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Old September 3rd, 2009, 10:11 AM
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DonCorazon DonCorazon is offline
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Default Re: Template for reducing late game MM hell

WraithLord asked for ways to reduce MM. Looking for, and transferring 10-15 hammers every turn is my definition of MM. In other words, it is not fun. My argument was not to ban them for balance. I just made a note that it might add some balance as a response to squirrelloids points. As for having forging centers, that doesn't usually work when you have variable paths and indies - certain path requirements will end up in remote locations etc.

I also don't like banning things, but the point of the game is to have fun, and i personally don't find swapping hammers every turn to be that enjoyable. Since usually everyone is doing the same thing, there is no relative advantage. Anyway, maybe w/o gem generators its not as bad.
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Old September 3rd, 2009, 10:40 AM

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

Quote:
Originally Posted by DonCorazon
As for having forging centers, that doesn't usually work when you have variable paths and indies - certain path requirements will end up in remote locations etc.
That's why I said a couple.
And sure you have to run around a bit, but that's my point it's not good to penalize players for moving their mages around.

Quote:
I also don't like banning things, but the point of the game is to have fun, and i personally don't find swapping hammers every turn to be that enjoyable. Since usually everyone is doing the same thing, there is no relative advantage. Anyway, maybe w/o gem generators its not as bad.
True to a point, if they could just be accounted for and give you the forging bonus automatically...
Otoh hand it doesn't really take much time (<4min) if you go my route so I'd hardly find it justified to take them out.
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