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Thread: Colonization: Crush Uprising Option

  1. #21
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    May 2010
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    Quote Originally Posted by X~Calibur View Post
    Actually, if I want intense, I hit another game entirely. Evony simply doesn't do it for me on that front.



    And thus my own policy of capping historical cities and showing other people how to do it. And it isn't quite like being a suzereign. You can draft, but only a fairly limited number of times per day, and you don't get the resources like a suzerain. Owning an historical city is a nice bonus, and I think a key toward honestly being able to control a state, but as you've shown with your playing-while-colonized style, there is a point at which the victorious party can do nothing more against the weaker party.

    On the one hand, I can understand Evony's desire to keep lowbies/newbies viable in the game for a longer period of time, but accomplishing them is not entirely without cost for the larger dynamics of the game. To get things back to the basics, people play games because they find them fun. Granted, different players will find different kinds of games fun, and for different periods of time. I can applaud you for digging out all kinds of interestings ways in which to encourage players to find it fun, but at the end of the day, the decision ultimately belongs to each individual player. I do not think the game offers much in terms of solid player versus player interaction, and thus I've reached a point where I've accomplished all that I think this game has to offer for me. Other players may reach that point sooner than I did, some will reach it much later. Now it may also be the case that Evony wants players to self-select out of the game---that is, to reach a point where they realize that their own goals as gamers don't match the designers' goals for the game, and then go play other games. After all, one cannot design a game that pleases everyone. I've got a feeling, however, that this game could be made substantially better on a number of fronts (building, social interaction, PvP interaction, to name a few), and this improvement stems from designing with a clear goal and target audience in mind.
    Hm, well said. I can't really argue that.

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  2. #22
    Join Date
    Jun 2010
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    New York
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    Quote Originally Posted by X~Calibur View Post
    On the one hand, I can understand Evony's desire to keep lowbies/newbies viable in the game for a longer period of time, but accomplishing them is not entirely without cost for the larger dynamics of the game. To get things back to the basics, people play games because they find them fun. Granted, different players will find different kinds of games fun, and for different periods of time. I can applaud you for digging out all kinds of interestings ways in which to encourage players to find it fun, but at the end of the day, the decision ultimately belongs to each individual player. I do not think the game offers much in terms of solid player versus player interaction, and thus I've reached a point where I've accomplished all that I think this game has to offer for me. Other players may reach that point sooner than I did, some will reach it much later. Now it may also be the case that Evony wants players to self-select out of the game---that is, to reach a point where they realize that their own goals as gamers don't match the designers' goals for the game, and then go play other games. After all, one cannot design a game that pleases everyone. I've got a feeling, however, that this game could be made substantially better on a number of fronts (building, social interaction, PvP interaction, to name a few), and this improvement stems from designing with a clear goal and target audience in mind.
    Nicely put. Sadly, I apparently need to spread some more rep about before I can rep you again.

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  3. #23
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    Jan 2010
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    Quote Originally Posted by Maelee View Post
    An annoying aspect of colonization is that the colonized tend to spam with one fake uprising after another, at all hours of the day and night, and with no risk to those who do so (if they have any idea what they're doing). As I (and several others) have mentioned previously, the last point is particularly annoying and effectively kills colonization gameplay. So here's another thought about improving/adding some risk to uprising...

    Instead of waiting until the clock runs out, give suz's the "Crush Uprising" option when a colony launches one. This would effectively allow the suz to attack the colony with troops he/she selects during the uprising period and, if successful, the uprising would end and the colony would suffer increasingly severe city damage. After, say, ten or so uprisings, the city would be reduced to rubble.

    I'm wide open on the nature of the damage, etc. In any case, it strikes me as a better gameplay option than what we see now on colonization-only servers.
    Your a bully it bad enough u colonise NEWB but u also don't want them 2 ever get out of under your rule
    Thats very selfish

    U go and start on an old server and see how u like been Colonised your self ?

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