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Thread: Solving Evony's Problems

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  1. #1

    Default Solving Evony's Problems

    Top 5 Identifyable problems with Evony:

    #1 - NPC Farming and resource imbalance
    #2 - Player Burnout - Army maintainance - Lack of Vacation mode
    #3 - Battle Mechanics - Lack of Strategy - Defender Advantage - Offline Attack - Attacking Limits ( Lack of Endgame )
    #4 - Player imbalance - Before/After NPC Farming - Bullying - Weakest-link wars - Newbie Hopelessness
    #5 - Useless Items - Item Exchange - Item Pricing - Helms/Battalions/Ritual/New ID from the wheel - Medals/Stone

    So -- anybody want to discuss solutions?

  2. #2

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    yup evony really have a lot of problem is okay for me to say that i wan quit evony forever because it no fun anymore amulet give stupid item medal drop 1% fine then i better find new game to play

  3. #3

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    remove the gate and make it so you can't comfort every 15 minutes or or so that you dont have to wait for grievance when attacking player cities when loyalty reaches 15. that's al that is needed really

  4. #4

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    #1 - Nerf NPCS

    Reduce NPC Supplies - Increase losses to farming raids - Make NPCs dynamic, so they grow if left alone ( move up levels ) and shrink when attacked successfully.

    #2 - Daily Quest - Vacation Bank

    Reducing reliance on NPC farming for Army maintainance will greatly reduce burnout, but if there was a daily quest ( 100k gold*rank and/or defeat a barbarian valley/NPC of your rank - Civilian 1, Prinzessen 10 ) that would get you 10 minutes of "vacation time" per rank.

    Vacation time would have an 8-hour "warm-up" period, where you could not attack or scout -- but could still be attacked, and would still need to pay upkeep, and an 8-hour "cool-down" the same as the warm-up.

    It would give players another daily quest, give experienced players some time off, and the change to the warm-up and cool-down periods would prevent abuse of the system.

    #3 - Battle Mechanics:

    The two-prong solution to this is to:

    A - Limit the number of defenders that can represent a city ( 50k per wall level ) - reinforced at the end of each round from reserves through the rally point limit.
    B - Allow Joint-force allied attacks

    I think the easiest way to impliment allied attacks is to create a new type of march, where a player will send troops out on an "allied force" mission to another embassy. I think the best way to limit use of these large forces is to have the hero leading this force decorated with a medal ( depending on the size of the force ) in order to finalize the march.

    The player in whose embassy the troops were assembled, could then launch an allied attack from the embassy, and it would allow large armies to be formed out of the smaller allied battalions.

    These two methods combined, would be enough to bring a lot of strategy and interest back into the game.

    #4 - Player Imbalance

    I think Fixing the NPC farming, and the Battle mechanics would relieve a lot of the player imbalance. If the NPC farming was toned down, armies would be much smaller, but smaller players would be able to contribute to major attacks in the new battle mechanics.

    #5 - Items

    The item exchange is in high demand, because a lot of the items in evony are not really useful. If these items could be given new abilities and benefits, that would bring back their value, it would greatly improve the player's enjoyment of the game.

  5. #5

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    some interesting ideas, but this probably should be in the suggestions area.

  6. #6

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    Quote Originally Posted by Abaddon View Post
    some interesting ideas, but this probably should be in the suggestions area.
    Evony would rather respond and dismiss suggestions than discuss them.

    And the game suggestions area is a complete mess, because partial solutions and complaints relating to one of these 5 main problems are everywhere.

    There is no focussed discussion of how to solve the problems that Evony is having -- something I was hoping to accomplish here.

  7. #7

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    Item Suggestions:

    Ritual of Pact: You either need 1 script, or 1 Pact out of 100 players to get the alliance limit to 100. The other players get them and they no longer have any uses.

    New uses:

    Alliance Merger - New ability available to an Alliance Host and requiring the use of a Ritual of Pact. All members of the alliance become members of the specified alliance. Member limit does not change, and no new members can be added unless the alliance expels down below maximum again.

    ( Can you imagine the carnage that could be had by merging a couple dozen spies into an enemy alliance and making them weed through their ranks? Definately makes it worth the $50 price tag )
    ( Could be changed to require Friendly status -- but where's the fun in that? )

    Alliance Limit Increase - Add one, two, or 5 members to the Alliance member limit ( if >= 100 already ). With the way the wheel hands these out like candy, and everybody has a couple, 1 member would probably be the way it ended up. But for the price, I think that 2 or 5 would be more reasonable.

    New alliance status - Instead of Friendly / Neutral / Hostile -- add "Allied". Requires the use of a Ritual to assign an alliance to this category. Allied cities show up Green, and can be transported to / reinforced.

    Battalions:

    Wouldn't it be great if you could use the workshop, and a High-INT hero to form your own battalions? You could pack your troops into neat little groups, store them in your items screen, and not have to feed them.

    Then ... if you could tack-on battalions to an attack -- to increase the troopcount limit of the rally point. You could send out a 100k troop attack, and then use 10 junior battalions, 5 veteran battalions, and 3 senior battalions to beef it up.

    Maybe the battallions wouldn't just sit around and rot.

    National Flag:

    Wouldn't it be fun if you could use a National Flag item and it would turn your flag GREEN for everyone on the server for 24 hours?

    You could still be attacked/scouted etc as normal, but you could teleport into enemy territory and have a period of green-flag cover to help avoid red-flag detection.

    Why can't we fly an enemy flag?

    Leather / Chain / Plate helms

    At least one of the 4 helms is useful.

    Would be nice if they could be rewarded to a hero and it would give him an extra attribute point or two.

    Stone:

    Town Hall / Wall / Beacon tower maintainance/upkeep. If you don't do the repairs, the Walls and Town Hall start crumbling.

    Workshop: If you could use the workshop to process Stone into tools, statues ( converting stone into gold ), and other achitechtural processes ( allowing the development of scripts ). Even if it took 50M Stone and 2 weeks ( with a 120 INT hero ) to learn enough architechtural prowess to develop 1 script, the price of stone, and the demand for workshops would be completely transformed.

    Roads: Nothing helps valley production more than a good road network. If you could allocate workers and stone to road-building ( what a great use for a relief station -- especially during those "dead" levels ) in order to provide a boost to valley production. Lots of spin-offs -- Transportation minister -- Logistics tech tie-ins. I'll have to do another post all about that on it's own.

    Hero Hunting:

    Wouldn't it be interesting if using a Hero Hunting would be like an espionage item, and would be able to find a few heroes in the area that it was used. Possibly either generating a list of heroes in nearby valleys or NPC towns ( so you could go capture one ), or allowing you to persuede nearby enemy heroes that are less than 100 loyalty ( with some chance of success, and having them join you, and also a chance that it only reduces their loyalty )

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