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April 6th, 2004, 04:52 PM
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First Lieutenant
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Location: CA
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Re: The next patch
Quote:
Originally posted by Gandalf Parker:
quote: Originally posted by Kristoffer O:
All recent MP games I have been in have had victory conditions set. Either by VP or dominion. They didn't Last very long (20-60 turns).
I think VP's is a good workaround on the clam hoarding. Let him hoard while I grab these VP sites. Battles for VP's will change the goals of the players and the way the game is played.
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I dont see a need to "fix" every way of winning the game as long as its not an automatic obvious choice. It kills a game for me to discover that there is strategy which will always win.
Which leaves me still undecided on this subject. On the one hand, game settings can make it not such a major deal which makes it not a major fix need IMHO. On the other hand it sounds as though its killer enough to make one type of games in Dom2, a rather popular type of games, to be less chosen or a fairly easy win. So it sounds like some sort of change might be good. That's exactly my point.
Kristoffer is right, it is clear that some people do not have problem with clams, and some people do. I think it is mostly due to the different types of games people like to play (plus some of the people who say that they don't have problem with the clams perhaps just haven't meet their first dedicated clam-hoarder in thier game yet. But still mostly it is due to different game types).
But if clams would be changed by making them a bit harder to make (like 10 water 5 nature, or one of the many other suggestions on this thread), than the first group of people would not be affected much. But for the 2nd group of people, who liek to play differnt game types and for whom clams are a big issue, this type of fix would be extremely beneficial.
And btw, I mostly play not-blitz games, and in some of them (usually in long and some medium ones) clam abuse is a real game spoiler. So from my experience it is definetly not blitz-only problem. Although there is certanly some truth in the argument that in Blitz game clam hoarder could be easer to overlook. Unfotunatly with graphs disabled (as most people play their MP) there is no way of knowing if the person is hording the clams or not. And killing every nation with astral and water income in the begining of the game is not a good answer to clam-abusing strategy.
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April 6th, 2004, 04:53 PM
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Corporal
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Re: The next patch
Quote:
Not only death - Astral magic protects vs Soul Slay, Nature magic protects vs Charm, etc. You get +1 bonus for every 2 levels in the relevant path.
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empahsis mine
Presumably that Astral bonus applies to paralyze resistance as well?
That would explain why my astrally strong Void Lord in an MP game was able to wipe out an Arco army that had several mages spamming paralyze and soul slays...
I'm curious as to what exactly happened (I thought he was toast), but the replay bug... c'est la vie.
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April 6th, 2004, 05:19 PM
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Second Lieutenant
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Re: The next patch
Quote:
Originally posted by Stormbinder:
But if clams would be changed by making them a bit harder to make (like 10 water 5 nature, or one of the many other suggestions on this thread), than the first group of people would not be affected much. But for the 2nd group of people, who liek to play differnt game types and for whom clams are a big issue, this type of fix would be extremely beneficial.
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Except that this is not, as you suggest, making astral clams "a bit harder" to make - it is making them much, much, harder to make for most nations due to lacking paths and increasing their cost by 50% - and making them take 7.5/15/30 (depends on how you count) rounds rather than 5/10/20 to pay off (sans dwarven hammer). In such a situation they would not really be worth making except if you were basing your strategy around them and the acquisition on WWN mages, rather than the situation now where they can be used (but not necessarily abused) by players for whom they are not the focus of the playing strategy.
I dislike the idea that the "solution" to what I perceive as a playing-style issue (players not attacking each other ruthlessly enough allowing nations to allocate resources to go clam-crazy with dire results in very long games) should be to make the clams all but useless in general.
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When I said Death before Dishonour, I meant alphabetically.
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April 6th, 2004, 05:53 PM
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Corporal
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Re: The next patch
Perhaps something as simple as removing the ability to alchemize astral gems to water gems could work, or increasing the ratio to 4 or 5 to 1 or something.
This would allow people to still create clams with their natural water gem income, and help curb the abuse of hoarding clams in the ways explained here.
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April 6th, 2004, 06:09 PM
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Major
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Re: The next patch
Limiting the amount of Clams that can exist in the world at the same time would stop excessive hoarding while still leaving Clams useful.
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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April 6th, 2004, 06:21 PM
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Second Lieutenant
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Re: The next patch
Quote:
Originally posted by Teraswaerto:
Limiting the amount of Clams that can exist in the world at the same time would stop excessive hoarding while still leaving Clams useful.
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No, it would merely impose an artificial restraint causing people to race for clams before somebody else cornered the market on a scarce resource. 
__________________
When I said Death before Dishonour, I meant alphabetically.
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April 6th, 2004, 06:38 PM
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Major
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Re: The next patch
What's "artificial" in this context? If the limit was high enough it wouldn't be an issue unless someone was attempting the kind of hoarding that makes Clams problematic.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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