FAQ  •  Register  •  Login

Game design flaw: Resource economy

<<

Fabuloso81

Newbie

Posts: 14

Joined: Sat Oct 02, 2010 3:50 pm

Post Thu Oct 14, 2010 3:57 am

Re: Game design flaw: Resource economy

Mrtj - What do you mean you can't beat hardcore upgrading? i think my numbers shows that u have no numerical benefits to upgrade resource.

In the time of war all the more you depend on forts and inactive on instant resource brust gain. Assuming you have just been wiped. Use money and buy enough resource resource for something like 100 inf which wouldn't cost a lot, start farming inactive HA_XX, work you way until u can farm level 1 fort and grow you army again. This is much faster than depending on your resource. Remember if you did not upgrade your resource you are 882760 resource and 1.024 million richer than the other guy who upgrade resource in the similiar situation as you.

nIcKrOx- Yes prestige, that is a reasonable reason but is it worth 882760 resource and 1.024 million? Could you gain more resource from other source if I give you that amount of resource and money?

Also the resource gain on 23 days on its own is good but if you compare to the other alternative which is fort/inactive farming everyday for 23 days, you will end up with WAY more resource than you would with buildings. So yes it will eventually benefit but no it will not be better than fort/inactive farming.

If you are are at a level that you can build a warehouse big enough to hold 3-4 days of resource without reaching the capacity, you should have the power to farm a level 10 fort which will give you 29 days worth of resource that you would gain from building alone in a matter of minutes.
<<

Fabuloso81

Newbie

Posts: 14

Joined: Sat Oct 02, 2010 3:50 pm

Post Thu Oct 14, 2010 4:40 am

Re: Game design flaw: Resource economy

I will throw in another argument of how fort/inactive farming destroy the money and market economy.

I will give a scenario whereby a high level player building a huge army of cats. He farms level 10 forts for huge amount of resources. As cats use lumber 2 times more than other resource he will eventually have more of iron/stone/crops than his warehouse can hold, he will than dump the extra resource into the market. As he is no really in it for money he undercut everyone by a significant amount causing a huge price drop in the market, this cause mid-low level players who really need money for that nugget or gem to lose out.
<<

uranos

User avatar

Warlord

Posts: 2282

Joined: Mon Apr 12, 2010 2:54 pm

Post Thu Oct 14, 2010 8:15 am

Re: Game design flaw: Resource economy

nick is right im playing for like 6-7 month...223 days isnt bad>> also u need 1. troops too farm ^^ so u need ur resource fields
<<

Night-Mayr

Marquis

Posts: 339

Joined: Mon Apr 05, 2010 7:19 pm

Location: united states FL

Post Thu Oct 14, 2010 12:53 pm

Re: Game design flaw: Resource economy

idk about u but i have been playing for mroe then 22.3 days...
im backish i quit the main game atm slowly comeing back forum is a start XD
<<

King.

User avatar

Citizen

Posts: 98

Joined: Thu Apr 29, 2010 12:49 am

Location: Va Beach,VA

Post Thu Oct 14, 2010 3:11 pm

Re: Game design flaw: Resource economy

Very informative post 
Server 101 (3) Troop Reduction Service Provider
Aka: catzilla
Aka: cavzilla
Aka: WTF ??!? Where did my army go?
<<

Shin-ra

User avatar

Marquis

Posts: 356

Joined: Thu Jul 22, 2010 5:57 pm

Location: Midgar

Post Thu Oct 14, 2010 5:09 pm

Re: Game design flaw: Resource economy

If anything a player who has level 1 resources in his city versus someone with level 20 resources will most likely lose a war. You have to consider both are farming equally, so if that is the case, the level 20 player will have greater output in the end.

Also, there is an eventual cap on an army. I know some players have 20k+ cats, but eventually you will hit that ceiling where your cities can't feed all the troops. So you can either sell the resources, let them go to waste or increase your city resources levels.
<<

Fabuloso81

Newbie

Posts: 14

Joined: Sat Oct 02, 2010 3:50 pm

Post Thu Oct 14, 2010 5:33 pm

Re: Game design flaw: Resource economy

i think this discussion is going off the direction i intended. What I was trying to illustrate and counter argue a lot of you guys is not that i do no support upgrading buildings, I in fact do and this is why i post this to show the imbalance. My motive is to show that

Farming fort is way too good

1) The ease of farming and the rewards of farming totally dwarf the income from buildings. Something so easy and fast should not beat the painful and long process of upgrading by so big of a margin.

2) The burst of resource one get from farming high level fort and putting up into the market completely destroy the price in the market. This makes powerful player richer and beginners unable to sell their stuff or force to sell cheap.

3) The geographical benefit of relocating to a bunch of forts is way too good. To a point of this factor determine how strong a player is rather than other things like how well he build his army composition or his strategy.

I agree one should upgrade resource but one cannot disregard the imbalance fort farming brings.

I think this should be rebalanced a bit. Do you?
<<

Fabuloso81

Newbie

Posts: 14

Joined: Sat Oct 02, 2010 3:50 pm

Post Thu Oct 14, 2010 5:53 pm

Re: Game design flaw: Resource economy

Shin-ra wrote:If anything a player who has level 1 resources in his city versus someone with level 20 resources will most likely lose a war. You have to consider both are farming equally, so if that is the case, the level 20 player will have greater output in the end.

Also, there is an eventual cap on an army. I know some players have 20k+ cats, but eventually you will hit that ceiling where your cities can't feed all the troops. So you can either sell the resources, let them go to waste or increase your city resources levels.


Shin if the guy with level 1 resource vs the guy the level 20, the guy with level 1 resource will have at least 10.8 million resource richer and 4.1 million gold richer.

If these 2 players start off equally;

Player A begin with building a tiny army and start off farming inactive and upgrading farm only. Slowly he progress to farming level 1 fort and to level 3 fort and eventually to the high level forts. Using all the resource he gain from farming into building army to farm for more resource. He primarily build cats to farm fort, he uses more wood than the other resource, forcing him to sell them because his warehouse cannot hold them. He has a good source of income which he can use to buy nugget/gem to rank up or offensive techs.

Player B uses his resource from building production to further upgrade his building. He than start to build his army after he reach a level where he is satisfy of his upgrades. He is little to no money income as most of his resource goes into upgrades, he also have to invest in resource techs. He struggles to buy nuggets/gem to upgrade title.

Do you see where I am coming from? Player A who focus on fort farming could wipe out player B before he see his level 20 building. So on equal footing fort farming player so theoretically not lose to a upgrading player because he could go offensive that much earlier and kill him before he sees his reward 28 days later.
Last edited by Fabuloso81 on Thu Oct 14, 2010 5:57 pm, edited 1 time in total.
<<

Duncsau

Citizen

Posts: 125

Joined: Sun Sep 26, 2010 8:37 pm

Post Thu Oct 14, 2010 5:56 pm

Re: Game design flaw: Resource economy

however while player A is struggling to get prestige from the tiny amount he is farming player B will be upgrading and earning lots of prestige! And player A can't take any prestige off player B until player B has an army and asuming player B waits until the right time player B will be able to build a much bigger army in less time than player A meaning he will be able to wipe player A!
Last edited by Duncsau on Thu Oct 14, 2010 5:58 pm, edited 1 time in total.
Image
<<

Fabuloso81

Newbie

Posts: 14

Joined: Sat Oct 02, 2010 3:50 pm

Post Thu Oct 14, 2010 5:58 pm

Re: Game design flaw: Resource economy

Duncsau wrote:however while player A is struggling to get prestige from the tiny amount he is farming player B will be upgrading and earning lots of prestige!


He gets a lot of prestige from building army.

In fact he gets prestige faster because of the burst resource from forts he can upgrade his main building to higher level faster compare to waiting for resource from production. By building higher level buildings faster he gets more prestige earlier.

When you need 120k stone to build a level 14 farm, do you A) wait 20 hours from building production or B) farm a fort for instant resource?
Last edited by Fabuloso81 on Thu Oct 14, 2010 6:02 pm, edited 1 time in total.
PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 7 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.