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Units Will Not Be Dismissed!

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Sep 11, 2015, 11:0309/11/15
231777

Units Will Not Be Dismissed!

Units Will Not Be Dismissed

When You Lack The Food to Maintain Them!

Lords and Ladies,

Your seers have mastered the ancient art of transmutation! A simple thought is now all it takes to morph a boulder into bread. Such powerful magic cannot be toyed with; use it only when all Food is gone.

From now on, when you have less Food than your Units require, they shall no longer die or desert you. You can use your Resources to train all the Units you need, and they’ll never leave you for lack of Food.

Remember that Units still consume Resources, so monitor your Resource Production. You cannot have less than 0 Resources, but your Units may use up Resources faster than you can produce them. Prevent this by constructing and upgrading all Barns and Farms in your Castle!

Lord Oberon

Heir of Veyon, Scion of the Firstborn, Lord Regent of Stormfall


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Comments
Sep 11, 2015, 13:1109/11/15
231777
This will literally break the game.
Sep 11, 2015, 15:2309/11/15
231777

Well, to get that many troops you still need food to buy those troops or to upgrade Lost Arts or buildings. So there is still a need for upgrading those farms.


But I must agree with the people above. I really don't like this change.
Sep 11, 2015, 17:5509/11/15
03/01/15
151

Farms are one of the most expensive things to upgrade once you get to higher levels.  With this change, what is the point of upgrading them?  You can be negative all day long, lose no troops at all, then do a few raids and have full barns for whatever upgrades you need to do.  


In my opinion, this severely devalues farms and the cost to upgrade them should be reconsidered by the devs.  


Also, this does take away the natural "cap" on force size.  I can see how this would be massively game breaking.  There are some very powerful players.  Whether they got there through effort, bg luck, and/or cash, they can now amass armies that make their pre patch force strength look like a joke.  

Add in that they can now teleport, and those insane armies can literally move right next door, stomp you before you can react, then teleport to the next "opponent".



Sep 12, 2015, 08:0509/12/15
06/03/15
3
Myrrddin said:

Higher barn = more resources = more likelyhood of raid , so build defence troops to match.
I agree with you... this patch creates match greater demand for food!
Sep 12, 2015, 11:3609/12/15
Sep 12, 2015, 11:36(edited)
08/31/15
184
I suspect its glitched.  Negative production, food at zero, but according to this thread, troops should not desert.  Had 10 spies at castle but not in cata.  Nobody attacked me, nobody tried to spy on me, but the spies are gone.  
Sep 12, 2015, 13:1909/12/15
231777

Variety Jones said:


This will literally break the game.

I agree with a lot of what has been posted. No need to upgrade farms, just run raids and get food from inactive players. Food is what I seem to get a majority of on raids. The comment about not needing food in RW is a good analogy. If I can't feed and cloth myself in the RW, I cease to exist. Also, there is now no reason to buy food from anyone on the market. Only thing people will want is either gold or iron.

On the positive side, I no longer have to buy the food production increase to keep my troops fed.....hmm, means I will spend less money on this game. Maybe I do like this patch.
Sep 12, 2015, 18:3109/12/15
Aug 12, 2019, 12:34(edited)
12/05/14
5
Ruin the game?  Simple solution: make units more expensive to buy.
Sep 13, 2015, 00:3609/13/15
Sep 13, 2015, 00:39(edited)
5

greyrat70 sorry said:


Ruin the game?  Simple solution: make units more expensive to buy.

Sorry, but this is a dumb solution and it works for those who have bigger wallets.

My opinion: the patch is good, cuz the greater armies risk to disapear if the player cant log 2-3 days in a row. 

BUT! Letting the things like so will indeed break the game. So, in addition of this patch the devs must come with a restrictive patch that will not allow troops to fight if the food is negative. 

Meaning, the offensive troops will not move from castle and defensive will go to catacombes if an attack coming to the castle. About reinforcemets, if the food goes negative will return to the home castle. And yes, the player will not be able to raid for ressources if the food goes negative. That means you must keep the farms upgraded and the barns with food.

In my opinion this will do good for everybody and keep the food active asset in game

Sep 15, 2015, 09:4609/15/15
231777
My Lords, there has been an oversight. But it's now fixed and Units don't die of starvation now. 
Sep 16, 2015, 12:3709/16/15
Sep 16, 2015, 12:41(edited)
07/10/15
28

The Whole Idea of "Food consumption" doesnt make sense anymore. 

My  suggestion is remove the whole Idea of " Food consumption: from the game and make "Food" a regular Material, like iron and gold which is   used to upgrade and to build Units. 

Also remove the 'Food consumption' Tab From Obelisk of Power 

-ww3

Oct 7, 2015, 08:0310/07/15
231777
BattleBear said:

I don't get that. First you say they will not die/desert you if you run out of food. Then you say, "Do not let your food storage get below 0" So you are saying I can train all the units I want and never have to worry about my food supply. Not that I would do that because it's not right. It's nice to know that if I do run out, then you got my back till I log in again, Thank You
My Lord, you cannot train any units if you produce zero food. The only thing that was changed is that your units will not be dismissed if you don't have enough food to feed them.
Oct 11, 2015, 08:5010/11/15
03/01/15
151
Lord Oberon said:

BattleBear said:

I don't get that. First you say they will not die/desert you if you run out of food. Then you say, "Do not let your food storage get below 0" So you are saying I can train all the units I want and never have to worry about my food supply. Not that I would do that because it's not right. It's nice to know that if I do run out, then you got my back till I log in again, Thank You
My Lord, you cannot train any units if you produce zero food. The only thing that was changed is that your units will not be dismissed if you don't have enough food to feed them.
To clarify, you cannot train troops if you do not have food.  You can be in negative production and train troops, so long as you have enough food in your barns.
Nov 10, 2015, 09:3811/10/15
231777
Rough1n1t said:

Seriously?  This is dumb.  I'd rather play something else if the rules are going to change like this.  Change it back or I'm done.
Just saying that something is dumb is hardly constructive, my Lord. Would you possibly like to elaborate on your statement? 
Nov 10, 2015, 18:2111/10/15
231777


This would only be usefull really if you ran food into negatives, and you needed to get it back into posetives to actually make new units.


You would have to raid to keep build units, buit at a certain level raiding wont be enough and you need to start use your units on something.



Feb 26, 2016, 13:3302/26/16
01/26/15
68
This may have been mentioned, so plz forgive the repeat if so. Once your food goes above -100k production, you can no longer boost.
Mar 1, 2016, 18:4903/01/16
08/29/15
10

im calling out players who feel this update to be nonsense, 

send your unused food directly to Oberon





Mar 2, 2016, 09:4203/02/16
231777

kala2 said:


im calling out players who feel this update to be nonsense, 

send your unused food directly to Oberon





Many players have asked us to remove the Food limits to be able to build stronger armies. Our developers have decided to implement this idea into the game. 


This was done to give you an opportunity to have more Units and participate in more epic battles. We really hope that all of you will enjoy this idea and have a lot of fun with new possibuilities which will definitely improve your strategies.
Feb 6, 2017, 08:5202/06/17
01/10/17
15
ThatGuy said:

I suspect its glitched.  Negative production, food at zero, but according to this thread, troops should not desert.  Had 10 spies at castle but not in cata.  Nobody attacked me, nobody tried to spy on me, but the spies are gone.  

Feb 6, 2017, 09:2102/06/17
01/10/17
15

That's not what was stated in the message. It stated we will no longer loose troops if we are lacking food, but we can not hit 0. Example: 100 troops, food source is a hundred percent 100%, You build more troops, now food source goes to +50% -50%. So the old system to maintain, some of your troops would die or run off to find food. Now due the loyalty of troops they ration the +50% until we leaders do something to support our troops. But if we don't and the food source get to 0 or nothing, guess what?

This a woman thing, I like It!
Sep 21, 2015, 02:4109/21/15
08/31/15
184

Skramble AOC2 Recruitment said:


DJMOODY and RED, I do agree with you on all of your points with the current game mechanics. well, all but "there is still a cap of sorts on army size"


Food is easily obtainable through raids, my barns are usually maxed out within 4 or 5 raids. Train up troops and 4 or 5 raids later maxed out to train more. No longer is the worry of over training my food supply. Many of us have our buildings and arts maxed out, so all we need the food for is training.


The problem I see with an unlimited army is it farther encourages the congregation of large players into a League (or multi-league). When that happens, the only time the large Leagues will have any real excitement is when there is a diplomacy breakdown (those are fun to watch, probably main reason I still play this game)


Smaller leagues, such as mine, will no longer stand a chance of gaining any ground.


My original point was why does the developers not look into incentives for players to use their troops, instead of implementing something that allows and eventually forces) players to stockpile. 


One example is that League Challenges burn A LOT of troops. But there is no real individual (or league wide) incentive to participate for the rewards are squat compared to the time and resources spent. 



I can see the cap on army size becoming more dependent on time with this change.  If you have time to do 3-5 raids and get building, you're golden.  If you don't, then you're effectively capped.  For some bigger improvements that take almost all the food you're able to hold, army size might become a problem.  I'd assume that players who have their massive armies from being older players and from knowing how to get max rewards out of the system would already have max improvements and not worry about it; it would most likely be a problem for armies built from cash before the player is built up enough to support it.  

I agree that the game encourages and rewards stockpiling.  Certain elements of the game, like beacons, almost require it.  PvP also seems based on attacking those you can beat, defending if you think you can win and hiding in cata if you're fairly certain you can't.  The lion's share of rewards go to the winner and the more overwhelming the win, the fewer losses you take to get that reward.  Not exactly a dynamic to encourage fair fights or risk taking.