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Exploit/highly overpowered mechanism, or am I missing something?

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11 years ago
Oct 2, 2014, 12:40:52 PM
Hello there,



Thank you a lot for your precious feedback. smiley: smile



I relayed this information. We will work on this in order to fix this issue in the marketplace.



Cheers,
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11 years ago
Oct 2, 2014, 12:53:45 PM
It's not overpowered. As the Wild Walkers, what are you doing with all this dust (that's costing you all your industry)? Buying units, buildings? Why not just build them? It can be useful if you want to buy a lot of heroes or resources, or retrofit veteran units. I'm glad you can't convert industry to dust directly. The market is more interactive.
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11 years ago
Oct 2, 2014, 3:14:13 PM
Agree with weatherman. you can convert resources through the market. And this makes market more alive so I think this is a good thing. Why are we trying to fit everything into a civ mold? Is not EL its own swan in the pond? And one that is more beautiful at that (much more nice with a lively market than some boring conversion build)
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11 years ago
Oct 2, 2014, 5:45:11 PM
I am perfectly happy with selling units rather than stockpiles, I initially called my mass produced for-cash-only-units "mercs". What I am very unhappy about is the ratio between construction time/demand (very low) and amount of cash received (extremely high). I only compare it to Civ5 to explain the problem, not because I want EL to become Civ - that would be a terrible downgrading.





TheWhetherMan wrote:
It's not overpowered. As the Wild Walkers, what are you doing with all this dust (that's costing you all your industry)? Buying units, buildings? Why not just build them? It can be useful if you want to buy a lot of heroes or resources, or retrofit veteran units. I'm glad you can't convert industry to dust directly. The market is more interactive.




To be clear: The situation is that I have nothing really useful to produce in a city that has plenty of industry. The stockpile feature is there to let you make something useful, rather than waste that industry you get anyway from terrain/buildings/governor. However, at the moment creating upgraded units and selling them is extremely lucrative, vastly more so than all of my other income sources combined. A single city producing a selling mercs should not be profitable enough to sustain half a dozen armies while costing me nothing at all.
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11 years ago
Oct 2, 2014, 6:40:25 PM
PaleBluePixel wrote:
I am perfectly happy with selling units rather than stockpiles, I initially called my mass produced for-cash-only-units "mercs". What I am very unhappy about is the ratio between construction time/demand (very low) and amount of cash received (extremely high). I only compare it to Civ5 to explain the problem, not because I want EL to become Civ - that would be a terrible downgrading.


Again, what do you use this dust for? SP or MP? If SP, which difficulty?



PaleBluePixel wrote:
To be clear: The situation is that I have nothing really useful to produce in a city that has plenty of industry. The stockpile feature is there to let you make something useful, rather than waste that industry you get anyway from terrain/buildings/governor. However, at the moment creating upgraded units and selling them is extremely lucrative, vastly more so than all of my other income sources combined. A single city producing a selling mercs should not be profitable enough to sustain half a dozen armies while costing me nothing at all.


So in this situation, you control every capital? You've won? If not, units are useful. Use them to take capitals and win. Or start making stockpiles for the wonder win. If you have 6 armies in the first place, why aren't you taking capitals?



It's sounds like the Wild Walkers aren't the empire for you, that's all. You don't want to pursue the victory conditions they're good at.
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11 years ago
Oct 2, 2014, 6:46:09 PM
Saylawl wrote:
Hello there,



Thank you a lot for your precious feedback. smiley: smile



I relayed this information. We will work on this in order to fix this issue in the marketplace.



Cheers,




Thanks, Saylawl! smiley: smile
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11 years ago
Oct 2, 2014, 7:50:16 PM
TheWhetherMan wrote:
Again, what do you use this dust for? SP or MP? If SP, which difficulty?

So in this situation, you control every capital? You've won? If not, units are useful. Use them to take capitals and win. Or start making stockpiles for the wonder win. If you have 6 armies in the first place, why aren't you taking capitals?

It's sounds like the Wild Walkers aren't the empire for you, that's all. You. don't want to pursue the victory conditions they're good at.




I think we talk across purposes. Perhaps I was unclear earlier, but you must have misunderstood my posts. This reply makes no sense to me. But I'll try to answer your questions:



I play SP at standard difficulty against 8 enemies. I use the dust gained from selling mercs to sustain my army and heroes, buy resources, buy stuff in other cities etc - anything I want to buy, really.



No I don't control every capital, I only have 3 cities and recently reached era 3. I have nothing useful to build at the moment, but will once I researched some more.

And no, I don't have 6 armies, in fact I only have 1, which costs me 51 dust every turn. I could easily afford 6 armies with all the dust from selling units, but I have 1 army with great hero, very good specialized upgraded elite units already crushing everything. The point is that I should not be able to afford to pay upkeep for 6 armies simply from producing and selling units in my capital.



And yes, Wild walkers is the empire for me, they are brilliant. However this is really irrelevant to what I tried explaining, which has nothing to do with Wild Walkers particularly. All I'm saying is that producing upgraded custom units (whichever faction, presumably) and selling them gives you huge quantities of dust, compared to the costs of everything else in the game. Is this what you disagree with? Is production really worth 3 times more than dust? Because I can sell a 375 production unit for 1069 dust, which is a much higher ratio than when selling stockpiles. For reference, Civ5 allowed me to do a similar thing - produce science, gold or culture when I had nothing else to build. However in Civ5 each 2 production would give me 1 gold, while by selling units in EL each 2 production will give me 6 gold, without even researching any particular technology.
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11 years ago
Oct 2, 2014, 7:57:30 PM
Saylawl wrote:
Hello there,



Thank you a lot for your precious feedback. smiley: smile



I relayed this information. We will work on this in order to fix this issue in the marketplace.



Cheers,




It is very encouraging to see devs of a serious game taking feedback this efficiently, no wonder the game is absolutely brilliant. I have no idea how you made it, all I know is that you must have a miracle team of very talented and dedicated people. Also, you should spend your weekends on seminars to teach the big companies how to create great games. And Amplitude should get a wikipedia page. Thanks!!!
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11 years ago
Oct 2, 2014, 8:45:36 PM
PaleBluePixel wrote:
I think we talk across purposes. Perhaps I was unclear earlier, but you must have misunderstood my posts. This reply makes no sense to me. But I'll try to answer your questions:



I play SP at standard difficulty against 8 enemies. I use the dust gained from selling mercs to sustain my army and heroes, buy resources, buy stuff in other cities etc - anything I want to buy, really.


I understood your posts. The title of the thread is "Exploit/highly overpowered mechanism, or am I missing something?" My answer is, you are missing something. A SP game on standard difficulty can only tell us so much about balance. When players have such a direct line to the devs, they have a responsibility to not recklessly throw around words like "exploit" and "highly overpowered." Now we have a dev saying they will spend their time fixing something that isn't a problem in the first place.



PaleBluePixel wrote:
No I don't control every capital, I only have 3 cities and recently reached era 3. I have nothing useful to build at the moment, but will once I researched some more. And no, I don't have 6 armies, in fact I only have 1, which costs me 51 dust every turn. I could easily afford 6 armies with all the dust from selling units, but I have 1 army with great hero, very good specialized upgraded elite units already crushing everything. The point is that I should not be able to afford to pay upkeep for 6 armies simply from producing and selling units in my capital.


So you have one army that's already highly upgraded and crushing everything, it's upkeep is 51 dust per turn, and selling units is overpowered because it would allow you to pay upkeep on additional armies you don't have? Even if you couldn't sell units to the marketplace, you would be winning in this situation. It doesn't follow that selling units is an exploit or highly overpowered.



PaleBluePixel wrote:
And yes, Wild walkers is the empire for me, they are brilliant. However this is really irrelevant to what I tried explaining, which has nothing to do with Wild Walkers particularly. All I'm saying is that producing upgraded custom units (whichever faction, presumably) and selling them gives you huge quantities of dust, compared to the costs of everything else in the game. Is this what you disagree with? Is production really worth 3 times more than dust? Because I can sell a 375 production unit for 1069 dust, which is a much higher ratio than when selling stockpiles. For reference, Civ5 allowed me to do a similar thing - produce science, gold or culture when I had nothing else to build. However in Civ5 each 2 production would give me 1 gold, while by selling units in EL each 2 production will give me 6 gold, without even researching any particular technology.


Cool, I'm glad you like them. It is relevant though. It's relevant because the Wild Walkers are good at a couple victory conditions, and by using your strong production to sell units instead of attacking with them or building stockpiles, you're basically avoiding a win. It makes the claim that selling units is overpowered bizarre on top of untrue.



The Civ comparison means nothing. In Civ, when you convert production to gold or sell units, they disappear into the aether. In Endless Legend, when you sell units/stockpiles on the market, others can buy them and all Roving Clans players will get a cut. If you think selling to the market as the Wild Walkers is overpowered, I encourage you to play a free for all with a competent Roving Clans player.



PaleBluePixel wrote:
It is very encouraging to see devs of a serious game taking feedback this efficiently, no wonder the game is absolutely brilliant.
I agree, even though I disagree with the feedback in this case.
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