Page 5 of 17 FirstFirst ... 3456715 ... LastLast
Results 41 to 50 of 170

Thread: The Devs Ruined Scouts -OR- The Devs Fixed Scouts?

  1. #41
    Join Date
    Jun 2009
    Location
    Long Island, NY
    Posts
    411

    Default

    Yea i got to admit that changing the name of the thread is completely uncalled for and egocentric.

    I have been scouting people for 2 days now and nothing has stopped me? we would like more of a challenge no eh?
    If I helped you, please give me reputation(click scale in top right of post)

    Want A Cookie?

  2. #42

    Default

    Quote Originally Posted by Shawnhath View Post
    Scout battles should always occur if the gates are open and there are scouts in the city.
    I completely agree with this statement. There is no way 1 scout should be able to scout a city with thousands of scouts with the gates open. Scout battles were an important part of the game and the information players obtain from scouts is very valuable. Players need to earn this information from other players, and also be able to protect their own information as we were able to do before.

  3. #43

    Default

    Quote Originally Posted by Dawnseeker View Post
    I am listening to your arguments and I think I grasp the situation. Previously, the mechanics worked thus:

    Old Method
    When you sent a scouting mission, a series of checks would occur:
    Check 1
    1. Immediately a "roll" is made to determine if the scouts will be detected or not.
    2. If they were detected, then they simply made a normal siege-style attack as if they were any other unit (generally resulting in their deaths).
    3. If they were not detected, then they would proceed to Check 2 as spies.
    Check 2
    1. If they proceeded as spies, then they would attempt to scout the city.
    2. If defending scouts were present and gates were open, they would proceed to Check 3 for a Scout Battle.
    3. If defending scouts were not present or gates were closed, they would scout successfully.
    Check 3
    1. If a Scout Battle was triggered, then attacking scouts would fight defending scouts.
    2. If the attacking scouts won, they would scout successfully, and the defender would not be given a report on the attack.
    3. If the defending scouts won, the scout would be unsuccessful and the attacker would get no information on the city, while the defender would be given a report showing the battle and the location of the attacker.


    New Method
    Now when you send a scouting mission there is a new a series of checks:
    Check 1
    1. Immediately a "roll" is made to determine if scouts will be detected or not.
    2. If they are detected, then they proceed to Check 2 as spies.
    3. If they are not detected, they scout successfully.

    Check 2
    1. If they are detected and proceed as spies they would attempt to scout the city.
    2. If enemy scouts are present and gates are open, they will proceed to Check 3 for a Scout Battle.
    3. If enemy scouts are not present or the gates are closed, they will scout successfully.

    Check 3
    1. If a Scout Battle was triggered, then attacking scouts would fight defending scouts.
    2. If the attacking scouts won, they would scout successfully, and the defender would not be given a report on the attack.
    3. If the defending scouts won, the scout would be unsuccessful and the attacker would get no information on the city, while the defender would be given a report showing the battle and the location of the attacker.
    This sounds fine to me.

    Previously, a weak city (or player) had little chance of successfully scouting a much stronger player. Does anyone remember the strange abatis effect (or scouts running into some wall defense while trying to scout)?

    Now, a weak city (or player) has much better chance of successfully scouting given much greater number of scouts.

    Previously, a strong player player still needed larger number of scouts (or better fighting ones) to scout very weak players.

    Now, a strong player could get away with sending 1 scout against a very weak opponent. The only potential problem is that gate status becomes uncertain. But in most cases, it shouldn't matter for the strong player if he or she chooses to attack since an overwhelming force usually is available to the strong player. For defence, gate status uncertainty could be exploited. Of course this all depends on knowing how much difference in beacon/informatics is needed for this issue to come into play.

    In a strong player versus strong player scouting, the old method (larger number of scouts) still applies. No worries about gate status uncertainty.

    It's a fairly minor tweak - arguably more sensible and less confusing. In my part, my game hasn't changed and wasn't affected by this patch.
    Last edited by Celegans; 06-26-2009 at 12:41 AM. Reason: elaboration

  4. #44
    Join Date
    May 2009
    Location
    Florida
    Posts
    338

    Default

    Quote Originally Posted by Celegans View Post
    This sounds fine to me.

    Previously, a weak player had little chance of successfully scouting a much stronger player. Does anyone remember the strange abatis effect?

    Now, a weak player has much better chance of successfully scouting given much greater number of scouts.

    Previously, a strong player player still needed larger number of scouts (or better fighting ones) to scout very weak players.

    Now, a strong player could get away with sending 1 scout against a very weak opponent. The only potential problem is that gate status becomes uncertain. But in most cases, it shouldn't matter for the strong player if he or she chooses to attack since an overwhelming force usually is available to the strong player. For defence, gate status uncertainty could be exploited. Of course this all depends on knowing how much difference in beacon/informatics is needed for this issue to come into play.

    In a strong player versus strong player scouting, the old method (larger number of scouts) still applies. No worries about gate status uncertainty.
    Your realize its still happening with strong players vs strong players right?

  5. #45
    Join Date
    Jun 2009
    Location
    Long Island, NY
    Posts
    411

    Default

    All i have to say is that if u send only 1 scout, there should be a limit to what intelligence u can recieve.

    - its not fair to revieve a full scout report based on 1 scout!!!!!
    If I helped you, please give me reputation(click scale in top right of post)

    Want A Cookie?

  6. #46

    Default

    This game got old fast.

  7. #47

    Default

    No Celegan, not only can a strong player scout a very weak opponent - but they can also scout ANY STRONG PLAYER THEY WANT WITH JUST ONE SCOUT.

    I have tried it on several strong players with thousands of scouts in their walls and the same lv beacon and info research as me. I can scout anything with just one scout and without being detected. Do you really think that is right?

    Established players who have devoted time to this game all have lv 10 info research. This change has weakened the game for us. But I guess, just add it to the list! What other changes do you expect us to tolerate before we just walk away (with our Paypal accounts)?

  8. #48
    Join Date
    Jun 2009
    Location
    Long Island, NY
    Posts
    411

    Default

    eh i can still force myself to play it for a few more weeks.
    This game has potential but the devs need some better designers.

    Maybe they can use my help? I design and program my own computer games in VB6

    hehe im not trying to sound cocky or anything, ur right mujahid - this game is getting old fast.

    - All u can do is plunder or get plundered.....
    If I helped you, please give me reputation(click scale in top right of post)

    Want A Cookie?

  9. #49
    Join Date
    May 2009
    Location
    Florida
    Posts
    338

    Default

    Also Dawnseeker as a Liaison shouldnt you be looking for feedback from us rather than attempting to make yourself look better and artificially attempt to improve your patch note copy pasta skills?

  10. #50

    Default

    We need a players Union Rep to take some of the dumb out of this game.

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
  •