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Game design flaw: Resource economy

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Duncsau

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Post Thu Oct 14, 2010 6:00 pm

Re: Game design flaw: Resource economy

Fabuloso81 wrote:
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.


But he wouldnt because he won't be able to train that many troops at one time because he doesn't have the resources because his army isn't big enough to take enough resources from where ever he farms! Your arguement is too flawed to work!
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Bluehair

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Post Thu Oct 14, 2010 6:17 pm

Re: Game design flaw: Resource economy

Actually Dancsau i think his argument works, you have the money to buy resources from the market so you can rebuild quick, then it only takes about 2 hours without coins to make about 700 inf then you can just build up like that
"It doesn't matter how angered or annoyed you get by a person, if all your going to do is copy them and reply in a similar manner, then just don't bother"
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Fabuloso81

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Post Thu Oct 14, 2010 6:18 pm

Re: Game design flaw: Resource economy

I did some calculations, from the task reward you can get around 20-30k resource. Just those simple task not those hunt an oasis etc task. Minus away some of the resource u need to work with to complete the task, with the base resource generation rate and the task reward, it is not hard to build an army of 30-80 inf in 2 days. You only need 40 inf to carry back 800 resource from an inactive and from than on the snow ball begin to roll.

Yah I think player A's story is not flawed.
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Duncsau

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Post Thu Oct 14, 2010 6:21 pm

Re: Game design flaw: Resource economy

I mean at lower levels when you don't have a particularly big warehouse! This can only work if you already have one city completely built with level 15 resources! Otherwise it wouoldnt work at all! After that i agree it would work!
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Shin-ra

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Post Thu Oct 14, 2010 6:23 pm

Re: Game design flaw: Resource economy

There are too many assumptions to make to believe player A would beat player B without a problem. If we are talking about beginning players, then you have to consider player B will have some troops that will be able to take out some of player A's troops. Player B might not win the battle, however he is more likely to recover faster than player A, especially if Player A loses enough troops to prevent him from farming forts.

In the end, I understand where you are coming from. Resources barely sell for anything now of days and I suppose forts are the main reason for that. Perhaps changing forts to only carry crops and no other resources would help stablize the market.
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Fabuloso81

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Post Thu Oct 14, 2010 6:28 pm

Re: Game design flaw: Resource economy

Duncsau - But you do not need a big warehouse. Without upgrade it can hold 2200 resource, you only need 800 to hold your reward from farming inactive and you turn them into inf immediately, there is not need to hold. And I did not say do not upgrade at all, just not wood/iron/stone every other building as per normal.

Shin-ra - Yes I agree too much factor to consider in a war. But if you just look at the rate of growth between the 2 sides I would say player A will grow faster.
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Fabuloso81

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Post Thu Oct 14, 2010 6:33 pm

Re: Game design flaw: Resource economy

I am going off guys, BTW this is all constructive arguments I hope none of you are offended.

Another scenario before I go. When you need that 120k stones to upgrade your farm to level 14 would you A) wait 20 hours for your resource or B) farm a fort for instant resource?

Good day~
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Duncsau

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Post Thu Oct 14, 2010 6:36 pm

Re: Game design flaw: Resource economy

Fabuloso81 wrote:you do not need a big warehouse. Without upgrade it can hold 2200 resource, you only need 800 to hold your reward from farming inactive and you turn them into inf immediately, there is not need to hold.


You do realise you are contradicting yourself here! You need a big warehouse to build more troops, since more resources = more troops able to build! and you have to at least upgrade 1 of each resource to level 3 or 4 to complete the tasks. To do that you have to upgrade your warehouse a few times and in this time you aren't really able to build troops because you don't have enough have enough resources to build more than 2 or 3!

no worries I'm not offended! You're opening my eyes! I'm just playing devil's advocate really!
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uranos

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Post Thu Oct 14, 2010 6:41 pm

Re: Game design flaw: Resource economy

ok reasons y fields are important + not overpowered

1. loads of prestige
2. they arent going down
3. hm... u need them in the beginning... when u cant farm
4.... to tired to think bout more will add some maybe
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Fabuloso81

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Post Fri Oct 15, 2010 1:54 am

Re: Game design flaw: Resource economy

uranos wrote:ok reasons y fields are important + not overpowered

1. loads of prestige
I did some research, one cat give 9 prestige. With the 890k resource you would otherwise use to upgrade to a level 15 building you would have build 250 cats yielding 2250 prestige. I don't know the full number for upgrading but upgrading a lv1 to lv2 give like 1 prestige, lv12 to lv13 give about 270 prestige. I do think it is comparable. And that is not including the 1.024 million gold that you could buy resource to build cats if you did no upgrade resource techs

2. they arent going down
i think if you stay low profile and don't act like a bastard in WC you would be able to keep you cats too from low to mid level.

3. hm... u need them in the beginning... when u cant farm
For one going this route, he would have no choice but to upgrade building. So it is the same with any player. I did not at any point say DO NOT upgrade building at all cost, just that farming is much more efficient.

4.... to tired to think bout more will add some maybe
The cats you made also do not just sit in the storeroom and grow fat, they can help you farm resource too. So in a way they ADD MORE.


I am not advocating one to not upgrade building at all, I am just illustrating that when your resource have opportunity cost, when in the beginning you only have enough to do either one of the route. In this case the path of farming is the faster and more effective way to go. Of cause if you have unlimited resource to build army to farm and upgrade everything to level 15, you do both

Again I do not support NO UPGRADING AT ALL but I am just illustrating that the grass on the other side is so green and fat that if you take a moment to think about it perhaps it is better to cross over.

Farming at this point is just so much better than building production. I think it is somewhat overpowered if you look at numbers and should not be.
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