notes-version-1-17.6402/
 

Maz Mellor

Well-Known Member
You can read about it on beta. It is the new update. The price goes up too with each purchase. They are claiming that this change will force more trading between players. Talk about nerfing the game for newcomers.

Wow. I just read that entire thread, and it was an incredibly frustrating experience. First, the lack of response to the nearly-unanimous feedback re: the changes to the Wholesaler; and then, when a response did come.... Seriously?! Claiming that players have been lazily relying on the Wholesaler instead of trading (when no sane player who actually wanted to advance in the game would ever do that)? Quoting a post in which you explained the problem with cross-tier trading, and then asking you to explain the problem with cross-tier trading? THIS. HURTS. MY. BRAIN.
 

DeletedUser43

Guest
And yet here I am once again hoping that someone in Inno is listening to the feedback and won't bring that disastrous thing here. Sigh.

People think I only complain about a change when it affects me. This won't do much to affect me at all, and yet, it is one of the worst changes in the game. This one will kill the newbies. Heck, we won't hear much about it from the worst affected people because they will be too new to ever bother coming to the forums to complain.
 

Heimdahl

Member
These people are insane. I started playing this game just to have a little fun and build the city as I wanted to not how others think I should play the game. I don't particularly like fighting nor do I have the time to learn the strategies now needed to win. Now they want to mess with the wholesaler??? Everything said by Marindor is basically a pile of crock. The only reason these changes were made was because not enough people were spending their hard earned cash on this game. I'm currently in the Orc level, exploring takes 32 to 40 hours and the battles which before were difficult for me to win are for the most part now impossible to win. Every change they make to the game takes more fun out of playing it. Their so called rebalancing of the various combat units and their introduction of the new units is a total farce. I just finished doing one of the tournaments and basically had to cater most of the fights because my heavy melee units were being creamed by the AI's light melee units. Where is the balance when they put 8 combat units of various types against your 5???
As for scouting, the normal reaction when you have finished scouting a province is to send out your scout to another province. In order to expand your city the game allows you to take X number of provinces and you receive an expansion for your city. I don't buy premium expansions so I rely on the ability to take provinces in order to expand my city. Take this away from me and I can no longer build anything because of lack of space. I have not gone crazy with my manufactories having no more than 2 or 3 of my boosted ones and one each of all others. I have 12 factories for supplies and am always short of people and culture. Can't build higher grade culture because of lack of space and if I eliminate culture to make room for new cultural buildings my culture will go negative. As to the ancient wonders, I have the ability to build them if I had the space but once I get to needing only 2 runes to complete every rune I get shatters so I have to wait till I've broken 10 runes tn order to place 1 empty rune spot. With 12 ancient wonders it is a very tedious process.
I would really like someone from Elvenar explain to me how making the game so much harder to play and how by throwing all kinds of roadblocks into building my city and trying to force me to play the game in a specific fashion is in any way fun or worth the time to play it.
I actually know the answer that they would like to say but probably won't. "WE DON"T CARE> ALL WE WANT IS YOUR MONEY"
 

qaccy

Well-Known Member


You can read about it on beta. It is the new update. The price goes up too with each purchase. They are claiming that this change will force more trading between players. Talk about nerfing the game for newcomers.

https://beta.forum.elvenar.com/index.php?threads/discussion-release-notes-version-1-17.6402/

The coin prices on those crystals and gems are ridiculously cheap compared to the old wholesaler. Even with the prices increasing with each purchase on a given day, the new wholesaler doesn't look so bad based on that screencap.
 

DeletedUser61

Guest
Talk about nerfing the game for newcomers.
You're seriously suggesting that a newcomer would want to purchase more than 500 +500 per week of their unboosted goods? If this effects the newcomers at all, it will be because more goods will be offered for trade at LESS than five times what they're worth.
I would really like someone from Elvenar explain to me how making the game so much harder to play and how by throwing all kinds of roadblocks into building my city and trying to force me to play the game in a specific fashion is in any way fun or worth the time to play it.
It's the constraints, and overcoming the consequent puzzles and challenges, that makes the game engaging. If you don't have any constraints then you're just playing Whack-A-Mole.
The coin prices on those crystals and gems are ridiculously cheap compared to the old wholesaler.
Not so. The initial prices are the SAME 5 times a like value ratio, you can't even POST a trade that's that bad, and then the price goes up ANOTHER 20% each time you make that same purchase, with a reset back down to "only" 1:5 once per week.
 

DeletedUser4366

Guest
It's the constraints, and overcoming the consequent puzzles and challenges, that makes the game engaging. If you don't have any constraints then you're just playing Whack-A-Mole.
.

I think you are missing @Heimdahl 's point, forcing us to play a game one way is not entertaining. Do you play card games or board games? Do the rules change constantly - if not, how can they be fun at all? Ah, well if you have been playing them for awhile, you like to play them with people who are also good at them and you develop a thing called strategy. City building games are fun for strategists. With all games, people advance at their own pace. Some people even pay for classes, or better equipment. But playing poker with 2's and 3's now being jokers, make your aces and kings almost worthless. Changing the rules so that the 7-8-9 of spades is now a top hand, would also suck the fun out of the game. Also adding that there are no more "buy-ins" from the house for a friendly game doesn't make sense.

Don't get me wrong, puzzles and challenges are great. Constraints are engaging - if there is a chance that you can overcome them, if not, they are shackles. If the people who overcome the constraints are told that they are "not playing the game right", or are "stupid for not figuring out that the constraints were there to make the game more enjoyable, so how moronic are you for having bettered yourself", then whack-a-mole is starting to sound much more entertaining.
 
Last edited by a moderator:

Buttrflwr

Well-Known Member
I think you are missing @Heimdahl 's point, forcing us to play a game one way is not entertaining. Do you play card games or board games? Do the rules change constantly - if not, how can they be fun at all? Ah, well if you have been playing them for awhile, you like to play them with people who are also good at them and you develop a thing called strategy. City building games are fun for strategists. With all games, people advance at their own pace. Some people even pay for classes, or better equipment. But playing poker with 2's and 3's now being jokers, make your aces and kings almost worthless. Changing the rules so that the 7-8-9 of spades is now a top hand, would also suck the fun out of the game. Also adding that there are no more "buy-ins" from the house for a friendly game doesn't make sense.

Don't get me wrong, puzzles and challenges are great. Constraints are engaging - if there is a chance that you can overcome them, if not, they are shackles. If the people who overcome the constraints are told that they are "not playing the game right", or are "stupid for not figuring out that the constraints were there to make the game more enjoyable, so how moronic are you for having bettered yourself", then whack-a-mole is starting to sound much more entertaining.

THIS! If I have to negotiate the rest of my game life, at least let me get rid of the buildings associated with battle so that I can build more factories to afford the cost of negotiations. I didn't realize until I read Matts comment that we couldn't sell the barracks. o_O You seem to be forcing us into a corner to play the game the way you want us to, but my friends, that is not the way that games go. Yes, many games have rules you have to adhere to in order to play the game the way the game designer intended, but those rules should be implemented BEFORE THE GAME IS RELEASED. I understand that the game grew beyond what you expected, but that isn't our fault, and the game should have stayed in Beta just a bit longer. I am not going to beat this dead horse anymore, but since you are changing rules now, at least change them to accommodate us, as well as yourselves. Let us tear down bldgs like the barracks, and the MA. At least give us 1/2 our diamonds back, or some other compensation for them.
YOU are changing the rules mid game, you are going to have to bend a bit here if you want to keep your player base. Just sayin... *hugs* to all, players, admins, developers and anyone else that likes hugs. If you don't like them, just step out of the way. :D :p :rolleyes:

Which was exactly the point of my post somewhere else. I think... ;) o_O:p:p
 

DeletedUser61

Guest
so how moronic are you for having bettered yourself
No, the moronic part is NOT realizing that Elvenar CHANGES every two weeks. Sometimes the changes are small, sometimes they are HUGE, but it's a given that
  • New content will be added
  • Some bugs will be fixed (and/or reverted)
  • Some of the modules will become more capable
  • Some of the creaky old modules will be scrapped and replaced
every two weeks.

The developers can have bad ideas too, just like everybody else, and sometimes you have to try stuff out to determine if it actually works in practice, as well as it does in theory. If you follow your complaint to it's logical conclusion, you're suggesting that misjudgments should never be corrected.
 
Last edited by a moderator:
Top