Red said:
Alina Phoenix said:
It's not the case when the mechanics are slanted in the favor either of offense or defense.
I still think it's absolutely logical that the defenders don't see how many Units the attacker sent to their Castle and showing the information the attack is coming is an advantage for defenders already. It gives them a chance either to go to Catacombs or fight.
Showing the number of Units that is coming will destroy the logic of the fight itself. For example, you see that your Castle will be attacked. Okay, you clicked on the Icon and saw all the number of Units that is coming, you just set enough def in your Castle and that's it. If I was an attacker, I won't attack at all as I know that you'll see me off, put enough def and just kill all my Units. That's all.
So, this feature won't be added to the game.
You didn't read what I said. I said I was not asking for the mechanic to be changed, merely pointing out that compared to real life, its illogical. As far as the game goes, the mechanic forces defenders to gamble and Plarium rakes in the cash when they guess wrong (or when they buy an item to protect against the attack).
The scenario you mention makes me wonder if you play the game. Attackers can teleport, boost, spy, use fireballs, use test attacks, cancel attacks at the last minute, observe the target to figure out when they're active in the game, etc. Its pretty rare to see a fire and forget style attack that isn't fake. Most of the real attacks I see are either timed to catch the person offline or happen very quickly (so even if defender is online, they have no time to react). Attackers also have the huge advantage of getting to pick when to attack, how much to send, and how fast to send it.
Also, what defender would put out just enough to stop the attack? To minimize losses (and maximize the attacker's losses), it would make more sense to put out overwhelming force (if you have it) and to wait until close to the last minute to defend to reduce the odds of losing a lot of defenders to fireballs.
You say the mechanics are not biased to favor offense? I'd disagree. Look at the cost per force gained. It takes longer and costs more to make defense than offense (for equal amounts of force). Also, look at the design of Hamlets. That was massively set up to favor the attacker. Attackers can literally fire and forget with full confidence that they will not have to recall the units and the units will be safely tucked into their cata on return, no effort required from player. At least beacons force the attacker to be present to pull their offense out (or risk having it get smashed).
Save your breath, they don't play the game at the same level as the rest of us. They got their own comfy server to play on that isn't riddled with all the crap we have to deal with every day. They distanced themselves so far from their playerbase they don't know how to relate at all.
You can say one thing and they go "no you cant have that" and wasn't even what was asked for.
This could been as simple as send out spies to scout incoming. And you could get a simple feedback as.
There is a small raid party
There is a sizeable force.
There is a overwhelming force.
etc etc... Just something that give the defender at least one hint about what is coming, if its worth defend vs or just hide in catas. Players is not that incliend to defend vs incoming attacks because of this unknown factor.
1 pikeman that just before it arrives have few fireballs in tow.... that is GREAT pvp in the eyes of plarium because oh they spend on fireballs.
I can't even be arsed to build any def units atm, because other than what is scattered around fort and beacons, its not just worth it.
You can launch an attack at majority of the players in the game, and boost and land almost instant, and hardly anyone got defence out in the open. Of course it get followed by angry mails about they havent done anything to you, and you should attack inactive castles for resources... GREAT!