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  #1  
Old September 3rd, 2009, 04:31 AM
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Meglobob Meglobob is offline
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Default Re: Template for reducing late game MM hell

I am not very comfortable with the ban this, ban that and ban the other mentality that this thread is now full of, happens all the time with these sort of discussions.

Seems to always come down to nerf everything, especially if its good or popular.
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Old September 3rd, 2009, 11:59 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Template for reducing late game MM hell

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Originally Posted by Meglobob View Post
I am not very comfortable with the ban this, ban that and ban the other mentality that this thread is now full of, happens all the time with these sort of discussions.

Seems to always come down to nerf everything, especially if its good or popular.
Old wisdom from admins of many online world projects. The people placed in authority over game balance tend to come in two types. The adders, and the subtractors. Those who fix by building up the low ones, and those who fix by taking down the high ones. As long as you dont let one group get too out of control you are usually ok. Of course nor should you allow both groups unlimited control or you end up with everything equal in the middle which is boring. I am again amazed at how well the two-man crew of Illwinter did with that basic problem altho if you look at the history file you can kindof see that they have one of each.

But Im with you. Id rather see more options than less. As long as there is an in-game strategic response then Id be afraid to nerf for fear of creating a new imbalance in some other nation needing a new nerf.

Altho.. as long as its all mods and game setting choices then its just more options. No problem there.


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Last edited by Gandalf Parker; September 3rd, 2009 at 12:13 PM..
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Old September 3rd, 2009, 01:00 PM

Illuminated One Illuminated One is offline
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Default Re: Template for reducing late game MM hell

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Originally Posted by Calahan
Gathering all your forgers in one or two places just to save on MM is a guaranteed way to get yourself in major trouble to stuff like lab fires or mass remote killing spells (flames from sky). With the former event putting the majority of your hammers and boosters out of commission for a turn, and the latter losing you said hammers and boosters. And domes won't help against a concentrated ritual attack, which is all the more likely to happen if you enemies notice your gathering all your important mages in one place.
That would require my enemy to know exactly where I have my forgers without me having any idea of it, which should be something near impossible as he can't see my paths (as I have maybe 15 other castles with a lot of mages sitting in).
But there is of course a truth in it that remote spells (and I actually like them) are really bad MM for the victim.

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But the more spread out they are, the more MM increases. Hence the claim being made that banning Hammers will reduce MM. (and this is a thread about reducing MM after all)
Yeah sure, banning hammers will reduce MM. But removing all gems will also. I'm not even very much opposed to removing hammers, but they are hardly a core problem. Unless of course everyone needs 3h only to hunt his hammers, but therefore working out where the time is wasted is much better than suggesting bans that can save some micro.
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Old September 3rd, 2009, 02:37 PM

Valerius Valerius is offline
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Default Re: Template for reducing late game MM hell

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Originally Posted by Illuminated One View Post
But removing all gems will also. I'm not even very much opposed to removing hammers, but they are hardly a core problem. Unless of course everyone needs 3h only to hunt his hammers, but therefore working out where the time is wasted is much better than suggesting bans that can save some micro.
Yes, exactly! Gems themselves are a big cause of MM. In CBM summoning individuals demons is cheap - the logic being that the real cost is mage time, not blood slaves. If this logic could be extended to everything you could do away with gems. So aside from perhaps globals or unique items everything would be free (or as close to free as the game will allow). But the only way I can see to do that is to limit the number of mages and that drastically changes the balance and nature of the game (though it could make for a fun, quick playing, mod).

In addition to that, the game doesn't scale well. The more units you have, the more MM you'll have. If there was a way to have the game scale from x units at the beginning to 100x (instead of 1000x) then you could really reduce MM. The best you can do to simulate this is to have smaller maps with fewer players.

In the end, I think you can only change things around the periphery - the cause of the vast majority of MM is built into the game itself. I don't mean that to sound negative: trying to change the things that we can control is worthwhile but it won't solve the bulk of the problem.
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Old September 3rd, 2009, 03:50 PM

Illuminated One Illuminated One is offline
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Default Re: Template for reducing late game MM hell

Adding to that I mean maybe the main thing is simply that above a certain point it becomes to much for anyone to manage.
I mean seriously, you are not memorizing what paths even 50 mages have and where they all are.
Or how are you sorting your items when they are not in a lab? Do you just plan 3 weeks ahead so that the 60 new forges don't destroy your order? Sort anew almost every turn?
Or do you just scrap the sorting and start endless searches for that thing you know you had somewhere?
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Old September 3rd, 2009, 04:32 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Template for reducing late game MM hell

If less gems is at least a partially acceptable answer, then dont we already have that by setting sites to a very low setting when creating the game?
--magicsites X Magic site frequency 0-75 (default 40)
Setting events rare would help also.

That would lower everyone equally. Of course some nations have a naturally high gem income from national sites, which could be boosted by pretender selection, but that is part of the balance for those nations which they pay for in other areas (that people usually complain about). That all just amounts to a different game-feel for us all to enjoy. And its already been built-in by the developers.
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Old September 4th, 2009, 12:38 AM

MaxWilson MaxWilson is offline
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Default Re: Template for reducing late game MM hell

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Originally Posted by Gandalf Parker View Post
If less gems is at least a partially acceptable answer, then dont we already have that by setting sites to a very low setting when creating the game?
--magicsites X Magic site frequency 0-75 (default 40)
Setting events rare would help also.

That would lower everyone equally. Of course some nations have a naturally high gem income from national sites, which could be boosted by pretender selection, but that is part of the balance for those nations which they pay for in other areas (that people usually complain about). That all just amounts to a different game-feel for us all to enjoy. And its already been built-in by the developers.
Not to mention that it would make some of the globals less pointless, like... what's that spell that gives you 5 pearls a turn by collecting solar light?

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