Posts by darvit

    you're not serious are you??

    designing such a complex system for a team that is not even capable of making a system that would distribute rewards correctly without crashing the servers (and we are only talking about comparing two "tables", 1, the order in the event, vs the reward table and then distributing them).

    yes, it's a completely separate section of the game that has nothing to do with ikariam. Why??

    because the developers/team behind the creation of our old ikariam are long gone and the new part-timers who are supposed to manage it don't know anything about it - so create a universal principle, throw it into the ikariam skin, and gloriously release it as another expansion , as already said - they can throw the same principle into the skin "ogame", "kingsage..", without having to know the game itself...

    always the only thing they managed to find and understand in the source code of Ikariam is the setting of the world statistics (since then we have all those worlds +XX% for something) and the levels of buildings + cities where they changed the "max" to another number...

    what abuse of accounts to recharge the Helium tower for free, don't you know that in the game you can use dollars and the player can honestly buy it?? does he have to cheat right away? or can he just play better than everyone else..

    as well as "cazador lexero", who during the spartan cloning bug was able to upload 350M to the rating (currently 470M score) and the official statement from GF through the local representative is that we are all fools, we can't play and there are players among us who spend money for the game (interesting that his growth stopped the moment they fixed it - he probably fell to the level of us idiots or stopped paying)


    these accounts have another positive effect - the worlds seem a little fuller - otherwise we could each have our own private world and be the best there..

    building 5x WH from lvl 41 to lvl 51 will take less than 2 years.

    which is still enough, but again nothing unrealistic..

    moreover, no one forces you to build 5x WH - you can instead build less but at a higher lvl and reduce the construction time to just 1 year..


    in addition, you can start building warehouses in existing cities ahead of time and speed up the colony by building it right after the palace is completed (+choose the right form of government and limit corruption)


    15 cities are simple without any preparation of storage capacity

    16-17 cities can be prepared in advance, or double the capacity of warehouses can be used (it will work out cheaper than accelerating the completion of several levels of warehouses in each city even after a significant price reduction).

    from the 18th of the city, the capacity will become a big problem, but until then the builders have years of time to prepare, + we don't know how/if the gf won't somehow affect the amount of income like with the shrine of the gods.


    I understand what you mean and I would welcome it myself, but I don't see it as a big problem (it can be solved by planning far enough in advance) - personally, I see an increasingly bigger problem in the price of higher levels vs income ..

    if we are talking about the construction of +15 cities, the builders have only 2 options.

    1, continue with the standard layout (4 different raw materials - most cities on marble, the disadvantage is the necessary expansion of mines on at least 4 islands and relatively frequent costs for exchanging raw materials because you will definitely not produce enough marble for continuous construction everywhere) do not invest in mines and try that's suicide with 40/50 mines..

    2, invest and move all cities to own marble island, raise mines to (up to) max level. (graveyard + donation account)



    417 / 5 000

    Výsledky překladu

    Výsledek překladu

    construction time is not a problem - the problem is the cost of construction, because you can always build warehouses in several (all) cities at once - but after lvl 50 you will start to lack resources for continuous construction everywhere with any economy. (+ you still have to take into account the price of the residences themselves and the construction of other cities)
    at the moment when GF somehow multiplies the real mining income, you can again afford construction in several cities at once..

    all researches at maximum level, god's shrine 40 to 41

    total extraction 78k hour (81, but wine for town halls 40)

    1 GR 13 = 14,611,297, i can have this resources in 7 D 18 h

    loading speed at trading port, 29k minut, all towns on two adjacent islands

    not so bad for the moment

    you're thinking too low - raise the bar to the level of hundreds of millions or billions per project, for starters:

    16th city = 55M x 15 cities = 825,000,000 + 113,000,000 for the residence in the 16th city + 150,000,000 for the most basic buildings and starting the economy = 1,100,000,000 resources = 590 days of your mining (or 740 before the shrine) - and that we are only on the operationalization of the 16th city and nothing built in the other cities


    to 18th city 4,200,000,000 = 6.1 years + 17+16+15th city + xx to compare cities to the same level as your other cities.


    personally, I consider 18 cities to be the maximum achievable in real time under current conditions on standard worlds =

    it is negligible if I will get there in 10,12 or 15 years - the time horizon is already so huge that anything can happen, that's why I wrote that the current booster has a minimal effect (for advanced builders with the current settings)


    for the record, I have nothing against warriors - but against the system as it is set up.

    imagine a town where every citizen is a scientist, priest, or worker and you have 0 idle citizens.. your town produces no income and your plutus bonus boosts nothing.


    if I have citizens employed elsewhere - they form another commodity, if I don't have them employed they form gold for which 1, I can buy ships 2, increase the army immediately (I did not notice that they would add new soldiers to the game 10x more expensive than what is already in the game - as they added new building levels)

    I'm still convinced that builders need more transport capacity to transport previously unthinkable amounts of raw materials than warriors to transport their armies - yes, every extra ship is useful for them, but they also need more cities, larger inns and town halls, etc.


    I agree with the black market - I would very much like to see some restrictions or at least compliance with the rules, unfortunately the rules are so loose that

    they don't exist.

    I'm waiting for a boost for receiving raw materials somewhat equivalent to the increase in the prices of new levels, which can only be activated when needed (15 cities+, town hall lvl 40 everywhere, research of all futures to the max or something..)


    in the end, I don't even mind that only/mainly warriors benefit from the gold boost - if they keep 250k, 500k or 1M in generals, it doesn't matter at all.

    it bothers me that the system is set up in such a way that as a builder I don't have the option to set this boost because for me it means turning off mining for months and letting people produce gold in order to increase the transport capacity by a few thousand


    for me, this build/update is presented as a saving grace and help, but in reality it's a torn patch that doesn't solve what's needed and glues a problem where it wasn't before

    That's funny. Helios tower gives 10% of basic production, and it requires a large amount of ambrosia in the begin and then ongoing oil every week. Though there are still players who are using it as a boost. Then we have Premium boosters with 20% bonuses - again, many players are using them. And then we got shrine which gives 82% of basic prod, yet some people call it 'minimal'.


    Just curious, if how much would not be minimal in your opinion? 300%? 500%? 1000%? If I remember correctly, this is the largest possible boost in all history of Ikariam, and available also for non-payers.

    yes, it's the biggest boost in the history of ikariam and even available to everyone for free.

    technically yes, it offers a boost of 85% to the base production - but you didn't already write one raw material = 42.5% to the total base production.

    even so, it's a "great" boost - if we were in the time before the expansion of building lions, but we are here today and unfortunately it gives a full 85% to the production of gold. we can argue if it's good or bad, for me it destroys the efforts of the builders and even more subverts the functioning economy from the early days of icariam (before the black market and pushing gold) - by this I mean: you only kept the army as big as your economy allowed and gold supplies, the prices of soldiers, their weight and even the size of the battlefield were set for this..

    but to your question, what wouldn't I call minimum boost??

    such a boost that would allow me to reach higher levels of buildings in acceptable times (I definitely do not say all levels, all buildings in all cities) = it was optimized for the new time and new possibilities. I would like higher levels (buildings, mines) to bring higher benefits in proportion to their value (boost buildings, town halls, mines) so that the fact that a new mine lvl costs 1,000,000,000 (54 new workers) brings significantly higher production than a lvl costing 10 000,000 (46 new workers) as well as the town hall etc.. exactly like the storage capacity system at the warehouses, where of course they forgot to raise the safe storage stock..

    I would like such new advanced features to be made available after meeting the corresponding requirements, so that they affect the game where they have and do not throw the whole system away - the freight yard is quite good, 1 ship per building lvl conditional on the town hall lvl - but suddenly you only need to pay a few ambrosias and almost everyone suddenly has the opportunity to have 40 new boats (I understand that they want our money), but why isn't there at least a limit on the number - 1 bought for gold = 1 for ambrosia..

    but then again, I've already written a lot about a lot of topics, each of them would be enough for an extensive stylistic work..

    no, i'm not mad that it works the way it does.

    yes, I would like it if it worked for the total mining of both resources - then you could call it a big boost.

    I am "angry" because:

    every would-be expert presents this as a huge increase in mining, when in reality it is "minimal".

    it's available now and for free in research without any major conditions.

    because that is the system most hostile to the group that needs it the most = long-term paying builder.

    it is a huge increase (85%) for warriors for whom it means that they can immediately hold an 85% larger army (as if it was not enough that they can shove gold from other accounts) and building the economy has become meaningless when a ten-year-old player with a 12x40 town hall and huge mines has no chance against a half-yearly account with 8x30 town halls without economy and mines, just because such a player sends his army and gold from other accounts, and moves the city through the graveyard.


    P.S. no I haven't been hacked by any player like that and no I don't want to make other accounts and do the same as them. I just don't like the system where we are now and where we are getting.

    I think they was being a little loose, with "double" but I've got a lv38 shrine and it's putting out 79%, assuming 2% every level at lv41 it should be boosting 85%

    Do you have your donations to the god at 1000/1000?


    ... because my shrine of the gods (lvl41) brought me an increase of +- 22% compared to the total mining without it...

    exactly

    Yes, but those percentages are from the base production, not the total. So your actual increase is lower than that.


    Lg

    Boros

    I have the basic mining increased by 100% (for 2 resources) and the shrine adds max 85% to the basic mining of 1 resource, it works out to +22% to the total mining = theoretically it gives a big boost, practically it is not worth talking about..

    I was just wondering how he came up with the doubling of production, because my shrine of the gods (lvl41) brought me an increase of +- 22% compared to the total mining without it, so even doubling its effectiveness is not actually enough for a 50% increase in mining and it's not even necessary to mention that even a two-fold increase in total mining is actually insignificant compared to the construction costs of tens and hundreds of millions for individual buildings.


    I would also like new research increasing its effectiveness (or the ability to choose 2 gods at once instead of one - ideal for people at a stage where it makes sense and won't destroy the game at smaller levels (gold income is very OP for warriors) - from 15 cities with town hall lvl 40 etc...

    I don't think this update will bring such huge resources that it will be dangerous for the game in terms of resources in the future.

    On the contrary, builders are the least affected by this update.

    it's most important for non-mining warriors, where it means a huge leap forward and even easier to get money from farm accounts, which could potentially be dangerous in the future (question: can the game be more messed up than army warehouses and gold transfer with impunity?)

    why do i think that??

    for the combat account it will bring an increase in gold income (such an account does not benefit) by (max) 85%, this means in reality that a fighter with 150k in generals will now maintain 280k in generals.

    while the builder will receive a real increase in resc. intake of 40% (40% vs 85%) and the saddest thing: the paying builder (helium tower, mining booster) will get an incredible 20% increase in resc. intake (20% vs 40% vs 85%)

    i.e:

    - fighter: from 150k in gen to 280k

    - paying production builder from 100k/hour to 120k/hour

    in context:

    1 residence lvl 15 = 55M resources = 22.9 days of mining before and 18.9 days of mining after = speed up construction by 3 days

    there is really no noticeable difference


    what would i like?? after reaching some huge building milestone (15 cities + all futures at max, town hall lvl 40, etc. would open the possibility to start worshiping the second god in one city - (double cost, amber only, just something to balance it out a bit..)

    I'm sorry, my knowledge of English is not that good and that's why it seems the same to me, so I'll ask you to show exactly how it's different and why one is criminal and one is bad:


    1, player A will grow by more than 110M points in a year, he has 17M defense points. It obviously seems weird to me (= 100% unrealistic) and I would look into it thoroughly.

    2, Another case: the player subsidizes himself with gold in the order of billions of gold through the marketplace by spinning surek and after reporting (supplied screenshots of the movement of gold, generals, traders and the accounts with which he conducts these transactions) and an official response? it's alright.

    here it literally says:

    You cannot ban someone just because he buys 'too many resources from the same player'. Or you really want to add X, Y and Z limits for each action?

    based on that, I'm not surprised why the given answer is what it is.


    that's why I'm just making sure that I can support a colleague with my mults and he will support me with his mults (same situation) I could even support myself (god bless VPN)


    what i'm saying is that you need actual proof

    looking weird is not proof of anything, if it were, more people would be banned

    yes, looking weird is not a reason to be banned, I agree


    how do you separete people who are cheating from people who just saw a good deal on the market?

    repeated, it is repeated, with the same players, possibly sending attacks with a non-standard composition of the army.


    ... instead of that game team uses other tactics.

    if after all this there can still be such blatant cases in play, something is clearly not working.


    the aforementioned player is only the tip of the iceberg, if he can still play despite that, there are only a few explanations I can think of

    the team in question is so incompetent that they can't/don't want to detect cheating/abuse of game features or their gameplay doesn't violate anything punishable (which I'm leaning towards when I see the situation on other worlds, especially after Draxo wrote the above and Melione had literally confirmed that pushing accounts with gold is allowed

    And it was bannable 13 years ago. If the player did that for 500k. Now he can ttranfer 5M (5000k) a day and he will be okey?

    That was before the limited prices (regulated by players on server) were invented. After that - it's just the same business of buy for min & sell for max as we see in the real life.


    You say no limits but at the same time want to ban anyone who is getting more than X profit. :)

    so you literally write that it is okay for me to sell to one player for the max. price, buy the same raw materials back from him for min. price, again sold them to him for the maximum and repeated over and over until he had gold and anyway it's perfectly fine for a (smaller player) to constantly send attacks on me and I miraculously turn them into marble??


    thanks, so I can start it big, why bother building an account when you can just exchange multy accounts with a colleague (I will support him with all multas, he will support me with all his multas and I can also make 100,000,000 points per year. so from building the strategy became a race for better use of other accounts.


    P.S. just for curiosity, so what do I have to avoid in order to get banned?? just the same IP??

    if you want to put such buildings here, add the world and the bonuses it has set there, I don't like how noobs from ares post such pictures and try to give the impression of how good they are, among normal worlds, thanks



    I should have everything ready for the 14th city, next year in the spring. Of course, this period can only be extended, it is very, very difficult for it to be shorter.

    Get your boosters higher instead, that's better for the long run IMO.

    it's still early to increase boosters if we're talking about level 33 and above.

    according to my calculations, it pays players with top mines to build 15th city than increasing boosters.


    P.S. I claim that an honest, paying top player (top mines + top income) on normal worlds can build 15 cities by the end of 2023 (without corruption, when he started building the 15th city immediately after raising the palace) anything above, already strongly indicates some form of cheating.


    if someone wants to claim the opposite, I'll be happy to beat them with arguments and mathematical calculations :)

    I think this days no point to spend that much resources to make town halls 40+ lvl or museum 20+ just full focus on palace/gr

    HjhRvUQqW9ve

    interestingly

    what is your average daily resource intake and what world are you playing on?? speed bonus, mining bonus??


    ExtremeBoys

    After a small research, I think I'm the only one who has all GR at level 13?


    of course you're not.. I think even on normal worlds there are surprisingly enough players with 14xlvl13 residences

    I think that under the current conditions of the game, 21 cities are impossible (a fair game, without buying hundreds of millions in generals and turning them into surks through arguments)


    "Normal players" can get to 15 cities, builders to 17 and ultra mega freaks to 18 (over a 10 year horizon)


    even if someone managed to get 1,000,000,000 res. per year (2.75M per day) so it's only a fraction of the costs - with such huge costs it doesn't matter if you can get 0.75 -1.0-1.25 billion per year) and it must be emphasized that this is a large number from today's point of view, I dare claim that most players today will not exceed 550M/year income (1.5M per day)


    furthermore, it is necessary to take into account the fact that at later levels it is necessary to invest massively in the construction of storage capacities.


    finally, as the cherry on the cake, we have the last obstacle - the construction time of individual buildings (reducers, residences, warehouses) time will force us to build in many cities at once - with a system: everything gradually in one city, it will not be possible..


    P.S. what is your current yearly increment res??

    simply and concisely:

    if (at maximum rewards) you can put more than 12,500 base workers in your sawmills or mines, it pays to choose 1 daily mining booster, if less choose individual packs.


    P.S. overloading is counted in the base which is multiplied by the bonus = if you overload the bonus from the booster will be that much bigger.