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April 14th, 2004, 05:55 PM
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Sergeant
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Join Date: Apr 2004
Location: In your mind
Posts: 264
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Re: Clams overpowered?
OMG 100% FOR BROKEN!!!111... jk (only 1 vote, and from me)
Having a clam is like having a single pearl magic site. Having two is like having a single magic site of anything. And the more clams you have, the more you can make.
Edit: so much for only 1 voter
[ April 14, 2004, 16:56: Message edited by: HotNifeThruButr ]
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April 14th, 2004, 08:15 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: Clams overpowered?
I thought it was 2 water...
I'm not voting because I haven't been playing with Clams in Dom1, and as I don't have full 2 yet going with Clam-strategy would give out almost nothing.
I think it should be possible to use clams to reduce micromanagement by giving them to mages who can use the pearls (in battle) without need of ferriers. I also think it shouldn't be possible to make endless amounts of clams to gather the 'free-flowing magic power' all around the world... atleast not without any consequences!
The good solutions I have seen are Horror Marking the Clammer, having maximum clams any nation can have (what about Charmed commanders with clams?) and a maximum pearls clams can produce on one turn(if there are more than 30 clams anywhere in the world only 30 or so of them will produce pearls).
Maybe clams should only produce pearls on watert and/or astral mages. The problem with that is that it limits the usefulness of Clams to very few nations.
An idea that just wouldn't work out would be making clams underwater-only: that would not remove the problem but limit the choice to two races, or races with cheap sacred commanders if Atlantis/R'lyeh are not in game.
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April 15th, 2004, 09:14 AM
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First Lieutenant
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Join Date: Mar 2004
Location: CA
Posts: 744
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Re: Clams overpowered?
Ok with my vote it is 23 vs 23.
Reminds me of the current pre-election situation in USA somehow... 
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April 15th, 2004, 11:53 AM
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Sergeant
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Join Date: Nov 2003
Location: Berlin
Posts: 300
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Re: Clams overpowered?
__________________
Shut your mouth, it could open your mind! - from Skyclad's On With Their Heads!
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April 16th, 2004, 12:42 AM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Clams overpowered?
Hmm, reading the forums, you'd think clams were the biggest problem in the game. Yet, make a poll and the majority of people think they are fine. Odd.
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April 16th, 2004, 01:35 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Re: Clams overpowered?
I play/played 3 big mp games and in all of the endgames the most import thing was to hord the most clams.
Good armies and strong heroes are not as important then just cast wish for gems, Doom Horror and Armageddon all the time.
So i think clams are overpowered. Increasing the cost to 20 water would give the game more color and creativity especially in the endgame.
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April 16th, 2004, 02:46 AM
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Major General
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Join Date: Jan 2004
Posts: 2,425
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Re: Clams overpowered?
Quote:
Originally posted by Yossar:
Hmm, reading the forums, you'd think clams were the biggest problem in the game. Yet, make a poll and the majority of people think they are fine. Odd.
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Well, that shouldn't be a surprise. You don't to whine about it if you think there's nothing that's really wrong, it's only the people who want to scream for nerfs that have to cry loudly. This ultimately is what ruins games: The loudest whiners are the ones who get listened to. Just look at the ongoing pattern of nerfings in Blizzard games: It's all because of the developers listening to people who whine too much.
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