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Thread: Colonization: Crush Uprising Option

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  1. #1

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    I'm going to have to agree with the OP. The risk-reward slants in the colony's direction. I generally don't bother with colonizing at all because I don't find the benefits to be worth my trouble. So that aspect of the game is pretty bland.

  2. #2
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    Quote Originally Posted by X~Calibur View Post
    I'm going to have to agree with the OP. The risk-reward slants in the colony's direction. I generally don't bother with colonizing at all because I don't find the benefits to be worth my trouble. So that aspect of the game is pretty bland.
    I understand how some of you can think colonization is not so intense. Well, that's the way it was designed. If you guys want intense then hit player owned historicals.
    But consider this... A suzerain can draft and set policies on colonies, right? Well, aren't historical owners basically a higher level Suzerain that controls colonies over a vast area? IF Historical City owners can draft and set policies without worrying about the city uprising on them, then that is like having the best of both worlds, right? Like being a Suzerain yet not inheriting the pains of uprises....

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  3. #3

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    Quote Originally Posted by japanpimp View Post
    I understand how some of you can think colonization is not so intense. Well, that's the way it was designed. If you guys want intense then hit player owned historicals.
    Actually, if I want intense, I hit another game entirely. Evony simply doesn't do it for me on that front.

    Quote Originally Posted by japanpimp View Post
    But consider this... A suzerain can draft and set policies on colonies, right? Well, aren't historical owners basically a higher level Suzerain that controls colonies over a vast area? IF Historical City owners can draft and set policies without worrying about the city uprising on them, then that is like having the best of both worlds, right? Like being a Suzerain yet not inheriting the pains of uprises....
    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.

  4. #4
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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.

    Thanks to Boleslav for the Afro Samurai Signature series.
    I have made a few video guides that may help you.
    Please read the link below.
    My Evony Videos

  5. #5
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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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