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Market Alclemist legendary deed is too strong

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10 years ago
Oct 12, 2015, 6:20:32 PM
Every MP game ends up revolving around this deed for me. Usually one guy builds an army, get the 4000 dust and get the tech for the equipment, and on one turn after the deed is done, swap out all the equipment and roams around killing cities.



If it was a little less reward, 100 instead of 200, It is alright, but right now, it seems it's enough to equip more than two armies. There's no way I can defend an adamantiam army... Even after trying to build an army all game
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10 years ago
Oct 12, 2015, 7:01:46 PM
Deeds are supposed to be game changing. Market Alchemist has a great chance of being completed just as From Dust to Rust (strategic equipment costs double) kicks in, making a single adamantian claw cost 11 adamantian. If the player got half the amount it is now, 100, that´s not good enough to retrofit 10 units. If you have a couple adamantian deposits, that would be 30 turns to get the same amount, not having silics, not being vaulters and not having Broken Lords governors. Why would anyone save dust for 15 turns to get that?



Yesterday I won because of extra health from empire plan, not because of adamantian equipment.



Anyway, there´s a thread in the Balance section about the deeds - here.
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10 years ago
Oct 12, 2015, 8:06:04 PM
Yes, post only in the Balance thread sub sectino.



Off course this reward is too strong. We proposed to change it to 25 adamantium/paladium/mithrite/hyperirum I guess.



Producing 4 kind of ressources is easy, it is just a science rush. And if you are fast, with 200 adamantium/paladirum you can build a superior quality army than no one will be able to scratch.
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10 years ago
Oct 15, 2015, 10:42:34 PM
BPrado wrote:
Deeds are supposed to be game changing. Market Alchemist has a great chance of being completed just as From Dust to Rust (strategic equipment costs double) kicks in, making a single adamantian claw cost 11 adamantian. If the player got half the amount it is now, 100, that´s not good enough to retrofit 10 units. If you have a couple adamantian deposits, that would be 30 turns to get the same amount, not having silics, not being vaulters and not having Broken Lords governors. Why would anyone save dust for 15 turns to get that?



Yesterday I won because of extra health from empire plan, not because of adamantian equipment.



Anyway, there´s a thread in the Balance section about the deeds - here.




- It is more like saving 6 turns on any dust strong race.

- You are also denying the strats to anyone else that might use them against you.

- Health boost is fully 20 turns (generally) later.

- Agree that deeds should be have a noticeable impact but not change the game, every game.

- If a military minded player gets this deed he will win the game at an extremely high %.

- There are many deeds that have almost no effect at all

- There are many deeds that never even get built b/c they aren't worth the cost

- Changing this deed's reward to still be something useful yet not game ending should not be a problem.

- We have beaten each other several times off of this deed ALONE so it's hard for me to believe you think this is actually not a problem.
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10 years ago
Oct 15, 2015, 11:10:39 PM
I think the fundamental problem with legendary deeds as a whole is that they do not seem to be designed with a coherent rationale.

Some of them have very little impact, some have moderate effects, and some are game changing and virtually necessary to get / deny the others from getting.



I think market alchemist is the best example of legendary deeds being confused as to what they are supposed to be, imo.
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10 years ago
Oct 22, 2015, 12:08:00 AM
KnightofPhoenix wrote:
Some of them have very little impact, some have moderate effects, and some are game changing and virtually necessary to get / deny the others from getting.




This may be thread necromancy, but I feel this hits the nail on the head. The requirements and the rewards don't seem to be on similar levels of impact on the game.
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