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Thread: A plea for answers.

  1. #1

    Default A plea for answers.

    Right now, very little is known about evony combat mechanics. I am not talking about high level information a company may wish to keep secret. I am talking about the very basics.

    Things like how hero stats effect troops in battle.

    What percentage of a range bonus walls give.

    If stats effect item drops.

    If losing troops ups the odds of getting an item, or if it only effects prestige.

    Where troops start on the battle field.

    And on and on and on.

    Few if any of these things can/have been conclusively proven, only hypothesized about, and tiny adjustments can result in huge and unexplainable changes.

    Such as including one archer changing a victory into a loss.

    A very intelligent and mathematically gifted individual put a lot of time into trying to figure out some of the very basics about the battle mechanics of Evony in a thread recently, and the collective effort of many couldn't really answer a lot of the questions asked. Once again people were left with reliable hypothesis, not definitive answers.

    The tutorial on the front page doesn't cover these basics, and hasn't been updated in a long time. I think an 'Ask the Devs' forum or perhaps just putting together a nice little guide that covers the basics of Evony Combat would be quite helpful.

    And not just to players. When Evony players know how the game should work, they know when something is a bug, or perhaps an exploit they should avoid. Giving people the basics of evony combat mechanics may very well stop a lot of false bug reports, and provide better feed back about real glitches.

  2. #2
    Join Date
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    Location
    California
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    Default

    Most of these have already been roughly figured out. It's just I'm not the type who wants to tell everybody to get e-cred.

    Anyway, the whole point is so an intelligent player can defeat a lesser one. If information was freely available to every noob telling them exactly what to do, how else would one overcome the huge defender's bonus?
    Server 6, Matricks

    Standard Battle Reports thread: I scouted and put these amounts into Exercise and got 0 losses. Then I attacked and all my forces died! Wtf!

  3. #3

    Talking

    Well said and I agree wholeheartedly.

    Much of the in-game angst I think is caused by ignorance and confusion. Certainly the recent 'prestige farming' issue was an example of that. I will admit that even now, when I launch a couple of waves of warriors to clear defences, I fear that I will get a big smack with a giant stick.

    Dev's, we aren't interested in your secrets, after all it is your intellectual property, but some information regarding mechanics of the game would benefit everyone.

  4. #4

    Default

    Quote Originally Posted by kassikas View Post
    Right now, very little is known about evony combat mechanics. I am not talking about high level information a company may wish to keep secret. I am talking about the very basics.

    Things like how hero stats effect troops in battle.

    1% offense/10 points of attack

    What percentage of a range bonus walls give.
    There are two camps:
    1% and 10%, both seem locial but are very different.


    If stats effect item drops.

    Medal drops are affected by the % of casualties taken. Items drop are purely random it seems.

    If losing troops ups the odds of getting an item, or if it only effects prestige.

    Both.

    Where troops start on the battle field.

    Range 5001

    And on and on and on.

    Few if any of these things can/have been conclusively proven, only hypothesized about, and tiny adjustments can result in huge and unexplainable changes.

    Errors can, yes. Most changes are meant to improve the game mechanics.

    Such as including one archer changing a victory into a loss.

    If this happens, then someone was not running exercizes repeatedly to maximize defender losses adn minimize attacker losses.

    A very intelligent and mathematically gifted individual put a lot of time into trying to figure out some of the very basics about the battle mechanics of Evony in a thread recently, and the collective effort of many couldn't really answer a lot of the questions asked. Once again people were left with reliable hypothesis, not definitive answers.

    Full-scale tests have been conducted: starting with a level 1 village and 0 technology all the way up to level 10 cities with max tech.

    The tutorial on the front page doesn't cover these basics, and hasn't been updated in a long time. I think an 'Ask the Devs' forum or perhaps just putting together a nice little guide that covers the basics of Evony Combat would be quite helpful.

    Agreed but I'm not holding my breath.

    And not just to players. When Evony players know how the game should work, they know when something is a bug, or perhaps an exploit they should avoid. Giving people the basics of evony combat mechanics may very well stop a lot of false bug reports, and provide better feed back about real glitches.
    Willingly giving out this data would wreck all of the work which went into creating the mechanics in the first place.

  5. #5

    Default

    Quote Originally Posted by Lord_of_Lords View Post
    Willingly giving out this data would wreck all of the work which went into creating the mechanics in the first place.
    quote editing makes quote replying cry

    Anyway... my only beef is with the wall response. 1% and 10%? I've never heard either of these proposed, and both are completely illogical.

    Level 8 Arch and 5 HBR can knock out a level 5 NPC using ballistas with no losses.
    10% wall bonus per level cumulative with 5% archery would yield something like 2275 range for ATs at level 5, impossible to break at any level.
    1% bonus yields only a 5% extra bonus to AT range, or 65 more range, which wouldnt account for any change really.

  6. #6
    Join Date
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    Australia
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    Lord of Lords, some of the answers you gave are spurious at best and in some cases, just plain wrong.

    The theory that battles start at 5000 or 5001 is based on a city defences including such things as traps and abatis, which have a range of 5000.
    The theory that taking some wounded increases the chances of obtaining a medal drop is simply that - a theory, and in my opinion, just plain wrong.

    Anyone who claims to have "worked it all out already" is probably just sounding off I think.
    PEACE

  7. #7

    Default

    The alliance I was in on Server 3 did extensive testing with a faux alliance. This was before the wall buff though.

    Anyone can do testing of this nature. You can even start with 1v1 warrirors in a valley. Obviously, the defender wins in that instance. Most of testing was spent on zerging AT's with warriors. These base units give a base for calculating higher units versus defenses.

    The range at which units enter combat IS 5,000+1. The +1 comes into play off and on depending on the units. This can also be tested by running virtual battles such as 100 warriors attacking 100 warriors with various levels of walls (including 0).

  8. #8

    Default

    On the range stat, I am pretty sure it is ~5%. I highly doubt that defending archers have a range of 3000, and defending cats get a range of 3750.

    In fact I am pretty sure I can disprove that theory right now. Level 5 NPCs have level 5 walls and archery. With a 10% bonus to range from the walls and a 5% from archery that would be a 75% boost.

    ATs have a range of 1300, so with a 75% boost that would make the range of NPC ATs for a level 5 NPC 2275. The max range for an attacking ballista is 2100. Thus if walls gave you a 10% boost NPC farming a level 5 NPC would be impossible.

    For similar reasons, I am sure it isn't 1%.

    The very fact that there are three camps on such a basic issue as the range of defending troops kind of proves that the lack of any form of definitive information on the subject is a problem.

    Quote Originally Posted by Lord_of_Lords View Post
    Willingly giving out this data would wreck all of the work which went into creating the mechanics in the first place.
    If giving people the absent information would destroy all the hard work into creating the battle mechanics, how come telling people what range bonus is provided by the archery tech, the training bonus mil science and metal casting provide, didn't do so already. Why didn't giving people their troops stats?

    I am not asking someone to hold my hand and tell me what is going to happen in every battle before I loose my troops. I am asking for walls to tell me all the bonuses they provide when I click upgrade, the way the archery tech does. I want to know if there is a viable reason to send out a high INT hero over a high attack hero in some situations, or if the people who advance such theories are off their rocker.

    I want to know the basics, not have to whip out a calculator to disprove wild theories because definitive information isn't available.

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