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New upgrades to game poses problems for us all
Topic Started: 17 Oct 2010, 05:37 PM (26 Views)
Demise
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Lord Demise
As you all may or may not know the game will recieve an upgrade here soon. We expect that the game will at the very least significantly work different than it has in the past. The new site and discussion forums are dedicated to ensuring the utmost information about the coming update to the game and it's consequences/change of gameplay.



Lord Demise.



Pasted:
Below you will find the last of our updates detailing the changes we are doing as part of the upcoming combat enhancements. We are sending it out to all users tomorrow, but Worlds in the combat sneak preview are getting it today so you can be ready for tomorrow!


BARBARIAN/WILDERNESS CHANGES

Today, we’d like to walk you through the last of the changes that are coming with the combat enhancements– updates to the food economy. We are making some positive changes in the way food is produced in the game, which we hope you will find makes the game more fun.

Fixing Food
Currently, some players can amass almost infinite food by “farming” barbarian camps. This allows them to, in turn, amass overpowering armies. Players can do this because they win battles against camps with no losses, essentially gaining food for free. This tends to unbalance the game overall as some players accumulate huge armies and huge amounts of might. Not to mention, it’s not really that fun to have to make endless attacks just to keep up the food you need to feed your army!

Instead of grinding, we’d like to encourage battles between players and strategic decision making. To this end, combat is now usually going to involve some troop losses. Attacking wildernesses or barbarian camps should always mean some casualties (that you can of course minimize by playing smartly!). Losses will be reasonable—you won’t need to completely retool your army after each attack.

Moreover, to help you get the food you need to feed the troops you have—and to rebuild ones you lose during attacks—we will be making food a more abundant resource in the game. This will be done in two ways.

Food from Wilds
First, food production bonuses from Grasslands and Lakes will be doubled. This means that a new level 10 Grasslands now provides a 100% bonus instead of a 50% bonus, and a level 1 Lake will provide a 10% bonus instead of a 5% bonus, for example. This will mean that high-level Wildernesses are even more valuable than they were before. You’ll need to defend your Wildernesses, probably by leaving troops stationed in them.

We hope this will also help address the “impregnable city” problem—where players bunch all of their troops in one or two cities. Now, leaving all of your defenses in your cities means you’ll have likely left your Wildernesses vulnerable to attack. Losing your Wildernesses will significantly reduce your Food production rate, making it hard to pay the upkeep for those troops in your fortress City.

Food from Barbarians
Second, we have also increased the amount of food (and other resources) available from barbarian camps. You will likely sacrifice troops in the battle to win the barbarians’ resources, but the resources you gain will more than offset your loss. Our goal is to make attacking camps to be a net positive, but not exploitable. You’ll find that the rewards for attacking camps also increase dramatically as the camp level increases—you’ll really make out like a king if you can beat those level 8, 9 and 10 barbarians!

Troops in Wilds
As mentioned above, battles should always results in some losses. The troops on Wilderness tiles have been adjusted to align with this goal. While taking an unowned wilderness should feel like a challenge, it is by no means insurmountable with a large enough army, particularly one that is well balanced.

Troops in Barbarian Camps
Along these same lines, Barbarian Camps have been tuned up to have more significant armies stationed in them. Even a level 1 Barbarian Camp will inflict some amount of losses against even the mightiest army. Higher level Barbarian Camps will offer greater prizes, but will cause greater losses; lower levels will still cause some losses, but will also offer less bountiful rewards.

A More Strategic Game
The goal of all of this is to give you more incentive to use your army, despite the losses. We want everyone to engage in combat, not be afraid to lose their troops. So we’re greatly increasing the benefits of victory by rewarding more resources, especially food. Additionally, troop training times have been reduced overall: Tier 1 troops (Pikemen, Archers and Cavalry) should take around as long as it took to train Archers under the old system; Tier 2 troops (Swordsmen, Ballistae and Heavy Cavalry) should take slightly longer than Cavalry took to train under the old system; Catapults and Battering Rams have sizably reduced training times.

Kingdoms of Camelot is, in the end, a game of strategic combat, and we want to encourage players to make more meaningful decisions and to engage with each other regularly. If you are the number one player on a world, you should expect to have people gunning for you—working together to take you down, whether attacking your Cities or cutting your supply lines by taking out your Wildernesses. Likewise, the number one Alliance should cultivate as many friends as possible, because other Alliances will always be working together to hit them wherever they’re weakest.

No one is invincible and life at the top isn’t cushy. There’s always someone out there looking to take that crown away. We hope the changes we’ve made should help everyone feel like that, if they’re smart, dedicated and just a little lucky, can eventually make it to the top. Staying there, however, is another story entirely…

See you on the battlefield!
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BrianD
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The changes to this have apparently been scrapped for now, so I'm going to lock this until we get more news on this.
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