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Thread: The community fix

  1. #1

    Default The community fix

    I find it interesting the bugs and glitches that evony chooses to fix and the ones that community chooses to fix themselves.

    Evony fixes food glitches that have an adverse effect on the economy, even though DM himself admitted that huge numbers of players were doing it. Well if it became that prevalent, the economy would truly be adversely affected, but the playerbase would correct itself because everyone would end up getting the resource by doing it themselves, or by being given cities with trillions of resources. It is the same that has happened with botting and alts, evony couldn't stop it, so it became so common you had to bot to keep up (obligatory I'm the one person who doesn't bot on my server I do it all manually without any alts). The community fixed the problem themselves. Was it fixed the way evony wanted? No, but it was fixed.

    I can point to other problems that have been fixed the same way...Alliance join glitch? Community fixed it themselves, bot double truce...community fixed. We as a community seem to be very good at re-balancing what evony is unable or unwilling to fix on their own. Yes we gripe about it for a while, but eventually we solve it.

    So I have to ask, when your community as you admit is so creative at creating and solving problems, why such draconian actions this time? I know DM you gave a couple reasons, and I applaud you for them, but as I've thought about them, it really doesn't add up. Affecting the economy isn't necessarily bad if it doesn't effect the playerbase in a negative way, and if this was as widespread as was claimed, the playerbase was happy about it and was compensating. Fix the glitch, watch the wealth redistribute, and in a month or two it would be resolved.

  2. #2

    Default

    after they fixed whatever resource glitch existed, the market on my age 1 server went haywire. Iron and Lumber were around $20, stone around $5, food around $10.

    Now iron and lumber are over $70, stone is $10, food is $20.

    so, Iron and lumber increased disproportionately to the other resources (food and stone went up appx 2x, while iron and lumber increased about 3.5x).

    What does this really mean? It means troop production will slow down, and people's army sizes will decrease (somewhat) since people won't be able build quite as much as they used to.

  3. #3
    Join Date
    May 2009
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    Australia
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    4,521

    Default

    [Response to maccabi63]
    What you might call community fixes, I call game-breakers. The bots and the alts and all the little exploits and hacks to get an advantage have nothing to do with fixing the game and everything to do with getting an advantage.

    The managers of the game have made plenty of mistakes in three years as well and yes, there always was a broken upkeep system, mainly because the developers never understood the real mechanics of their own game, or if they did, they chose to make it as hard as possible to win when you attack. Then there are the never-ending servers, which the 'community' demanded because "I invested a lot of money into my cities - you can't shut them down!". No. You spent a lot of money to buy game coins. That's your choice, but it doesn't give you 'ownership' of anything.

    The game is broken, thanks to both 'the community' and the developers. Ordinary players have mostly moved on to less broken games, so all that's left are the cheats and some hangers-on. Unfortunately, the game is also very addictive because it has some really good elements but that's all out of balance now and in some ways the balance was never quite right.

    You call the community 'creative'.
    Are the hackers who tap your credit card details and run up thousands in debt for you creative? Are the inventors of viruses that blue-screen your PC, that you spent good money on, creative?

    Obviously your world view is completely different from mine. Good luck with that.

    Just on the resource thing. You can have 10 cities and each can produce a mix ofresources, or a specific resource but once you reach the capacity limit production shuts down. Have you ever thought of shifting those resources to another city on a regular basis to keep production ticking over? perhaps a food producing city, like a captured lv10 NPC? (and then move the food where it's needed) I used to laugh to myself at players who complained about market prices because beyond the first few weeks on a new server, if you aren't self-sufficient in resources, you just aren't doing it right.

    Anyway, the community broke a game I used to enjoy, with plenty of help from reactive game management. So bad luck, suck it up.
    Last edited by Rodri; 09-16-2012 at 04:38 PM.
    PEACE

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