It's time for us to make a general concept of what we assume as "multiplayer rules".
Think about the game as a whole. Try not to include your personal tastes, make it as objective as possible.
Think about what makes this game imbalanced. For instance, Black Knight rush. Because of superoverpowered nature of this creature it becomes the 95% win tactics for most of the players, and a 95% lose for those who do not use this.
Think about means that could limit and/or prevent players from making hundreds of Black Knights and winning easily. Like, restricting the building a combat pit of not more than 5x5 (6x6?) tiles.
Think of every imbalanced detail and write them here. I will gather the most objective and reasonable ones, and we will finally have a v 1.0 of rules of playing online, that will (Hopefully!) make this game more manifold and as such, more fun.
Here is the form for you to organize your ideas to make them more visible and simple to understand:
Category: spell/creature/room/trap/gameplay
Problem: "what particular problem you see in using this creature/spell/room/trap or gameplay element"
Possible solution: "what would you suggest to neutralize/lower the annoyance of this problem"
EDIT: Here how we should have our discussion. Post an issue. Discuss it. When we will find it more or less important, I will pick it and add to the list. After the discussion is over, please delete your posts to have the thread tidy.
It is for the benefit of all of us, so please, have some respect and understanding.
Please, abstain from spamming in this thread. Thank you.
Issues so far:
Category: Creature
Type: Rouge
Problem: At Level 8, using invisible. While he can be defeated in first person, the keeper must notice him. He can take out alot of creatures with his high level damage/invisible combo.
Possible Solution: Solved. Invisibility could travel to level 10 as an ultimate spell. Invisibility is very powerful, and rogue, being fragile, has serious damage (his damage is equal to Blak Knight's), and is able to cause a lot of problems. a pack of invisible rogues are deadlier than a pack of dark angels. Rogues train very fast, and a pack of rogues can go to lvl 8 in no time.
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Category: Creature
Type: Vampire
Problem: They can easily be spammed, and when you possess them at high levels, you can do serious damage for a LONG time. Monks can get rid of them, but how often do you have those?
Possible Solution: Limit the building of a graveyard to 6x6 tiles will eliminate the need to change the decomposing value. Kill all the goblins and flies you wish, you will still have a fixed amount of vampires.
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Category: Creature
Type: Black Knight
Problem: I think it is obvious. They are too damn powerful.
Possible Solution: Limiting the pit to 5x6 tiles. Not only will it decrease the amount of BK, but also prevents the player from mass-rushing through levels getting an uber strong army fast.
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Category: Creature
Type: Dark Angel
Problem: No Problems. His uberness is balanced by expensiveness and limit of 2 per building. A meaningful counterweight.
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Category: Gameplay
Type: Generating xtra creatures
Problem: Create 7x7 Prison, sell middle. Drop them in, they are trapped. Slap them to anger them, they rebel. Capture, and get 2 more. Then convert or repeat.
Possible Solution: Set rebelling chance to 0%. Instead, increase the Leave %. Should work.
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Category: Gameplay
Type: Sacrifices
Problem: Unlimited amount of generated creatures leading to zerging.
Possible Solution: TBA.