DeletedUser2103
Guest
Hello all.
I would like to start a discussion specifically on the subject of game speed. I'd like to stick to the topic as much as possible. Yes crown buyers will have an advantage buying troops and speeding up buildings, that isn't going away, so lets not go off topic with that please. I think the balance of speed for people who don't spend alot of crowns is far too extreme. In fact, even for crown purchasers the speed must be overly restrictive. If you have to wait days to accumulate resources to build your farm, including the construction time of doing so, then it means you can't buy any more troops.
So here are the elements I'd like to get some discussion going on. Obviously there are links between the various game elements and its a question of balance. I have used a different colour to express my view on how to simply solve the problem, and I hope the guys at Inno will take some of this on board, depending on what other players think of course!
1. Resource accumulation speed & benefits from leveling up buildings.
In TW2, the incremental benefits of increased resource building levels are very small for a long time, and the last few levels give you stupidly large benefits. Take the Timber Camp. It has 30 levels to a maximum of 3020 per hour. But half of this maximum production is achieved in only the last 6 levels of the building, making it extremely skewed. This has the effect of severely limiting resources for the majority of the time spent building it up and therefore slows down resource accumulation extremely in my view. All the resource buildings, and the farm, have the same extreme skew. This has knock on effects primarily to expansion (minting and nobles). I know you can supplement your income with farming, and thats fine, but in my view resource accumulation could be sped up to make the game flow along faster for most people, with or without farming. A potential simple solution is just to make the incremental increases linear with each level. So by level 15/30 you have reached half the maximum production, instead of at level 24.
2. Troop building speed.
Many players have already highlighted the fact that all recruitment now goes through one building. This, coupled with quite long build times for units, means that the time to build an effective number of troops is running into several weeks. I simply don't know why it isn't faster. As a player in primarily a PVP game, I want to be doing something interesting once a week or so, not once a month. I appreciate that once an empire reaches a hundred cities or more, then a player in theory could have one quarter of those cities every week ready with a full set of troops, however the time to get to that level is in the order of many months, if not a year, so in the meantime the inability to have a decent set of troops available makes for a very boring period. Increasing resource generation won't solve the troop issue, as many players can easily sustain full troop queues most of the time. This shows just how slow they are. Implement parallel building channels within the barracks like Ive suggested here: http://forum.beta.tribalwars2.com/fo...struction-idea. Or simply increase troop building speed for a very simple solution.
3. Expansion speed.
This is very closely linked to number 1 above. The truth is that in the early game, expansion of your empire is painfully slow. It takes all your resources diverted to minting and nobles, even with farming. To those who may say farm more, I say that when the local area is congested with players you are totally stuck in that regard. Following on from the theme of number 2 as well, the painfully slow expansion means nothing to do for weeks on end. You reach a point where your growth slows down substantially after a few cities because of the increased minted coin requirements and resource increments that can't keep up with that (item 1 again). I think solving item 1 would go a long way to solve this problem too, so that would be the first step. However it may also be worth considering reducing the number of coins required for the first 10 to 15 noblemen. First 3 noblemen could require 1 additional coin, next 3 could require 2 additional coins, etc.
So to summarise, I genuinely think there is a good game here, but I do dispair at the slowness of it. I want to be able to log on and have something to do instead of just sending out more farming runs and watching the clock tick down on my 24 hour build and troop queues. I want to be able to plan for nobling, or attempting to noble, a new city next week, not next month.
Do people agree? Either way let your opinions be known!
Regards
Dan
I would like to start a discussion specifically on the subject of game speed. I'd like to stick to the topic as much as possible. Yes crown buyers will have an advantage buying troops and speeding up buildings, that isn't going away, so lets not go off topic with that please. I think the balance of speed for people who don't spend alot of crowns is far too extreme. In fact, even for crown purchasers the speed must be overly restrictive. If you have to wait days to accumulate resources to build your farm, including the construction time of doing so, then it means you can't buy any more troops.
So here are the elements I'd like to get some discussion going on. Obviously there are links between the various game elements and its a question of balance. I have used a different colour to express my view on how to simply solve the problem, and I hope the guys at Inno will take some of this on board, depending on what other players think of course!
1. Resource accumulation speed & benefits from leveling up buildings.
In TW2, the incremental benefits of increased resource building levels are very small for a long time, and the last few levels give you stupidly large benefits. Take the Timber Camp. It has 30 levels to a maximum of 3020 per hour. But half of this maximum production is achieved in only the last 6 levels of the building, making it extremely skewed. This has the effect of severely limiting resources for the majority of the time spent building it up and therefore slows down resource accumulation extremely in my view. All the resource buildings, and the farm, have the same extreme skew. This has knock on effects primarily to expansion (minting and nobles). I know you can supplement your income with farming, and thats fine, but in my view resource accumulation could be sped up to make the game flow along faster for most people, with or without farming. A potential simple solution is just to make the incremental increases linear with each level. So by level 15/30 you have reached half the maximum production, instead of at level 24.
2. Troop building speed.
Many players have already highlighted the fact that all recruitment now goes through one building. This, coupled with quite long build times for units, means that the time to build an effective number of troops is running into several weeks. I simply don't know why it isn't faster. As a player in primarily a PVP game, I want to be doing something interesting once a week or so, not once a month. I appreciate that once an empire reaches a hundred cities or more, then a player in theory could have one quarter of those cities every week ready with a full set of troops, however the time to get to that level is in the order of many months, if not a year, so in the meantime the inability to have a decent set of troops available makes for a very boring period. Increasing resource generation won't solve the troop issue, as many players can easily sustain full troop queues most of the time. This shows just how slow they are. Implement parallel building channels within the barracks like Ive suggested here: http://forum.beta.tribalwars2.com/fo...struction-idea. Or simply increase troop building speed for a very simple solution.
3. Expansion speed.
This is very closely linked to number 1 above. The truth is that in the early game, expansion of your empire is painfully slow. It takes all your resources diverted to minting and nobles, even with farming. To those who may say farm more, I say that when the local area is congested with players you are totally stuck in that regard. Following on from the theme of number 2 as well, the painfully slow expansion means nothing to do for weeks on end. You reach a point where your growth slows down substantially after a few cities because of the increased minted coin requirements and resource increments that can't keep up with that (item 1 again). I think solving item 1 would go a long way to solve this problem too, so that would be the first step. However it may also be worth considering reducing the number of coins required for the first 10 to 15 noblemen. First 3 noblemen could require 1 additional coin, next 3 could require 2 additional coins, etc.
So to summarise, I genuinely think there is a good game here, but I do dispair at the slowness of it. I want to be able to log on and have something to do instead of just sending out more farming runs and watching the clock tick down on my 24 hour build and troop queues. I want to be able to plan for nobling, or attempting to noble, a new city next week, not next month.
Do people agree? Either way let your opinions be known!
Regards
Dan