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Game balance issues, again...
Hello boys and girls. Got some old and some new gripes from the #dominions channel @ IRCNet.
1. Clams are still damn powerful for reasons outlined before in these forums. Suggestion: Move it to const 6 and make it horror mark the user 2. Bane Venom Charm is too overpowered and gives exp for killed civillians (we had a commander go over 27k exp in a rather short period of time). Suggestion: Move it to const 6 too and don't give exp for civillian kills. Make the disease less lethal too, it should be a nuisance not a game breaker. 3. Add an item that allows armies or commanders patrol on the move. Like some const6 magic eye that shows all stealthy dudes in the same province. It's got plenty to do with the forementioned Bane Venom Charm -incident. By the time you found the charm bearer it was already too late. Comments are appreciated. I hope that Illwinter staff reads this too. Some of the issues have been oulined before and haven't warranted a correction before but it never hurts to point them out again. Cheers. -Wind |
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[ March 20, 2004, 01:39: Message edited by: Graeme Dice ] |
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[ March 20, 2004, 02:01: Message edited by: Norfleet ] |
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You have vastly underestimated what he had. I'm not trying to argue, just stating a fact, based upon what I've been shown of the score graphs and portions of his realm I don't think you were privy to. |
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[ March 20, 2004, 02:30: Message edited by: Norfleet ] |
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In effect, if you forge 4 Clams of Pearl for 40 water gems, you receive 10 astral gems in kickback next turn - which can be turned into 5 water gems, if you so desire. In effect, the Arcane Nexus can be considered to cut 1/8th off the price of any of your monthly non-blood non-astral forging and rituals (well, actually better than that, but that is its least possible effect http://forum.shrapnelgames.com/images/icons/icon7.gif ) To receive 700 astral gems from the Arcane Nexus would require all the nations in the world to use 2800 non-astral non-blood gems per round, which is an awful lot, but certainly possible in the end-game on a large map, particularly if gem production has been significantly boosted with fire fetishes and clams of pearl (with astral gems alchemised to other types of gems for ritual/forging purposes) |
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Arcane Nexus also harvests an unknown amount of gems as "ambient energy", and I have no idea how much this is. All I know is that I was getting reports saying the arcane nexus was absorbing anything from 500 to 700+ worth of gems per turn.
I have no idea who was spending all that. I can only assume that the mystery extras come from this "ambient energy" amount. Although one time I got an 1800 gem kickback when I threw up a max GoH. I'm pretty sure that had to be the largest gem expenditure I made, and that caused the absorption to go from a normal 500-odd to 1800 odd, and it never went back to 500, and stayed at around 700, for the rest of the game. Perhaps "ambient magic energy" is a kickback on global enchantments in the world as well? I was ramming up maxed out 999 point enchants, so that could be it. Ramming up a 1K-gem GoH certainly seemed to increase the output by about 200 gems.... |
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I ran some controlled tests (I controlled all gem use in the game) putting up 200 gem globals and did not notice a significant increase in the baseline astral power I still saw the usual 2,3,5,8,4,13,3,5,4,5 kickbacks from the ambient energy the next ten rounds. As such I doubt that there is any significant impact on the ambient energy from global enchantments, unless it is something that would only kick in at extremely high energy levels, which I have not tested. That would not make all that much sense from a game-balance perspective, but it would certainly be a neat synergy. More likely, the players are just using gems like mad in your game - but you would know that better than I. If you make a copy of the savegame in the current situation, you can run controlled tests when the game is finished and tell us whether the extremely high gem cost globals increase the ambient energy. Remember, when the monthly message text says "The Arcane Nexus has absorbed magic power equal to X astral gems.", that means that X non-astral non-blood gems generated the power for the nexus. It does not mean you get X astral gems. You only get x/4 astral gems in your lab, not X. (Sorry if I am belabouring the obvious here) [ March 20, 2004, 09:21: Message edited by: Peter Ebbesen ] |
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Ah. So it was closer to +175 astrals/turn in income, which seems to be about right, then, and then there would be 700 gems expended in the world....that seems more like a reasonable figure.
Unfortunately, that would mean most of those expenditures are mine. http://forum.shrapnelgames.com/images/icons/tongue.gif |
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[ March 20, 2004, 10:17: Message edited by: Peter Ebbesen ] |
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Now, if you're instead tempted to convert TO astral from other types, you can think of the Nexus as giving you a 33% break on the "price" of other type uses of gems - like, instead of spending 20 Earth gems and getting effect X, and 10 more Earth gems to alchemize into 5 Astral pearls, you just spend 20 Earth gems, and get effect X AND 5 Astral. |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Correct. That is why I said that that was the least benefit you could consider yourself to be gaining from the Arcane Nexus. It is the absolutely worst case. In actual gameplay, you win much more because of the increased flexibility even without considering the gems you get from other players' actions. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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