Results 1 to 5 of 5

Thread: Interesting differences in merges

  1. #1

    Default Interesting differences in merges

    How I see things....and this is as unbiased as I can possibly be, despite claims to the contrary:

    Past merges - alliances were disbanded and had to be reformed
    Current merges - alliances were kept intact except where names conflicted

    Net positive: People might've taken a few days off and not known about the merge. This keeps the customers in a position where their alliance can still help them if the person is gone for 7+ days (prime example, East Coast snowstorms here in the United States...power could be out for extended periods of time).


    Past merges - Advanced Teleports that did not end Truce in 48 hours if used and remained after 7 days.
    Current merges - "Pioneer Express" versions of teleports that cause Truce to end 48 hours after use and are removed after 7 days.

    Net very negative: I can understand closing the loophole of people creating a bunch of low level cities (positive for Evony), but they should've stopped there. Forcing people out of Truce makes this a negative in a big way. Basically they're saying "we can scatter you all around, but if you try to reorganize, then that ends your protection". Also, this means that people who may have spent money for holiday time will not get the use of the teleporters, or if they were unfortunate enough to be without power due to the repeated storms here or elsewhere.

    Best advice on the "express elevator to ending truce", wait 1 day (48 hours ends when your food consumption begins) or wait 5 days (truce ends when the truce would've ended anyway), unless you need / want to start farming / attacking immediately.


    Past merges - no resource boosts beyond the kickstart package
    Current merge - automatic 100% resource boost for 48 hours

    Net positive: Wish those of us on previous merges had that. Could be used to sell excess for gold to buy food, alleviating some need for ending truce early. Might not help much, but some.


    Based on those 3 things, my view so far of the new merge strategy is:

    Regressively negative

    The smaller of a player you are, the more the Pioneer Express teleporting hurts you. Larger players most likely will need to exit truce when food consumption starts, or sooner. Smaller players that would want to have longer amounts of time in Truce are forced to make a decision on when to best move closer to their alliance mates given that 2 days after they do so, they'll be out of truce, but if they wait, valleys and flat locations to teleport to may already be taken. Added to this negative are any people who were away for 7+ days or had already spent money for holiday mode.

    All-in-all, it looks like they're trying to force people to attack / be attacked / quit.

  2. #2
    Join Date
    May 2009
    Location
    Pennsylvania
    Posts
    6,308

    Default

    How do you add two positives to one negative and get a "Regressively negative" overall?

  3. #3

    Default

    Quote Originally Posted by FoxyBunny View Post
    How do you add two positives to one negative and get a "Regressively negative" overall?
    ...because it's an average?

    Let's put numbers instead then...

    Alliances stay together : 100

    Pioneer Express : 15 (being generous, because this is seriously negative to customers... You were right to close the multi-city loophole though).

    Resource boost: 60 (marginally beneficial, and I think this is generous too. Larger players would barely benefit because of the boost would not be enough to make a significant dent in being able to sell for gold to buy food)

    175 / 3 = 58.333333

    In most A-F grading scales, that would be an F.

    If one were to do a weighted average, it would be worse, even if I were more generous on the last two by going up to 25 and 70, as the Pioneer Express teleporting thing would at least be 60% weight, if not closer to 70%. That's the part that is most important to the customers, and the part which has been the most devalued from the prior packages. Had the 48-hour "ends truce" not been put on there, then I would've rated it 80-90, as you were indeed correct to end them for people who made junk cities just to get a teleporter...

    Basically, that one thing just went too far. Should've not made it end the truce...
    Last edited by neko_lord; 02-09-2010 at 12:59 AM.

  4. #4
    Join Date
    Jan 2010
    Location
    Midkemia, Kelewan, Novindus, Hall of Worlds (No Fixed Address)
    Posts
    15

    Default

    Its a good thing that they closed the loophole yes, but they could have made it that the pioneers disappear 7 days after you first log into the server... giving those on holiday mode the chance to port still. I like the new merge system.... though it does need some tweaking still. they need to fix the amount of random NPCs though, there are bucket loads of useless ones for a super server... 1s 2s 3s 6s 7s 8s 9s !! around my cities i counted about 30 of them!!! i mean wtf is that about.. put some more 5s and 10s in for pete's sake... there is already a flat shortage as it is, we need food once the truce ends not useless NPCs. The ports ending the truce is a bit rubbish though, it will work ok for me as i was going to cancel it once i was out of "no food consumption" anyway. anybody with a huge army most likely feels the same too. forcing the smaller players who need more time to do all the things bigger players accomplish in a short amount of time become huge targets for much needed resources. find a good alliance if you are a small player as you will need some protecting

  5. #5

    Default

    Neko, you are so biased on this issue it isn't amusing. They gave us free 100% resource production. That isn't worth 100? Consider the bigger players probably farmed to have a huge surplus of food for the merger due to the problems of the previous mergers making food much less of an issue.

    The best you could come up with for the Pioneer Teleports was 15 because anything higher was pushing it? I'd almost be willing to bet you tanked Pioneer Teleports and used the upper bound to make the numbers agree with your claim that this merger was regressively negative. At worst I'd put them at 50.

    How were these mergers "regressively negative"? In comparison to what? Couldn't possibly be to the previous mergers.

    Don't engineer numbers simply to make your claims seem real. And while improvements can always be made there will always be negatives, and just because there is a negative that doesn't mean that will make the overall plan a complete failure.


    Oh, and 250/3 is .... 83 1/3.
    But....the eternal ray of sunshine REALLY wanted to see you, so I helped brighten your day by removing the city from around you! ^.^

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •