
And one and half year later ...........
PRESENT DAY : Stormfall has lost the balance of the game . Lord oberon has achieved his goals - untouchable massive armies who can wipe the entire defense of the mini leagues in a day.
This was the turning point , of no return.
Enjoy the Quick money that wont last long :)WorldWar3 said:
And one and half year later ...........
PRESENT DAY : Stormfall has lost the balance of the game . Lord oberon has achieved his goals - untouchable massive armies who can wipe the entire defense of the mini leagues in a day.
This was the turning point , of no return.
Enjoy the Quick money that wont last long :)
Lord WorldWar3, actually, many players asked for this update in the past, that's why we've released it.
All changes in the game require changes in strategy, it's essential.
Oberon, forgive me, for this will only add to the controversy !
First off, if we don`t have enough food, then ultimately, we die. So should it be in the game.
I have some sympathy for DJMoody who may use his troops to help his league and such, however, having much sympathy for players that have grown armies so big that they are constantly running out of food, is a little difficult!
Throughout history leaders have had to deal with this problem. Those leaders did not have any `boulders to food` ability. If they did, who knows where we would have ended up. It`s possible that none of us would even be able to play games!
An army marches on it`s stomach. To attempt to change such a fundamental fact only invites myriad problems.
...............................................................
As for those players big enough for loss of troops due to lack of food, the solution appears to be simple and already been given by DJMoody, kill some troops until situation is manageable again! That way, at least it keeps you competitive with other big players in the same position.
Assuming that all BG`s have been cleared, there are many ways to do this, which I`m sure the big players know. Coiners or no, once the ceiling is hit, then it surely acts as a leveller, in that you can no longer have more than what another coiner or long time/good player can have. If big players fought more with other big players, instead of going more for easy targets, then it would also be more eventful for them & could reduce troops at the same time.
Further increasing advantages of big players over the rest can never be a good thing.
...............................................................
Unless some more features such as some kind of Arena or other events can be added to help reduce those big player`s troops more interestingly, or maybe as DJMoody suggested, more Relics with higher food reduction and/or Obelisk food consumpton reductions, which apart from the Arena, would be open to everyone, then I cannot see any way that the no food - no troops lost makes much sense or is in any way fair.
Sorry peeps. :)Skramble AOC2 Recruitment said:
DJMOODY and RED, I do agree with you on all of your points with the current game mechanics. well, all but "there is still a cap of sorts on army size"
Food is easily obtainable through raids, my barns are usually maxed out within 4 or 5 raids. Train up troops and 4 or 5 raids later maxed out to train more. No longer is the worry of over training my food supply. Many of us have our buildings and arts maxed out, so all we need the food for is training.
The problem I see with an unlimited army is it farther encourages the congregation of large players into a League (or multi-league). When that happens, the only time the large Leagues will have any real excitement is when there is a diplomacy breakdown (those are fun to watch, probably main reason I still play this game)
Smaller leagues, such as mine, will no longer stand a chance of gaining any ground.
My original point was why does the developers not look into incentives for players to use their troops, instead of implementing something that allows and eventually forces) players to stockpile.
One example is that League Challenges burn A LOT of troops. But there is no real individual (or league wide) incentive to participate for the rewards are squat compared to the time and resources spent.
I can see the cap on army size becoming more dependent on time with this change. If you have time to do 3-5 raids and get building, you're golden. If you don't, then you're effectively capped. For some bigger improvements that take almost all the food you're able to hold, army size might become a problem. I'd assume that players who have their massive armies from being older players and from knowing how to get max rewards out of the system would already have max improvements and not worry about it; it would most likely be a problem for armies built from cash before the player is built up enough to support it.
I agree that the game encourages and rewards stockpiling. Certain elements of the game, like beacons, almost require it. PvP also seems based on attacking those you can beat, defending if you think you can win and hiding in cata if you're fairly certain you can't. The lion's share of rewards go to the winner and the more overwhelming the win, the fewer losses you take to get that reward. Not exactly a dynamic to encourage fair fights or risk taking.
DJMOODY and RED, I do agree with you on all of your points with the current game mechanics. well, all but "there is still a cap of sorts on army size"
Food is easily obtainable through raids, my barns are usually maxed out within 4 or 5 raids. Train up troops and 4 or 5 raids later maxed out to train more. No longer is the worry of over training my food supply. Many of us have our buildings and arts maxed out, so all we need the food for is training.
The problem I see with an unlimited army is it farther encourages the congregation of large players into a League (or multi-league). When that happens, the only time the large Leagues will have any real excitement is when there is a diplomacy breakdown (those are fun to watch, probably main reason I still play this game)
Smaller leagues, such as mine, will no longer stand a chance of gaining any ground.
My original point was why does the developers not look into incentives for players to use their troops, instead of implementing something that allows and eventually forces) players to stockpile.
One example is that League Challenges burn A LOT of troops. But there is no real individual (or league wide) incentive to participate for the rewards are squat compared to the time and resources spent.
Skramble AOC2 Recruitment said:
This has to be a joke, right?
Hard to imagine a company that publishes games for a living to come up with such a game breaking idea.
Would it not be better to brainstorm ideas that increase troop activity within the game instead of making it easier to stockpile troops?
The patch lets the strong grow stronger. Those who weren't impacted by issues with food yet and/or who were putting significant resources into preventing the food problem are upset and understandably so. There is still a cap of sorts on army size. If your army is too big, you simply won't be able to keep enough food on hand for long enough to do anything. There will still be ways around it; redeeming from black market to build, being online and spending second raids come in, temp production boosts, etc.
There already is a lot to encourage troop activity in the game. The problem is that the frequency of the tournaments coupled with the fact that it takes a long time to rebuild what is lost ensures that players who want the best rewards will stockpile massive armies and seek out easy wins.
I agree with DJMoody that something had to be done about food because it was game over for many players once they reached the point that their armies simply weren't sustainable. The only way to prevent game over without the devs doing something would have been to radically change your play style, and that might not have been feasible if your armies needed to be huge to accomplish league goals.
It would have been interesting if they'd found other ways to do it such as more technologies to increase production, allow players to have more farms, create settlements with much higher food output, be able to level farms up higher, etc. Since they chose to solve it this way instead, we're left seeing how it has altered the dynamics of game play and adapting.
The potential source of unbalance I see has to do with the fact the strongest players tend to gather in the strongest leagues. To me, that means that the strongest leagues will see disproportionately more growth in power than the other leagues. Whether that becomes game breaking or not depends on how they choose to play.Maahes said:
djmoody said:
Ițm sorry, but seams that you are a player who played for long time but FOR NOTHING. You just come online to raid deserted castles and produce troops. Above all, this is a WAR game. That means you supposed to fight with your troops, not pile them up till the point where you cant feed them. So, be respectful with others point of view. Seams that you KNOW what you talking about, but you DONT KNOW what to do in this game.Not seen so many posts from so many people that don't know what they are talking about.
This is one time when listening to a public forum would lead you to roll back ONE OF THE BEST UPDATES for a long time.
You won't get many positive posts because very few people have played long enough or hard enough to be in a position to understand what the food problem does to a big player. It literally ENDS YOUR GAME.
...
Bottom line is you can't run a game where the end game is not being able to play the game at all. It's morally wrong, it's commercial suicide and it's completely illogical.
I'd say he has a point. When I saw the announcement, since being unable to feed my troops hasn't really been an issue, I saw it as removing a natural cap on the biggest and most powerful players, basically opening the door for them to get even bigger. If this really has been just a minor annoyance to the players who spend on the game and a massive headache for the strong non cash players, this may help non cash to compete a bit better at the top. I guess time will tell how much that cap limited the top spender players.