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Outta Iron, got Wood to burn...

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  • Outta Iron, got Wood to burn...

    Here's a situation I really never expected I'd be in...

    Why is it that typically you earn much more wood than iron, but yet everything that costs wood or iron costs the same amount of both?

    I'm now in a situation where iron has actually become a limiting factor game-wise. And no real way around it. I have colored crystals that I want to turn into guild coins or regular crystals, but I can't - because I don't have enough iron. And no real way to get any more in any reasonable amount of time, given that we don't typically have more than three Mist lands at any one time.

    Kinda reduces the incentive for me to burn FP on monsters (for colored crystals to alchemize) or on fortifications (for trading space/engineer path) when I don't have the iron to be able to do either one.

    Not something I really ever expected I'd run out of. Still got a ton of wood to burn, though. Maybe I can use it to burn that witch Cassandra at the stake?
    Last edited by Kerowyn; 01-08-2014, 12:35 AM.
    Level 2xxx
    Monster-damage data
    Visit the keep

  • #2
    Well theres the packs which do give lots of iron, but are limited to once a month, which by what your saying, you would burn in a few days....so back where you started you would be.....
    Last edited by Gutts; 01-08-2014, 12:52 AM.
    失恋

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    • #3
      #unicornproblems
      "Whoever fights monsters should see to it that in the process he doesn't become a squishy."

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      • #4
        Two options.

        1: Join a strong Guild. You could gain 100-300 Iron a day.
        2. Burn you FP's on attacking players in Guild events (ie Blue evolution events) to get Iron

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        • #5
          I have been experiencing a similar problem on my ios mini. I had to join a guild who was stronger in land of mist.
          Keep
          Minion(fb main) Ironjag Ironboomslang

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          • #6
            Higher level Guilds have lands that produce more resources.

            I happen to know of such a Guild.
            ~VoV~

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            • #7
              Originally posted by VersionsOfViolence View Post
              Higher level Guilds have lands that produce more resources.

              I happen to know of such a Guild.
              Thanks but atm we're full
              失恋

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              • #8
                Originally posted by Gutts View Post
                Thanks but atm we're full
                We are full but we might be able to make room for the right person

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                • #9
                  Originally posted by Poppa Catfish View Post
                  #unicornproblems
                  Admittedly, yes. But, game problem in that it's turning into a disincentive to buy FP for someone who does buy FP regularly. So, potential game-revenue impact even more than impact to me personally. If there's less incentive, I spend less.

                  Originally posted by Major View Post
                  Two options.

                  1: Join a strong Guild. You could gain 100-300 Iron a day.
                  2. Burn you FP's on attacking players in Guild events (ie Blue evolution events) to get Iron
                  I like the guild I'm in, though. This issue is not enough of an incentive to make me want to change guilds, I'd just spend less and do without. Which again, less a problem for me than for the game, since they do seek every avenue for revenue that they can find. Figured they might want to know. If they don't care, then nothing to see here.

                  And on the second option, at most you get what, 2 iron per token? At 15 tokens per refill, it would take me 67 refills just to earn 2000 iron for the crystal alchemy. Really not worth the investment. I've got plenty of blue crystals as well, I'm still nowhere near the point where I'm using them for anything other than the alchemy.

                  Originally posted by karenerak65 View Post
                  We are full but we might be able to make room for the right person
                  *grin* - you may not be talking about me but I'm gonna smile real big and feel good as if anyway. The monkehs are definitely a fun group, I'm just very firmly wedded to where I am, would be too sad to leave my good friends is all.
                  Last edited by Kerowyn; 01-08-2014, 03:24 AM.
                  Level 2xxx
                  Monster-damage data
                  Visit the keep

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                  • #10
                    I can't relate, but typically in games, if it all comes easy and quick then it starts to lose it's shine. Imho
                    "Whoever fights monsters should see to it that in the process he doesn't become a squishy."

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                    • #11
                      I think, in this case she's suggesting it's a technical fail. There's no 'wood sink', no source of mostly iron and not wood - there's no 'different' way to go about it. The resource trickles take the same form no matter how you do it - the expenditures create the iron imbalance no matter what.

                      It's not a problem I have (or ever will) - but I can appreciate the technical side of it. The point of a game being a game is typically that there are problems and you can solve them - if the problems just 'happen' and the only thing you can do is just not incur them at all...there's not really any 'game' in that. Nothing to solve. No fun.

                      At least, I think that's where this is going.

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                      • #12
                        devil's advocate.

                        what if there's just no wood sink "yet"?
                        in any mmos, especially the beta testers, you farm all kinds of ingredients before a specific use is released for it.

                        if the use for an ingredient is released, the problem becomes nonexistent. if it didn't for quite a while, that's still ok.
                        if there was never a use for it ever (junk ingredients with little to no use), it will be forgotten and labeled unimportant, don't waste your time with it.

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                        • #13
                          Side joke. Castle age is forever beta anyway.

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                          • #14
                            Originally posted by Kerowyn View Post
                            Why is it that typically you earn much more wood than iron, but yet everything that costs wood or iron costs the same amount of both?
                            Question I've asked every now and then until I concluded it's not going to be answered until lots more people ask the same question. And that won't happen because it's a problem only for refillers.

                            Originally posted by Kerowyn View Post
                            I'm now in a situation where iron has actually become a limiting factor game-wise.
                            Happened to me last spring. I had started engineering path, but ran out of iron. Slowed down some, did Engineer mithrils when I had enough iron to do it. Then came limited time alchemies (they really should be renamed to special alchemies or whatever, and put to their own tab, maybe with hero potions) and I nerdraged on forum.

                            I've finally built a buffer of Iron so I can start Engineering again. Thanks to the iron in promos. Still, I have 25k excess lumber, ie. I have 25k more lumber than Iron. And the gap is growing all the time as there's no sink for lumber — anything that costs lumber also costs iron, so iron is a limiting resource where lumber is not.

                            Note that not being limiting resource in anything makes it worthless as a resource. Maybe there could be new steel resource you get by burning two lumber to smelt one iron? Or maybe prices of conquest path shop could be rebalanced to require more wood and less iron? Going with 2:3 ratio would mean they'd be roughly in balance, going with 1:2 ratio would mean that there would, theoretically, be a point where player must choose between buying stuff that costs more iron but less lumber or stuff that costs less iron and more lumber.

                            I've advocated more varied alchemies before, so that various items we have could be alchemized so that players would actually have to choose what to use their items on. Currently alchemy system is such that, barring very few cases (Giants, Rats, maybe some others) if one has components for alchemy, doing that will not have any effect at all in ability to do other alchemies. That is, each item consumed in alchemy is used in that alchemy, only, nothing else.
                            Well, there aren't varied alchemies, but maybe there could be variety in what we can use resources (like lumber) on, in ways where different resource combinations don't end up with one resource never being limiting factor.


                            We typically have more than three lands. Currently seven, with total iron today 84 unless some lands change hands (preferably us conquering them from others than us losing them to others…) before I collect. Still iron is limiting resource for me.

                            Originally posted by Kerowyn View Post
                            Still got a ton of wood to burn, though. Maybe I can use it to burn that witch Cassandra at the stake?
                            Now there's a thought
                            WARNING: THE POST ABOVE MAY OR MAY NOT CONTAIN SARCASM AND/OR IRONY!

                            Elandal [FIN] ΛĢ 8218DD

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                            • #15
                              Originally posted by Cerbykins View Post
                              I think, in this case she's suggesting it's a technical fail. There's no 'wood sink', no source of mostly iron and not wood - there's no 'different' way to go about it. The resource trickles take the same form no matter how you do it - the expenditures create the iron imbalance no matter what.

                              It's not a problem I have (or ever will) - but I can appreciate the technical side of it. The point of a game being a game is typically that there are problems and you can solve them - if the problems just 'happen' and the only thing you can do is just not incur them at all...there's not really any 'game' in that. Nothing to solve. No fun.

                              At least, I think that's where this is going.
                              Yes, basically. And also is there any real reason for iron to really be a limiting factor on things like the crystal alchemies to begin with.

                              Coming up with enough colored crystals is already a limiting factor, even for a refiller. And there's already an inherent choice there without the wood/iron requirement, because you are choosing guild coins or crystals, and you're also choosing between alchemy and leveling generals (if you have ones that are needing them - I don't yet, because regular crystals are still my primary limitation, but I will eventually have that choice also). Throwing limited iron on top of that seems arbitrarily limiting of something that already has several other limitations and choice factors built into it.

                              Same with Engineer path. It's already the least rewarding of the paths (in ROI terms), and is the only one of the paths that takes wood/iron from you in earning path points. It's already limiting enough by ROI alone that further limiting it by iron resource seems arbitrary rather than logical design.

                              Using wood/iron to make shop purchases and as an achievement does make sense, even though in most cases guild coins are the limiting factor for shop purchases (and aggregate point totals to unlock new sections is the limiting factor for the Path shop, for many - even for me it is). I have no heartburn with grinds and time/resource choice factors. Only when they don't seem to make a lot of sense overall, when they're arbitrary rather than challenging.
                              Level 2xxx
                              Monster-damage data
                              Visit the keep

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