Saturday, August 28, 2010

Travian 4: Wall Changes

So in order to make micro farming less profitable or at least slow it’s rapid ascent the developers have made it so each level of the wall provides an increase to the base defence of the village as well as the current bonus to the defensive capabilities of troops stationed in the village. So:

Romans get 10 Def p/l
Gauls get 8 Def p/l
Teutons get 6 Def p/l

Although the idea is great in premise and actually would seem to help simming players or at least make defence more of a worthwhile option in the early game I think it’s worth it to point out that a roman with a level 4 wall would immediately kill 1 clubswinger, maybe more if they had a village with enough natural defence. By 200 population on my speed account I normally have a level 12 wall on my main account (it’s a bit unusual but I’m Roman and like to defend again attacks) so anyone raiding me with say the usual 3 clubswingers would lose all of them without me needing a single defensive unit. For me this is perfect, I will now be able to concentrate fully on offensive troops when I start without the niggling feeling that I get that if I go off for an hour a Tueton might come on and take some of my precious resources. This will only be good for new players if they actually build a wall though, as Support when people ask how to stop raiding or how to kill more of the opposition troops I find they have not built a wall at all but usually about 90% of them have followed the quests, so the perfect solution (and one that has now been raised by a fellow crew member in the crew forums) is to have a quest getting someone to build a wall. If that were to happen I think new players would have a good chance of causing casualties and understanding how the wall system works.

Teutons will adapt though and it won’t take them very long to do so, the first thing that will happen is that they will risk clearing active players earlier so they get them before they have time to build a wall hopefully causing them to go inactive. Another thing that is likely to happen is more hits on fellow Tueton players because they are now placed further behind defensively. 

Tuetons:

Say the person you are raiding has a wall high enough level to kill 1 clubswinger, to recoup the losses of that clubswinger AND you wish to make a profit from that raid you'd need to send atleast 6 clubswingers. 1 would die leaving you a potential bounty of 300 with a profit of 50 resources. Any raids lower than 6 clubswingers would now be loss making. On a raid to a village where a player has a high enough wall to kill 2 clubswingers you'd need to send 10 clubswingers to make a profit and the margins are even worse amounting to 40 as the minimum. 

Gauls:

Now for Gauls raiding with phalanx this is even worse. For a village able to kill 1 phalanx unit you'd need to send 11 phalanx per raid to turn a profit and that profit will only be 35 resources. For raiding a village that has the ability to kill 2 phalanx you'd need to send 20 units on the raid and you'd still only turn a profit of 35 resources.

Romans:

Personally I think the Romans come off the worse in this due to their also worse travel time. For a village able to kill 1 leg you'd need to send 10 legs per raid and only turn over a profit of 50 resources. For a village able to kill 2 legs you'd need to send 18 to be able to turn over the same 50 resources.

So although Tuetons have become even better at raiding because of this (compared to other tribes not compared to current ability) their growth may well become slower in the earlier parts of the game, on top of this Romans and Gauls are inconvenienced the most. Any way, make of the figures what you will.

Change Rating: 5.5/10


Excellent idea but I’m not sure it’s going to work out as planned. We’re going to have to wait and see on this one.

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