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Re: Review your Game Play

PostPosted: 17 Jul 2013, 18:13
by Bence791
After a certain time, using this trade will lead to huge starvations since there a point will come from when you won't have any other sort of food, just sausages, and if you trade them I think you get what will happen. So it's only for the starting food.

And I don't like your proposal :p

Re: Review your Game Play

PostPosted: 17 Jul 2013, 18:29
by Esthlos
And I don't like your proposal :p
What about making starting wares not tradeable, then?
For example, serfs won't bring goods to the Marketplace if you have less than (starting quantity - "used" quantity) of them.

Let's say you start with 80 sausages. Your people ate 5 before you began trading. Then, serfs won't bring sausages to the Marketplace if there are less than 75 sausages in your town.

Re: Review your Game Play

PostPosted: 17 Jul 2013, 22:05
by The Dark Lord
That means you will never be able to trade food, timber, stone and gold chests. :P

Re: Review your Game Play

PostPosted: 18 Jul 2013, 05:16
by Bence791
Exactly (I doubt the stone part, but the rest is true xD).

Esthlos, I suggest you not to think about it further because from 1 side it's essenceless, from the other it would make the market much less useful (only for trading for sausages or horses)...

Re: Review your Game Play

PostPosted: 18 Jul 2013, 06:10
by Esthlos
That means you will never be able to trade food, timber, stone and gold chests. :P
Nope.

Let's say you start with 100 gold chests.
If you don't use any, you are required to have at least 100 somewhere in your town, thus you can't sell gold chests until you make at least one on your own; you are instead allowed to trade whatever you made.
If you use 5 to make Laborers, then you are required to have at least 95 somewhere in your town, thus you can't sell gold chests until you make at least one on your own; you are instead allowed to trade whatever you made.
If in addition to the 5 laborers you make 7 serfs, then you are required to have at least 88 somewhere in your town, thus you can't sell gold chests until you make at least one on your own; you are instead allowed to trade whatever you made.
If you use 100 gold chests, then you are free to trade them as you wish, because it'd assume you used the 100 you were given at the start, meaning that you made or bought whatever gold chest you are now trying to sell.

This way the required limit depends on your starting resources and the amount of them you used, meaning you can only trade those you made yourself or bought from the market, thus you can't abuse trading when you are given huge amounts of starting resources: you can only trade those you made in the game, because it keeps track of how many you had at start and how many you used, to determine the quantity of each starting resource you still have and are not allowed to deplete through trading.

Re: Review your Game Play

PostPosted: 18 Jul 2013, 15:49
by Ben
Seriously? Worst market idea over imo (no offence).

The marketplace was the most interesting when used to trade away the starting resources. Some of these trades were overpowered, but it still made an alternate way to play the game. The market is already nerfed for early game (almost worthless). Why would you want to make it even worse? You have yet to provide one reason why the market should be nerfed in the early game.

Re: Review your Game Play

PostPosted: 18 Jul 2013, 16:42
by Esthlos
The marketplace was the most interesting when used to trade away the starting resources. Some of these trades were overpowered, but it still made an alternate way to play the game. The market is already nerfed for early game (almost worthless).
Trading cannot be balanced exactly because of starting resources, simply because it's up to the map-maker to decide how much of every resource to give to players... if it is abusable because you are given too many sausages at start then it's the map that's broken, not the market.
What could be done, apart from carefully balancing maps one by one (which would be an enormous and overly difficult job), is to separate the market from starting resources.
This way map makers could give you thousands of one resource without it being abusable through the market.

You can't expect Lewin and Krom to balance the Market for both early and lategame as long as its early usefulness is so closely related to each map-maker's decision on starting resources.

If starting resources were not allowed to be sold, then at least we could keep the Marketplace balanced around its role of the building where you buy those wares you need in such moderate quantities that it's not worth it to build a full production line, or where you put excess of one resource (e.g. you are making too much wood, or food) in order to get some of something you're lacking (e.g. more coal).
Why would you want to make it even worse? You have yet to provide one reason why the market should be nerfed in the early game.
This.

Re: Review your Game Play

PostPosted: 18 Jul 2013, 17:05
by Ben
That is, as stated several times (even by yourself, by the way), because the mapmaker gave a ridiculous amount of starting food. The problem is in starting food not the marketplace.

Re: Review your Game Play

PostPosted: 18 Jul 2013, 17:06
by Da Revolution
Why would you want to make it even worse? You have yet to provide one reason why the market should be nerfed in the early game.
This.
I can probably do that without using a market. It seems like a lot, but you should first check the amount you can get without a market.

Re: Review your Game Play

PostPosted: 18 Jul 2013, 17:38
by Esthlos
That is, as stated several times (even by yourself, by the way), because the mapmaker gave a ridiculous amount of starting food. The problem is in starting food not the marketplace.
That's why I proposed to unbind the use of the marketplace and starting resources; this way, the balance of the marketplace does not depend so highly on the map-maker refraining from giving huge amounts of starting wares.
Why would you want to make it even worse? You have yet to provide one reason why the market should be nerfed in the early game.
This.
I can probably do that without using a market. It seems like a lot, but you should first check the amount you can get without a market.
You're welcome to prove that Bence791 is wrong when he refers to "hard market abuse", of course.
Doing which would by the way also prove that the market and that map are indeed balanced.

Re: Review your Game Play

PostPosted: 09 Aug 2013, 01:43
by pawel95
Loc6:
Image
I watched some replays from Madgamer now on some special locs and I´m not someone who wanna copy someones buildsystem. However I must say I am really surprised at some performances specially with the leatherproduction.

Now I want to know, someone can beat that amount of soldiers in PT or that one(specialy loc 5 and 6):

Loc5:
Image
Loc5:
Image
Would be really nice to see, if this is a ultimative way to build or there are way better ones :D

Re: Review your Game Play

PostPosted: 09 Aug 2013, 08:47
by dicsoupcan
Now I want to know, someone can beat that amount of soldiers in PT or that one(specialy loc 5 ):
challenge accepted.

*edit*

on a sidenote i think this is also not bad for a try to get axefighters in pt though.
2013-06-11_00001.jpg

Re: Review your Game Play

PostPosted: 09 Aug 2013, 09:44
by pawel95
Yeah i know its your "favourite" location, but you still haven beatin it completly, have you? You are at least really close to it..

Re: Review your Game Play

PostPosted: 09 Aug 2013, 10:08
by Da Revolution
Take a look at the recruits. Disco's army will beat smogon's

Re: Review your Game Play

PostPosted: 09 Aug 2013, 10:20
by pawel95
Take a look at the recruits. Disco's army will beat smogon's
It´s not smogons army-.-