
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Castle Guard Swordsman
Posts: 1912
Joined: 03 Oct 2008, 22:00
KaM Skill Level: Skilled
Location: "Pawel95" on Youtube.com
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Yeah it would be nice to see it fixed anyway, but it won't solve the main problem.
Last night we had a very long discussion on teamspeak between Myself, Revolution, Mulberry, Romek and Pizza, some other players were present like Sado and Thunder.
I think we all agreed that if pigfarms were to be more consistant (e.g. 4 corn will give you 1 skin for certain) , that would be good enough to give that little boost that leather builds need to stop this rash chaos.
As for market, the horse trade needs to be fixed too as it looks like the market aids the rush big time!
Respect Rushes, the militia threat is easily killed by a decent group of archers.
I suggest anti-rush unit archer is quick with taking down militias (faster than Xbows), you can test my words are true.
For knights threat, having 20 pikemen is enough. Then you decide what else you want in your army.
Respect Rushes, the militia threat is easily killed by a decent group of archers.
I suggest anti-rush unit archer is quick with taking down militias (faster than Xbows), you can test my words are true.
For knights threat, having 20 pikemen is enough. Then you decide what else you want in your army.
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Still I agree, horses should be a little more expensive at Market )
The suggestion I made can solve that: farmer harvest from closest ready crop (counting from farm's door), however keeps random seeding behaviour.
The goal is making 1 farmer work better (and not -20/-27% because he goes to far neighbour's crops).
Also pigfarms working less random would be nice, so make them produce 1 pig and skin every 4 corn they get ( but keep the image of loads of pig rolling in the pigfarm, so a pig doesn´t have to dissapear necessarly when the pigfarm produces 1pig and skin) , also same for stables .
I think we all agreed that if pigfarms were to be more consistant (e.g. 4 corn will give you 1 skin for certain) , that would be good enough to give that little boost that leather builds need to stop this rash chaos.
- We discsussed that leather needs a small boost. Thats true.
- Horse trade should be balanced. True, but also we talked about trading for iron wich is not balance right now too. So i think we all really wish to have balanced values in programmers vision ("market is an equal option for getting resources". Now some resources are more easy to get from market).
Also,some people think its good to have an option to kill own builders somehow
I think that from this moment testing release needs changes. Because it is becoming hard to test game( all mentioned issues above). Can you tell us please: when can we expect for new patch and what will be included in it?
Are there any other changes/ideas you think need to be addressed?
In what way is iron easier to trade? Trunks -> iron ore (or iron bars?)
If we improve farmer efficiency when sharing fields that will be a small boost to all corn based productionWe just need to find a way to do it.
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
- Prevent building near towers to stop builder rushing
About making dismiss button : easy to abuse.
Now rush will be imba for sure, you dont have to feed your serfs, dismiss the serfs and builders that are hungry and build new serfs and builders, Rush no longer needs food completely (or less food).
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