Major Overhaul of Game

Post here any ideas or suggestions you have for improving Valor.
sancheezy
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Major Overhaul of Game

Postby sancheezy » Wed Dec 04, 2013 4:57 pm

Greetings Valorians,

Every once in a while I like to post on here to simply punch the tar baby and waste my own time…

Seriously though this board is basically dead and we are dragging up old posts (archers again...?!) and hearing the same complaints over and over again. So I decided to throw an idea out there into the ether and see if anything sticks (or at least awakens the trolls)…


  1. GET RID OF SCHOLARSHIPS…yes this has been proposed before but here is what I suggest. Have scholars available in any LC…but the prerequisite is the LC has to be a “supercity” and maxed out. All buildings have to be intact and built in order to train scholars (maybe flexible on the wall but that’s a huge variable and probably more a pain to code). This would serve as a multi-pronged solution:
    • It gets rid of the negative scholar bug period. While this is an “exploit” it has become more common than not. But rather than complain like most do, let’s really think about it. Why do people do this? An advantage is one, but really it’s a lot more fun to have the ability to cap and attack multiple LCs at a time. It also speeds the game up. Let’s face it the most fun is when the worlds are more developed and you can be reset in a night…this simply expands on that and turns Valor into a more “hardcore game” (we still going for that…?)
    • It speeds the world up in a good way. Sure it would slow down the very initial growth phase a bit (longer to get scholars than just straight line to an academy) but after that the carnage increases tenfold.
    • It adds many other elements to the game play including:
      [LIST=1|INDENT=1]
    • Ballistas are relevant now…just hit any building to slow scholar production.
    • We can take advantage of the iOS map and the attack and support lines to see scholars easier (if not coming from a maxed LCs it’s definitely not a scholar). It also requires more strategy when hiding your scholars in an attack.
    • It actually utilizes maxing out a city and all the buildings that were created.
    • Creates a true risk vs reward set up for scholar cities and clear cities (more population or ability to train scholars)
    • It (probably) puts more money in Quark’s pockets with requiring more speed ups and resources initially.
    • Supercities just look cool but serve no purpose and we usually laugh at people that have them currently…this changes that.
    • Easier to find your scholars in your cities with your city list with this one change.
  2. This also handles the dreaded “buy all scholarship” request that hasn’t happened yet since they are now obsolete.

[*]Consider locking guilds at jump or after protection wears off (some worlds). This is a lot more radical of a concept and would take a lot more time but consider this: we have an entry screen like a speed world; you can invite your own group of people to your guild ahead of time and, if needed, pull from the “New Player Pool”. After the guilds are set there is no adding or dropping from guild. Yes this would cause some serious problems like, giant merges and eating an inactive (haven’t thought of a creative solution for these yet but am open to suggestions…) but this is why I suggest it:
[/LIST]

[LIST=|INDENT=1]
[*]Valor is turning into a bit of a fraternity…either you’re in with a good group or not…I think breaking in is harder and harder these days for new people. By forcing people to stick together they are required to play through hardship and create those bonds that last.
[*]It reduces (IMO) the topic of spies. If you did not jump in with a guild ahead of time, were assigned via the pool, and not necessarily placed in a good or bad guild but a random guild… It is much harder to infiltrate an organization (or attempt to) in a random placement than everyone applying to the top guild. Let’s face it the spy thing has gotten so old. Sure reputation polices things but I know lots of good players that quit because of the politics involved.
[*]It should cut down on the “cloners”. Have a guild of 25 of your own accounts? Great, but you can’t add any new people or jump to a new guild after eating all your alts…now what…?
[*]It emphasizes the team approach and rewards the loyal members that restart and keep on going. It also penalizes teams for inactivity. It also means people will I think this also helps to reduce the “recruit the world” tactic that has been going on a long time and forces people to work it out and play together if you want a shot to win. Again, just more emphasis on teamwork in this type of set up and working through a world.
[/LIST]
Minor Changes

  1. More Titan worlds and more consistent with them.
  2. Get rid of Titan tokens…convert to an all ticket system with gold being used for tickets (tickets for speed worlds and Titan worlds).
Think I had more but my energy is running low now. Will edit in the future if something actually results from this.

Sancheezy

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Benfrom300
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Postby Benfrom300 » Wed Dec 04, 2013 9:11 pm

sancheezy wrote:Greetings Valorians,

Every once in a while I like to post on here to simply punch the tar baby and waste my own time…

Seriously though this board is basically dead and we are dragging up old posts (archers again...?!) and hearing the same complaints over and over again. So I decided to throw an idea out there into the ether and see if anything sticks (or at least awakens the trolls)…


  1. GET RID OF SCHOLARSHIPS…yes this has been proposed before but here is what I suggest. Have scholars available in any LC…but the prerequisite is the LC has to be a “supercity” and maxed out. All buildings have to be intact and built in order to train scholars (maybe flexible on the wall but that’s a huge variable and probably more a pain to code). This would serve as a multi-pronged solution:
    • It gets rid of the negative scholar bug period. While this is an “exploit” it has become more common than not. But rather than complain like most do, let’s really think about it. Why do people do this? An advantage is one, but really it’s a lot more fun to have the ability to cap and attack multiple LCs at a time. It also speeds the game up. Let’s face it the most fun is when the worlds are more developed and you can be reset in a night…this simply expands on that and turns Valor into a more “hardcore game” (we still going for that…?)
    • It speeds the world up in a good way. Sure it would slow down the very initial growth phase a bit (longer to get scholars than just straight line to an academy) but after that the carnage increases tenfold.
    • It adds many other elements to the game play including:
      [LIST=1|INDENT=1]
    • Ballistas are relevant now…just hit any building to slow scholar production.
    • We can take advantage of the iOS map and the attack and support lines to see scholars easier (if not coming from a maxed LCs it’s definitely not a scholar). It also requires more strategy when hiding your scholars in an attack.
    • It actually utilizes maxing out a city and all the buildings that were created.
    • Creates a true risk vs reward set up for scholar cities and clear cities (more population or ability to train scholars)
    • It (probably) puts more money in Quark’s pockets with requiring more speed ups and resources initially.
    • Supercities just look cool but serve no purpose and we usually laugh at people that have them currently…this changes that.
    • Easier to find your scholars in your cities with your city list with this one change.
  2. This also handles the dreaded “buy all scholarship” request that hasn’t happened yet since they are now obsolete.

[*]Consider locking guilds at jump or after protection wears off (some worlds). This is a lot more radical of a concept and would take a lot more time but consider this: we have an entry screen like a speed world; you can invite your own group of people to your guild ahead of time and, if needed, pull from the “New Player Pool”. After the guilds are set there is no adding or dropping from guild. Yes this would cause some serious problems like, giant merges and eating an inactive (haven’t thought of a creative solution for these yet but am open to suggestions̷) but this is why I suggest it:
[/LIST]

[LIST=|INDENT=1]
[*]Valor is turning into a bit of a fraternity…either you’re in with a good group or not…I think breaking in is harder and harder these days for new people. By forcing people to stick together they are required to play through hardship and create those bonds that last.
[*]It reduces (IMO) the topic of spies. If you did not jump in with a guild ahead of time, were assigned via the pool, and not necessarily placed in a good or bad guild but a random guild… It is much harder to infiltrate an organization (or attempt to) in a random placement than everyone applying to the top guild. Let’s face it the spy thing has gotten so old. Sure reputation polices things but I know lots of good players that quit because of the politics involved.
[*]It should cut down on the “cloners”. Have a guild of 25 of your own accounts? Great, but you can’t add any new people or jump to a new guild after eating all your alts…now what…?
[*]It emphasizes the team approach and rewards the loyal members that restart and keep on going. It also penalizes teams for inactivity. It also means people will I think this also helps to reduce the “recruit the world” tactic that has been going on a long time and forces people to work it out and play together if you want a shot to win. Again, just more emphasis on teamwork in this type of set up and working through a world.
[/LIST]
Minor Changes

  1. More Titan worlds and more consistent with them.
  2. Get rid of Titan tokens…convert to an all ticket system with gold being used for tickets (tickets for speed worlds and Titan worlds).
Think I had more but my energy is running low now. Will edit in the future if something actually results from this.

Sancheezy


youre asking them to fix a system thats not broken. bad things happen when you try to fix something thats not broken. i think you have no concept of how many people would straight up quit this game if it was changed THAT much. i welcome change as much as the next guy but change isnt always good, id rather them continue working on ways to upgrade the game, not downgrade it.
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Postby Dieformason » Thu Dec 05, 2013 2:02 am

This should be in the ideas/suggestions folder.

Please post your thoughts there.
If you aint first, you're last

MyName999
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Postby MyName999 » Thu Dec 05, 2013 1:06 pm

Short sentence to a long post: I totally disagree

MyName999
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Postby MyName999 » Thu Dec 05, 2013 1:08 pm

Lol i only add this: your "solutions" will create more problem than level-up the game... I let you think about which, as you already told the most.

sancheezy
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Joined: Tue May 08, 2012 2:33 pm

Postby sancheezy » Thu Dec 05, 2013 3:29 pm

Benfrom300 wrote:youre asking them to fix a system thats not broken. bad things happen when you try to fix something thats not broken. i think you have no concept of how many people would straight up quit this game if it was changed THAT much. i welcome change as much as the next guy but change isnt always good, id rather them continue working on ways to upgrade the game, not downgrade it.


If the system is not broken then why are droves of players leaving and have left for quite some time? I know lots of great Valorians that have put their devices down because of many of the same issues being discussed today on these forums. I myself am on the way out after my current world (and I know another handful who feel the same) and wanted to share ways to improve for the future.

Valor was created to be a (the most?) hardcore game out there and has fallen from that path greatly. Rather than have the best players we have something far from that with the same names in most worlds and those names dwindling by the day. We are left with less and less active worlds and the great players are fewer and further between. I for one play because I want to test my skill and mettle against the best players out there. Sure some people think diplomacy and Kakao are the means to this end, I think carnage is.

Funny you should talk about people leaving and the ramifications of change. When we had TBS come out which was a much more radical change than anything proposed here, Valor still survived. I have kept the same structure, units and basic principles of the game intact.

Let’s be honest Benfrom300…you contradict yourself in your own statement. You say you are open to change and the scoff at the notion. It is obvious to me that you have no idea how to rebut a point. I would love to hear what you consider a “glitch” and your proposal to fix it rather than shooting something down because it possibly goes beyond the realm of comprehension for you. In the words of William Pollard “Learning and innovation go hand in hand. The arrogance of success is to think that what you did yesterday will be sufficient for tomorrow.”

I have provided a solution to MCM, scholar glitch and cloning (the three main points discussed in these forums for the last couple of years over and over) in my one post. I am not proposing they change the old world structure but rather new worlds going forward. I am also not suggesting all changes be implemented across all words but rather look at each of the points independently.

The people with 1,000 cities plus will probably stick around regardless of what happens (change or no change)…but let’s face it…that’s not what makes money and this is a business.

Ryski
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Postby Ryski » Thu Dec 05, 2013 5:50 pm

I do not like this idea. Before I can educate a scholar I would need to max out every building in my city? Even the hiding place? And once I have my maxed out city how many scholars can I educate at a time? As many as resource production would allow? Maybe I do not understand what you are trying to say.

I agree that negative scholars need to be eliminated from the game, but this is not the way to do it. I think the easiest solution to this issue (without giving any consideration to the coding involved) would be to remove a scholars effectiveness until a player is out of negative scholarship level.

Ednolb
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Postby Ednolb » Fri Dec 06, 2013 11:12 am

I don't necessarily agree with the scholarships idea. Once you'd be maxed what would stop you from building nerd after nerd. It would promote more gold use in the beginning to get that city maxed and then the users who play off of skill will be up against someone with never ending nerds as it takes some time to get to ballista. Sure good initially for Quark with that gold purchase but I think it would actually hurt fan/player base.

I do however agree with your second topic. I would love to see that in Guild Worlds. Guild world is supposed to be a battle of which guild is the best. It's turning into a popularity and gold contest. If they locked the teams to where you could only jump with your team that won I think it would really be a true battle of the guild.

sancheezy
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Postby sancheezy » Fri Dec 06, 2013 3:50 pm

Ryski wrote:I do not like this idea. Before I can educate a scholar I would need to max out every building in my city? Even the hiding place? And once I have my maxed out city how many scholars can I educate at a time? As many as resource production would allow? Maybe I do not understand what you are trying to say.

I agree that negative scholars need to be eliminated from the game, but this is not the way to do it. I think the easiest solution to this issue (without giving any consideration to the coding involved) would be to remove a scholars effectiveness until a player is out of negative scholarship level.


Yes I am saying you couldn't train a scholar until you have maxed out buildings. But, once you do, you can train as many as you like (up to population space but I hope you build some escorts for the scholars too :P).

This would also put a greater emphasis on leaving cities undefended and also creates a whole new level of carnage. It provides a greater risk vs reward proposal with support from interior cities and emphasizes activity within your guild more than it currently does.

For example: you cap one supercity in the center of a red cluster. Rather than having to wait to have scholarships (or is the case currently where many people are negative and can never build scholars there to create a threat) you can then load that city up with defense and expand your empire from that one point easily.

This also puts a greater emphasis on RSS movement (and markets) and makes the "demolish" feature in the game much more relevant (someone may destroy buildings to simply slow down scholar production). It also makes speed ups on the demolish feature relevant (to some degree).

This also would cause more chaos within the world by forcing people to (sometimes) act irrationally and take out a red city in a cluster (regardless of troop cost) as it has the power to spread much more quickly than before.

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Benfrom300
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Postby Benfrom300 » Sun Dec 08, 2013 10:41 am

sancheezy wrote:Let’s be honest Benfrom300…you contradict yourself in your own statement. You say you are open to change and the scoff at the notion. It is obvious to me that you have no idea how to rebut a point. I would love to hear what you consider a “glitch” and your proposal to fix it rather than shooting something down because it possibly goes beyond the realm of comprehension for you. In the words of William Pollard “Learning and innovation go hand in hand. The arrogance of success is to think that what you did yesterday will be sufficient for tomorrow.”

I have provided a solution to MCM, scholar glitch and cloning (the three main points discussed in these forums for the last couple of years over and over) in my one post. I am not proposing they change the old world structure but rather new worlds going forward. I am also not suggesting all changes be implemented across all words but rather look at each of the points independently.


look, ive been around, and led a successful coalition, since w3. ive seen just about every change made to valor. some good, some bad. TBS isnt really as horrible as most players make it out to be, and as for me not knowing how to rebut a point. allow me to make this clear to you: if players needed to have a fully built city in order to train scholars(like ryksi said... HOW would that even work) gold spenders would thrive A LOT more than they currently do. clones arent EVEN an issue, they are extremely easy to deal with, while that guy rifles through his 100+ accounts to defend against 25+ REAL players... sorry but i dont see the advantage clones have outside of being used as spy accounts. and if you dont have a complete group of players you trust by now, YOU have a problem, not the cloners. it doesnt matter what game you play, there will always be cheaters, so lets get that out of the way and rule it out as "if they beat you, you really DO suck at this game"

how have i contradicted myself? i merely stated that the game isnt broken(because in the way you want to fix it, it ISNT) so how exactly have i said anything contradictory? any player who knows what ballasts are for knows that they have a strong use. maybe you should read my guide in the tutorial section, as it clearly states the difference between attacking a city to take it or to destroy it. i know MANY players that use them properly, and many that dont use them at all, thats what makes players unique, we all have our own play style. changing the games systems that, again, are not broken, will not change that, at all.

ill go back to what i originally said. "change is not always good." and btw you singled me out, when how many others said they disagree? i just so happened to type a little bit more than them as to why I disagree. i stick by my original statement, if the game was changed as much as you think it should be, many many many many more players would leave. if you can think of a good reason why those changes would help to keep players im all ears buddy, but dont assume im ignorant because you dont want to read in-between the lines of what i say.

cheers and happy hunting ;)
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