Re: Balance testing release r4297
PostPosted: 19 Jan 2013, 16:20
Lewin said 29.12.2012: It doesn't take long to make a new release, and balance changes are usually quick to implement.
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https://knightsandmerchants.net:443/forum/viewtopic.php?t=1282
Lewin said 29.12.2012: It doesn't take long to make a new release, and balance changes are usually quick to implement.
How soon can we expect changes we were talking during last month? We really need these "quick" changes.Lewin said 29.12.2012: It doesn't take long to make a new release, and balance changes are usually quick to implement.
Which changes? There's only two changes made so far:How soon can we expect changes we were talking during last month? We really need these "quick" changes.Lewin said 29.12.2012: It doesn't take long to make a new release, and balance changes are usually quick to implement.
- Trunks slightly less valuable
- Farmers more efficient at sharing corn fields
Do you think that's worth doing a new balance test release? Or were you expecting other changes too? Please remind me if I forgot about any. Once we've finished a few more features and fixed some known bugs we can start RC testing all the new features we've been working on (that will be more bug testing than balance testing though).
I agree with Mully idea. But what I think is that horse trade should be totaly blocked in market. Even if you will not abuse horse trade you still have option to buy few for scout map as fast as possible. 8-9 trunks for one is still like nothing compared to vision on whole map just before PT.
+ shoot and halt
+ builder rush
Yes i think it worth new testing realese very much. Farms efficiency and market values are very important for testing balance. I wish i can try it.
Please take a look over these values . I've made few suggestions(in brackets):
Tree truncks - iron ore, 1 for 1 (would be better if it was 3 truncks for 1 ore, 2 is abuseable)
Tree truncks - gold ore, 1 for 1 (would be better if it was 2-3 truncks for 1 ore)
Tree truncks - coal, 1 for 1 (would be better if it was 2 truncks for 1 coal)
Tree truncks - iron bar, 3 for 1 (would be better if it was 5 truncks for 1 iron bar)
Tree truncks - gold chests, 2 for 1 (would be better if it was 4 truncks for 1 chest)
Tree truncks - iron weapons, 4-5 for 1 (would be better to increase)
Tree truncks - horse, 6 for 1 (would be better if it was 8-9 truncks for 1 horse)
Tree truncks - grain, 1 for 1 (would be better 2 truncks for 1 grain)
Tree truncks - bread, 1 for 1 (would be better 2 truncks for 1 bread, to compare: sausage costs 2 truncks, wine 1 trunck, it affects flour too)
Leather - iron bars, iron ore. (i think should be increased)
Gold chests - flour, 2 for 1 (maybe 3 for 1?)
God I hate builder rushes. In my eyes, a sign of weakness. One way to fix it might be to prevent builders to build x squares from enemy buildings.
Something like this is probably the best solution, although I think we could limit it to just "not allowed to build within range of a completed enemy tower". The problem is that in a map like The Valley of Dangers you could block your enemy by building a tower in the valley... but maybe that's not such a big deal because the tower would kill the laborers anyway.God I hate builder rushes. In my eyes, a sign of weakness. One way to fix it might be to prevent builders to build x squares from enemy buildings.
It also won't stop builder rushes if people have explored to somewhere past the enemy towers because they can just build there instead...