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Thread: Age I : What else do we need to do?

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  1. #12
    Join Date
    Oct 2009
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    Wilmington N.C. U.S.A.
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    This suggestion answers so many complaints that I don't want to list all of them specifically. The main problem that many people complain about is small players being bullied by big ones. I also personally dont like the constant shuffling of players into ever larger and larger ghetto servers. That only exacerbates the problem above. My suggestion is to separate the servers by, for lack of a better word, ecosystems. Many players diss the complainers by telling them this is all survival of the fittest, but in the real world we dont make junior high basketballers play NBA finalists and then tell them they are just 'paying their dues' or 'survival of the fittest'. To use a vulgarism, don't p down my leg and then tell me it's raining.

    To make this work Evony needs a way to measure the players that objectively measures the relative military power of the players. Prestige is worthless in this because it is so easily manipulable. To do this I suggest adding up the total glifs* worth of all the buildings, tech, armies, and the total experience of all the heros each player owns.

    A level one cottage, for example, takes 100 food, 500 lumber, 100 stone, and 50 iron to build. Level 2 is 200 food, 1,000 lumber, 200 stone, and 100 iron to build. All the way up to level 10 is 51,200 food, 256,000 lumber, 51,200 stone, and 25,600 iron. Add it all up and the total is 102,300 food, 511,500 lumber, 102,300 stone, and 51,150 iron. Add all four of those and you get 767,250 total glifs. On the hero side a level 148 hero has earned a total of 109,157,400 experience points. A level 256 hero has earned a total of 562,521,600 experience points. Add them together and you get 671,679,000 points for both. Do this for every single building, the walls, the wall fortifications, all the techs, all the soldiers, and every hero of a player and you will get a very good statistic for measuring their relative strength when compared to other players. I don't know what you would call this statistic, maybe Power, in alliterative mimicry of Prestige, but it's name is sort of irrelevant to me. The game needs an objective statistic and I think this is it.

    Now what does evony do with this stat? They sort the players into servers by this stat. And instead of merging the servers over and over again, you move the players up or down depending on how strong they are. Many players commented on the HardCore Combat Server Thread** that they wanted a server to fight in where there isn't any holiday or truce. The top server in my scheme would supply this too.

    It could look like this. Forgive my choice of names, I used the first naming scheme that came to me.

    Hydrogen server -- 10,000 players
    Helium server -- 20,000 players
    Lithium server -- 20,000 players
    Berylium server -- 30,000 players
    Boron server -- 30,000 players
    Carbon server -- 30,000 players
    Nitrogen server -- 40,000 players
    Oxygen server -- 40,000 players
    Fluorine server -- 40,000 players
    Neon server -- 40,000 players
    Sodium server -- 50,000 players
    Magnesium server -- 50,000 players
    Aluminium server -- 50,000 players
    Silicon server -- 50,000 players
    Phosphorous server -- 50,000 players
    Sulfur server -- 60,000 players
    Chlorine server -- 60,000 players
    Argon server -- 60,000 players
    Potassium server -- 60,000 players
    Calcium server -- 60,000 players
    Scandium server -- 60,000 players
    Titanium server -- 70,000 players
    Vanadium server -- 70,000 players
    Chromium server -- 70,000 players
    Manganese server -- 70,000 players
    Iron server -- 70,000 players
    Cobalt server -- 70,000 players
    Nickel server -- 70,000 players
    Copper server -- 320,000 players
    Zinc server -- 4,000,000 players

    The bottom server(Zinc) is the dead server. Everyone complains about having dead, payed accounts clogging up their servers. Any account reduced to a single city, zero loyalty, 100 public grievances, and no army or heros for say 60 days would be put into this server. This server would be an endless sea of flats, no forests, no hills, no deserts, no grasslands, no swamps, no lakes, and no NPC barbarian cities. It would have to be extra large. I am guessing 2,000x2,000 would be large enough. This server would also permit players to stop playing. A common complaint is that the players have to PAY to stop playing the game, ie the holiday status. If a player wanted to stop playing for an extended period of time they would have to voluntarily give up all but their last city and disband all armies. They could keep as many heros as will fit into that last city. In the status screen an option for HIBERNATE would be available. Heros would be zero gold upkeep while in hibernate and the city could not be attacked just like truce or holiday, but when the next server reset occurs, the account/city, would be placed into the dead/Zinc server. To get out of that server the player needs to wait a minimum amount of time, say 60 days, and to start building soldiers. The next server reset that detects the presence of soldiers will cause the account to move up to the...

    Copper server.
    This server is where new players start the game and where dead accounts start rebuilding after being moved from the dead/Zinc server. No more starting new accounts on an established server to fill flats or make farms. Any server of higher power than Copper would simply be disallowed from making new accounts. You can only get into them by being powerful enough to get moved up into them.

    Every other server is a step up from the previous to the Elite server that only has 10,000 players on it. Only 30 servers total would be needed and never another merger have to be done. This could also be done for AGE II players with the caveat that a player holding an Historic city or Historic hero would not be able to move up or down. They would be stuck on a given server till they voluntarily gave up or lost a HC or HH. I don't know exactly how many players Evony claims. I have seen 5,000,000 bandied about and so the total players in all 30 servers I listed above have a total of just over 5 million. Of course only Evony knows how many players will be practical for each server but each tier of servers should have fewer players than the ones lower down so that the feeling is of the players growing into greater and greater challenges. They would gradually sort into their own level of skill.

    The process would look like this:
    At 12:00 pm in the afternoon, server time, on a Monday(Monday #1 or M1), the top 7,000 players of Copper server would be selected by military Power. They would be frozen in a semi-truce status where they could not attack or be attacked by other players though they could still farm NPC's. They would be notified by mail of their status as the top players and given 7 days to prepare to be moved up into the Nickel server. At the end of 7 days on M2 they would be moved into the Nickel server and the 7,000 players at the bottom of Nickel server would be dropped down to Copper. The players moved up into Nickel would be given the usual 7 days protection of a server merger and a Pioneer Express teleport but essentially that would be the start of their new life on Nickel server. At the same time on M2 the top 7,000 players of Nickel server would be selected by military Power and notified by mail of their status in semi-truce protected status and given 7 days to prepare to be moved up to Cobalt server on M3. On M3 they would trade places with the bottom 7,000 players of Cobalt server. Every week this would proceed with the next server inline. The swaps between Titanium and Vanadium servers would only involve 6,000 players each on M9. The swaps between Sulfur and Phosphorous servers on M15 would only involve 5,000 players each. And so on. The entire process would take 30 weeks, fewer weeks if there were fewer servers, more weeks if there needed to me more servers. The number of players in each server would remain constant. The very top players of Hydrogen server would be the best of the best, the elite among elites. Then Evony goes back to the Copper server and starts the growth process again with a new batch of players ready to move up. Players could not expect to grow rapidly up the servers but they would have the knowledge that they WOULD grow. Small players would have the knowledge that they would not have to deal with over-powered bullies forever. Everyone would settle into a server that fit them.

    This method would also serve to separate real player accounts from farm accounts and filler accounts. Being useless they would be end up being abandoned and Evony wouldn't have to hunt them down. They would eventually be removed for being unpaid inactives.

    I have tried to think of a way for whole alliances to be moved up but I can't. There are simply too many ways to manipulate and corrupt the situation if whole alliances were moved and I couldn't figure out how to prevent it. This means players would be separated from friends in their original alliances. Not good, but renunions would be possible if players move up and rejoin. This would also encourage players to stick to one name instead of the constant renamings that occur. Then they would recognize each other when reunions did happen. Perhaps Alliances could specialize in picking up newly risen players or newly demoted players. I don't know. A new culture would have to evolve though.

    I said in the comment just above that I support the large armies that happen in Evony despite Evony never intending them. In this server evolution scheme large armies would no longer earn the enmity that players seem to want to levy upon them. But that is for another post.

    Any questions?



    *GLIFS=(G)old (L)umber (I)ron (F)ood (S)tone
    **I can't remember exactly what that thread was named nor do I want to look for it.
    Last edited by Dornier Pfeil; 03-05-2011 at 09:19 PM.

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