Rivalry [9.0] is submitted for review.

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Rivalry [9.0] is submitted for review.

Postby piranha » Sat Apr 14, 2012 4:07 pm

New map: Rivalry [9.0] by piranha.
Map editor link: Rivalry [9.0]


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Re: Rivalry [9.0] is submitted for review.

Postby hungrytales » Sun Apr 29, 2012 1:27 pm

In my last game on this map I have the impression that it's so low-gold now, that it nullifies anything but starting with a palla and making a beeline for the closest ruins. At least if you want to see more than the starting hero any time soon. Is it as intended?

Also the NW player with his immediate access to a temple seems like holding an invaluable advantage and I don't quite see what balances it out for the others.
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Re: Rivalry [9.0] is submitted for review.

Postby LPhillips » Sun Apr 29, 2012 10:08 pm

You're absolutely right on both counts. Income restricts what units the players can use, and the slightly random production can produce a lot of inequality. Combined with ruin rewards (one gets 800 gold, one gets ****ing Ragnarok), the game can be decided by economics before the players ever formulate a strategy.

My last game here was as the northwest player, and (before my internet went out) I was dominating easily because of temple control. A couple of dwarfs and a scout are enough to nullify any restriction the terrain might place on temple use.
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Re: Rivalry [9.0] is submitted for review.

Postby hatchfactory » Mon Apr 30, 2012 7:03 pm

I think the map size is good for a short war.

I agree on all accounts though, a lot of this map depends on economy and control of the sites. I end up with too many scouts and crows as the majority of my armys :cry: . And either its a crap shoot on getting good production to get your stack bonus or you have to plunder everything just to get a Yeti and a Paladin by 50%.


So if I had 1 wish for this map it would be more money please?
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Re: Rivalry [9.0] is submitted for review.

Postby LPhillips » Mon Apr 30, 2012 10:46 pm

I'd suggest moving or removing the strength temple, and moving the city in the desert closer to the road by the bridge. It's a bit too far to use for anything at all. It can't keep watch over the road, and it can't be reached well by an invader.
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Re: Rivalry [9.0] is submitted for review.

Postby KGB » Mon Apr 30, 2012 10:53 pm

LPhillips wrote:Combined with ruin rewards (one gets 800 gold, one gets ****ing Ragnarok), the game can be decided by economics before the players ever formulate a strategy.


This is a problem of ruin rewards. Specifically the gold amount given out. 800 gold is WAY too much to give out in a L1 ruin when a L2 ruin can give less than that. We've discussed this before a few months ago. In short, a L1 ruin has to give lower amounts of gold. In the 200-500 gold range. Especially now in Version 0.8 where some of the new heroes come with UL 12 (guaranteed survival on L1) and the presence of UL temples will make even DK/Valkries able to search on maps where there is a UL temple. So the risk factor of losing your hero will be MUCH lower now. Lowering the amount of gold will bring item and gold rewards more in line with each other.

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Re: Rivalry [9.0] is submitted for review.

Postby LPhillips » Mon Apr 30, 2012 11:16 pm

KGB,

The new heroes will change a lot of things. A Barbarian with Ragnarok is actually quite useful. To the basic 3 heroes, it's worse than useless because the player probably gave up 400+ gold for it. So it's probably about to change from despised to coveted.

We'll have to bring the topic of ruin rewards up again in the wish list/suggestions forum after the new beta comes around and things settle a bit.
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Postby Negern » Sun Nov 11, 2012 3:28 pm

Most of SE players home area can be reached from the water. That\'s not the case for any of the other players. Shouldn\'t it be changed?
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