Topic: Honor Calculation Issue

Some time ago, the speed server was changed such that honor loss is now calculated based on runes in the two villages.  This was done to give larger players the ability to attack "rune banks" with hopes that this would open up combat between players and give the larger players a wider range of targets. 

I think that there were a couple of unintended consequences of this change.  Now on speed:
- Large players who have a lot of runes can attack small players who have a lot of runes.
- Large players who do not have a lot of runes can attack both large and small players who have a lot of runes.
- Small players who do not have a lot of runes can attack both large (stupid, but they can) and small players who have a lot of runes or do not have a lot of runes.
- Small players who have a lot of runes can attack large and small players who have a lot of runes.

Put differently, a village with a large army, but no investment in weapons techs, defense towers, resource production, wizards, or castle upgrades and which has no free runes will be able to defeat (using human wave tactics) a bigger or smaller village that has invested in any of the aforementioned areas.  Is there anything wrong with this?  No - I'm not complaining about that.

The issue comes with players in the last category.  During my growth on stable, I was bringing in runes at a rate much faster than I could actually spend them.  Very aggressive play (frequent attacks going out) means that many of us were in this position where we had a large number of runes for our size.  Further evidence of this is that some of the outposts on stable have thousands of free runes in them.  Most of us look for targets that are low net worth (small army) and high slot count (lots of runes)... and attack based on a trade-off between those two characteristics, plus distance, plus anticipated honor loss.  The thing is, a small net worth player is not going to attack a large net worth player too many times without suffering very dire consequences.  This changed honor calculation means that players who are very aggressive must avoid making castle improvements in lieu of expanding army capacity... while at the same time crippling their ability to be a greater threat in the long run (no castle improvements = no outposts).  It also means that it is now very dangerous to purchase runes early in the game in any amount.

My suggestion(s) to remedy this are:
1) Honor calculation as a minimum of two numbers:

Honor Loss = (MIN[Net Worth Difference, Rune Count Difference])

I attacked a village on stable the other day, and realized that, based on his slot count, there were only 4-5 villages on speed that he would have been able to attack... in spite of the fact that the two of us have radically different nets.  As it is on stable, I'll wait 30 hours for my honor to regenerate and then go attack someone else.


2) NOT telling players how much honor they are going to lose if they attack a village.  The number of runes in a village should not be discoverable as easily as it currently is.  Once you are going to lose any honor in an attack, you can tell exactly how many runes are in the other village.  I would consider rune count as very, VERY privileged information.

3) Changing slot counts.  Switch the number of slots to depend on the number of military buildings in the village - not the number of runes.  No military building means 3 slots, building 1-2 gives you five slots, building 3-4 gives you seven slots, and so on.  Does this mean that players will be able to drop slots?  Yes, unless that is specifically prevented.  However, I am of the opinion that players should be able to drop slots... there is a trade-off being made, a sacrifice between military might and production capacity, and the width of the front that the player has got to defend.

4) Not including castle upgrades in the "Used Runes" count.  These runes are special in that they cannot be recovered/pillaged.  If a player has three castle upgrades (18 runes in their castle) it is not possible for that village to recover from being farmed into oblivion.  The search costs are simply too high - the player will be forced to reset.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Honor Calculation Issue

I think #4 is already true, at least for rune searching. 

As for 2-3, I think another building or combination of buildings should be used.  I like castle and defense towers, but that is me.  The reason I do not like military is that the slots will grow with military size (duh), and no tactics can be used for slot count.  If Castle/Towers are used the player can adjust the slots manually to what they want, too few slots and the flexibility of units and support is lost.  Too many and larger villages can hammer them with more units.

There are 10 types of people in the world.  Those who understand binary, and those who don't.

Light a man a fire and keep him warm for a night, light a man on fire and keep him warm for the rest of his life.

Re: Honor Calculation Issue

If 4 was holding like you say, my rune search would fall off with each subsequent upgrade.  Right now, it doesn't.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Honor Calculation Issue

Is this speed?  I know on beta I saw it drop off after a castle upgrade.

There are 10 types of people in the world.  Those who understand binary, and those who don't.

Light a man a fire and keep him warm for a night, light a man on fire and keep him warm for the rest of his life.

Re: Honor Calculation Issue

Speed and stable.  Also, the runes invested in castle upgrades appear to be factored into the slot count/honor calculation... making for a very messy situation for smaller players with a lot of runes.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...