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Re: The next patch
Hey Peter, don't blame me for using your numbers! http://forum.shrapnelgames.com/images/icons/icon10.gif
Obviously ignoring extra gem income is a simplification, but it's good enough to evaluate returns in regards to investment anyway. Graeme: Quote:
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And most important of all: where Atlantis & Ermor in the game? What kind of game are you playing that you can spend 750-1000 gems in items with no immediate return, without your military power resenting from it? Really, if you had such a surplus why didn't you just go for the game & start killing opponents? Re clams vs Voice of Tiamat: Quote:
I am not saying that clam-forging cannot work, rather that it applies to very specific game settings. It's obvious that strategies based on economy building are stronger the longer the game, tho I find some of the 'fixes' being suggested a bit radical. Why don't you just play faster games? The same fun with less MM. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Your experience seems to differ also from mine. By turn 20 I am often already at war or planning to, and form then on do not stop fighting until the end of the game. From an outsider PoV Atlantis seems to have been particularly passive in your game, same with Ermor. By turn 20+ a number of land nations should also have developed the means to at least be able to raid seas, if not hold on them. Quote:
I am also far from convinced that spending 15-20 astrals to start getting the returns 10 turns later is a good move. Quote:
edit- typo [ April 02, 2004, 20:39: Message edited by: Wendigo ] |
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Even so, it's disputable that a clam strategy would be a better investment than an early casting of Voice of Tiamat on every sea: Sacrifice 10 gems for a 1 gem income, or 8 gems for a 2+ income? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You are missing the point Wendigo - Voice of Tiamat has hard max limit - the total number of your provinces. Clams don't. As Graeme said it's geometrical progression. [ April 02, 2004, 19:34: Message edited by: Stormbinder ] |
Re: The next patch
Originally posted by Stormbinder:
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It was argued that there was no better use for early water gems, so I just offered a better use. As the game advances, it's less and less of an advantage to invest those waters in clams (as you will get less return, and there will be new options available). You guys seem to defend that dumping huge amounts in clams is both necessary & compulsory to be able to compete. I have certainly won more than once without doing that, so I dispute this line of reasoning. What I am saying is that this 'geometric growth' strategy only works in some very specific settings: big map, long game, water income, passive players, relative early invulnerability. Nothing I have seen posted so far contradicts the above, and Graeme's example seems to rather confirm it. Additionally, forging clams is definitely not the only way to get 'free' gems/money/troops. You might argue that it's a very cost effective one, and I would agree that it could indeed be some times, but I will tell you also that you maybe should consider putting some more care in the choice of settings for your next game, and be more agressive vs those hoarders. [ April 02, 2004, 19:54: Message edited by: Wendigo ] |
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It was argued that there was no better use for early water gems, so I just offered a better use. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nobody said you shouldn't look for water sites or use both Voices if you have sea provinces. Quite opposite - it was said here many times that you should do it, and than dump all your increased water income in clams, if you are using clam hoarding strategy. This way you'll be able to make even more clams and have larger gem income at the end of the same period, as long as this period is longer than 15-20 turns, depending on your particular settings. And because you only have limited number of provinces and search spells for water are cheap, you can serach every province (except farm lands perhaps)with minimum water gem investment. After these provinces are searched you will concentrate on clams using your water and/or astral income, while using all other gem types for defense/attack/whatever. If you have any water/astral income and water mages (and you obviosly do since you need them to produce clams) you can do it quite quickly. Quote:
You have said yourslef earlier that you are playing short games and even went so far as to recommended all of us to do the same. Thanks, but some of us like different game types than you. Why do you feel that everybody should play the type of game that you are playing? Because in this particular game type the clam hoarding strategy is less valid? Or because you happened to dislike what you think of as "MM"? That's strange arguments in my opinion... http://forum.shrapnelgames.com/images/icons/icon6.gif Quote:
[ April 02, 2004, 20:42: Message edited by: Stormbinder ] |
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If you are interested in serious debate or a game, I am available, otherwise keep your winks for yourself. |
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[ April 02, 2004, 21:21: Message edited by: Stormbinder ] |
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http://www.shrapnelgames.com/cgi-bin...=001570#000004 Others with a similar focus: Anything blood-slave related or concerning hoarding the Elemental kings/queens that produce free (and good!) troops-> It does not feed on itself as gem generators+ alchemy, but the troops provide gems+coin by giving you the provinces of your enemies. In the end, you should not forget that the game is won & lost by winning & losing battles. The economy is not everything. [ April 02, 2004, 21:40: Message edited by: Wendigo ] |
Re: The next patch
I have nulled the advantage of Clams in Zenmod 82.3.
It takes out Wish. Now you must use normal ways to use your Astral Income either converting or using the pure Astrals. Now if I could find a way to mod away the whining of people who build 'forts' then it would be 'balanced'. |
Re: The next patch
I am not going to answer everything because it would take us nowhere, many of the arguments we are using are being circular & repetitive.
I will stick to my main point (yet uncontested): Quote:
"this 'geometric growth' strategy only works in some very specific settings: big map, long game, water income, passive players, relative early invulnerability." Really, the unballance in this game seems to be the R'lyeh-Atlantis alliance, rather than the clams. [ April 02, 2004, 21:51: Message edited by: Wendigo ] |
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Frankly, you guys have _still_ done nothing to counter his points, and merely repeat your astute observation that Clams can pay off in the very long term, or resort to circular logic. |
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BTW if it's funny that you were arguing with me on the previous page of this thread, saying that clams are just fine the way they are now. Did you changed your opinion or just created the mod to satisfy the other side of the argument? http://forum.shrapnelgames.com/images/icons/icon7.gif Whatever the case I appreciate your mod, thank you. To use it in MP should it be installed on every player's comp or only on the host? |
Re: The next patch
I'm still of the opinion that Clams are of a very slight imbalance (only situational in one type of game or one type of player).
The reason I made the Mod is because I got tired of the lure of Wishing. It was for a very specific game (with Easy Magical Research) and we didn't want it to turn into a wishfest as that is very, very boring. I don't have the file on me, but I'll be happy to Email it to anyone who wants it to try for some different starting settings of games. Edit: I think that the reason Jasper and Pepe and a few others feel the way they do is they are of a similiar temperment (as I am) of aggression, I don't believe ethnic and religious cleansing should have alot of peace and at the very least vicious backstabbing to find the one true God. With that kind of temperment, having someone be able to sit by and make Clams unmolested until the game is more boring than fun is hard to imagine happening enough to be imbalanced. [ April 02, 2004, 22:43: Message edited by: Zen ] |
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Short games that you like to play will not be affected in any signifcant degree according to you, and medium and long game where clam hoarding can be a big issue will definetly be improved. I see it as clear win-win situation. Quote:
http://www.shrapnelgames.com/cgi-bin...=001570#000004 Others with a similar focus: Anything blood-slave related or concerning hoarding the Elemental kings/queens that produce free (and good!) troops-> It does not feed on itself as gem generators+ alchemy, but the troops provide gems+coin by giving you the provinces of your enemies. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think you've answered your own question. These strategies that you describe with blood and King/Queens summons are just what you said - some free troops. But because none of these tactics, as you put it, are "feeding on itself" it's very different in its nature from clam hoarding as I think you reilize yourself. In mathematical terms Clam hoarding is geometric progression. What you descibing are ariphemetic progressions. As you probably know they are very different. The argument that using thess strategies will give you more provinces is not really relivent. So would any other good strategy, that allow you to conquer enemy territory and by doing this would allow you to become more powerfull. These are just efficient strategies, some of the many available ones. But because they don't have "snowball" effect ("feeding on itself" in your own terms), which is the main attribute of geometric progression, they are not abusive, but instead are just good valid strategies that can be countered with others equaly good ones - and that's what this game is about after all. Quote:
[ April 02, 2004, 22:57: Message edited by: Stormbinder ] |
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EDIT: NM, I misread your post (geting tired). I though you took out Wish _and_ Clams. My fault. Guess I'll have to wait until Clams are fixed (hopefully) in the patch. Or if not than perhaps somebody would make a mod for it. Or maybe I should do it myslef - how difficult it can possibly be?!? http://forum.shrapnelgames.com/images/icons/icon7.gif [ April 03, 2004, 00:04: Message edited by: Stormbinder ] |
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I guess it is easier to get away with the more players there are, as it becomes possible to be overlooked for some time by not acting particularly aggressively and by being hard to attack. R'lyeh would probably be the best candidate for that with an "We're just a bunch of squid-faces on the bottom of the sea who want to live in peace" - while hoarding astral clams. But even so, for my money, it is not all that abusable as it requires active collusion from your enemies for many dozens of turns in order to reach critical mass (unless you fight a large number of very good sites nearly). If your enemies hit you hard, it is going to be hard to avoid diverting a fair number of gems into various magical defenses and summonings. |
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What I mean is that if everybody is leaving a player mostly alone for 40-60 turns or attacking him so little that he is not forced to use gems in his defense, they damn well deserve what happens to them after that. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Yeah, it sounds OK in theory. But in practice, you're just one fish in a very big pond. You can't hassle everybody, and you have to look after your own interests at home. In the game I referred to earlier in this thread, going after R'lyeh any earlier would have been the end of me. You just don't have that kind of control over the game.
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Even if it was, forfeiting the gem income from 20 turns (100 gems!) to get a +10 gem income is far from impressive. On standard settings I am pretty sure I could get a better income with half the investment by just casting a few search spells. It seems to me that the players running into this are playing extremely big maps vs fairly passive opponents. The only nations I can imagine pulling this on more average settings are Atlantis & R'lyeh (thanks to the combination of early invulnerability & water income), and only if the other sea nation is not present in the game. Even so, it's disputable that a clam strategy would be a better investment than an early casting of Voice of Tiamat on every sea: Sacrifice 10 gems for a 1 gem income, or 8 gems for a 2+ income? As far as I am concerned, clam forging is a good use for water gems that have no immediate use, but I cannot imagine alchemying astrals for this. [ April 02, 2004, 12:53: Message edited by: Wendigo ] |
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Certanly, I agree with your statement. After all in any strategic game that I can think about once you begin to win territory/resourses from your opponent(s) and get stronger each new conquest is theoretically easer for you because now you have all your old resourses plus resourses of newly conquered territory/country/province/colony/whatever. And it doesn't matter that much what tactic you are using while doing this because the result still the same. But what I strongly feel makes clam-hoarding special case is the speed with witch it is happening. Once you have it really going you can double your gem investments very quickly (every 5-8 turns, depending on avaliablity of hammers/forge sites/mages). Look at Peter's two tables below for example, which describe the evolution of just _5_ astral gems invested into clams in the begining of the game. And of course in real game you often invest other water/astral gems into clams once you get additional income from searching your provinces, so it is even faster. So the speed with wich the "snowball" grows once it gets rolling is much faster(mainly because it is geometrical progression) than with regular linear progression when you conquer enemy provinces. Also when you conquer province in your example you often suffer losses - and that slows your expansion. When you are siting in your castles mass-forging clams there are no losses, other than a bit of lost reseach, since it's just pure mathematic and doubling your investment every N turns. But there is another factor that you and Kristofer are the only people quilified to comment about. http://forum.shrapnelgames.com/images/icons/icon7.gif Please tell me this - when you designed this fantastic game, with all these different unique magic sites, as well as high-level spells for all magic schools - was it you intention that the Magic (gems) that power these spells would come mostly from these uniques sites of yours, from the territory that your Pretender God controls, perhaps with small addition of item-generated gems? Or your vision for the end-game was that by the end of medium and long games anywhere from 90-99% of your magic gems would be coming from hundreds and hundreds of clams siting in your magical treaury? Because as of now, as even opponents of clam-changes agree on this thread, more often than not it is 2nd situation by the end of many of long MP games. I am sorry, I just can't help but feel that this is not the way it was intended to be by you, designers, since massive clam hoarding that person currently has to do to stay competitive against other clam-hoarders in long games feels so... boring. http://forum.shrapnelgames.com/images/icons/icon9.gif Now if you tell me that everything is working the way it was intended in regards of Clams than I'll just shut up and will not bring this topic again on this Boards, I swear! http://forum.shrapnelgames.com/images/icons/icon7.gif [ April 03, 2004, 01:52: Message edited by: Stormbinder ] |
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I have yet to see a passive player do anything other than be annexed. [ April 03, 2004, 11:17: Message edited by: Jasper ] |
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IMHO the clam hoarder will have his resources stolen long before he can abuse geometric growth. |
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I am not ruling out that clams are overpowered, just disputing that the dividends paid by clam hoarding is unique in having geometric growth compared to other forms of resource collection. Stormbinder, just to clear things up, while I am responsible for some of what have went into dom 2, it is Johan Karlssson and Kristoffer (my brother) who are the principal creators and designers of dom 2. Edit: Capturing provinces also potentionally denies them to other players. Possibly hemming their growth. Every clam, like every province, provides a linear increase in a resource, or potentionally several resources for a province, but since both clams and provinces can be used to acquire more of the same (provinces by allowing you to field more armies) they both alow for geometric growth, both snowballs both feed upon themselves. Clams however does not hit the roof in the way provinces does when territores come into short supply. [ April 03, 2004, 20:03: Message edited by: johan osterman ] |
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Personally I think it would be better to make Clams cost 20 water gems and require con 6, and make Fever Fetishes cost 10 fire gems and 5 death (same con6). But if for some reason High Powers (developers) disagree with such changes, than at least making clam owners horror-marked would definetly be a step in right direction. |
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I hope that KrissofferO or Johan Karlsson will check this thread again sooner or later and will post their opinion about this Clam-hoarding issue. I know that they both are very acive on this forum and extremely helpfull (more than any other game developer that I ever meet in fact, and this is not ***-kissing statement http://forum.shrapnelgames.com/images/icons/icon10.gif ), as well as you Jason, so it'll probably happens sooner or later. Also as I've said earlier I really would like to know if their design vision for the end of medium and long MP games included having 90-99% gem income coming from hundreds of Clams instead of magic sites. If it was by design, than IMHO we all should just drop this topic. If not (as I realy hope it is), than we may hope that they will fix it one way or another. EDIT: Graeme - you are right of course, I meant to say 10 fire 5 nature. Also current ability for undead to hold fetishes without any bad side effects while producing firegems doesn't seem right to me, but this was mentioned by other people before. [ April 04, 2004, 03:39: Message edited by: Stormbinder ] |
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For a start, the problem is really clams leading to massive astral production leading to Wishes ending the game. So Fever Fetishes probably don't need fixing at all. And if clams were 5 water 5 nature, that would probably fix them as well, since water/nature mages are harder to come by than water-2 mages, and nature gems have other uses that would tempt the potential clam-hoarder. |
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[ April 04, 2004, 09:52: Message edited by: Stormbinder ] |
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Exponential clam growth strikes me as somewhat unlikely, because that requires a corresponding exponential growth in the number of water mages, and that's difficult to do unless you have an absolutely incredible amount of water gems coming in for Sea King's Court and can also deal with the exponentially growing maintenance cost. Not to mention that every mage forging clams is a mage that could be doing research or leading troops or so forth.
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Ok here's a suggestion:
Make Clams require Water-2, Astral-1, 10 Water and 5 Astral to forge. This would slow the expansion, and require the forgers to have Astral magic as well, which is appropriate (since they create astral gems), and also harder to get the required forgers. PvK |
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I prefer my suggestion (nature-1 water-1) because it requires nature gems (not produced by the clams) and R'lyeh has water/astral mages straight out of the box.
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- Matt Lepinski :-> |
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- Matt Lepinski :-> </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Water/Nature perhaps makes more sense from thematic point of view. But if clams would be made along this elements than I think 10 water 5 nature would be much better, especially if clams will be left at con4. As for hard to come by at mages capable of making them - I disagree. Any amazon priestess could make them since they have nature 1 water 1 magic pathes. They are extremely cheap at 100 gp, in addition to being sacred troops that halve their maintaence. Any present lvl 2 water mages would cost much more than that, so it would be a step backward in this regard of mainanence cost. Amazon provinces are quite common forest type province. Besides nature 5 water 5 is too low anyway, IMHO clams should cost at least 15 gems total to slow its return of investment. 10 nature gems and 5 water would work better than 10 water 5 nature btw - this wat at least if the player is going to use cheap mages with patch enchansers to mass-produce clams he would have to pay 10 nature for wristle mace to raise nature level from 1 to 2, intead of paying just 5 for water braclet. (as in case with water 10 nature 5) Also as it was mentioned nature gems are more valuble in general than water, tempting the player to spend it elsewhere. [ April 05, 2004, 02:57: Message edited by: Stormbinder ] |
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Changing clams from water-2 to nature-1,water-1 is a small enough change to have some chance of being accepted by the devs, and the folks that think there's no problem to be fixed. |
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[quote]Originally posted by Zapmeister:
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[ April 05, 2004, 04:33: Message edited by: Stormbinder ] |
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I'm also saying that anything more than that is overkill, and will never be accepted by the folks that don't even agree that clams are out of balance in the first place. |
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[ April 05, 2004, 05:07: Message edited by: Stormbinder ] |
Re: The next patch
Speaking of the next patch... can someone tell me whether it has lockable research sliders?
The current system makes it impossible to obtain certain distributions. Since reductions in one get added to the smallest, and additions get pulled from the largest. Drives me CRAZY! Rabe the Unbalanced |
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