I'd like to make the suggestion of creating a new group, effectively for intermediate players, with protections similar to novice players. This is a system similar to another game I have played (would list, but I recall this not being a good idea >.>)
At this point in time, the game contains many incredibly powerful players. A few of them tend to target weaker players who have just finished their novice protection for easy pvp. Even though this game is a pvp game, the difference in experience and power between these fresh eyed lvl 30s and the battle hardened lvl 70+'s is something that removes the pvp element, and is more of an incredible presence that drives away new players.
As such, my proposed system would add another leveled block that could take a few forms.
1) Set Level Range Block. Example: lvl 30-50 players can attack each other as much as they desire. If a player attack someone outside of their level range, say attacking a higher level player, the player temporarily loses protection, perhaps for a week (or perhaps permanently like for novice protection), allowing the higher level player to retaliate at leisure. This method, much like novice protection, allows newer players to continue to gain experience without their growth being completely destroyed. This way, those that have effectively figured out the game, and have grown great armies, would be separated from those still learning, weak players.
2) Dynamic Block. This would be very similar to #1, but that, as the player leveled up the level group a player could hit would move with them, say 20 lvls above and below. There could also be a hard cap on the minimum level, say 30, to avoid trampling novices. This way, a player slowly moves into a more experienced bracket as they themselves develop. This avoids the problem of #1, where the highest levels in a block might stay at their level for a time to farm the weaker players of their block.
There would be additional problems with this method, such as Plarium having to develop a way where it would only apply to active players (perhaps a time limit if #1, similar to novice protection or a log-in system for #2). This way it would not affect the raiding of players who have left the game.
It is my belief that such a system would grow the player base and be positive, overall, for this game and future ones Plarium could develop.
Declined. We are not planning to set any level limits for attack. You have enough time to explore the game when you start as a novice, but then, you will need to find allies, ask for help, progress and get stronger. Meantime, you have all the chances to be destroyed by some stronger players. You can never feel safe and secure. That's the point of our game.
If people who recently returned to the game attack another player they should lose their protection. People are using this protection to attack other players knowing they cannot be attacked back it gives an unfair advantage.
It isnt hidden, its just not publicised. Explaining how the game mechanics work (as far as possible) is partly the job of a league, and partly the job of a player to figure out or read up on. The information is freely available on the web, you just have to spend a little time on google or reading forum posts and the game tutorial / discussion pages. You cant expect Plarium to explain every detail, especially something that hasnt been fiddled with or messed about in a long time.Camulos said:
Gadheras said:
It isnt a trick- simply that the balance of resource flow from one castle to another cannot exceed 50k in either direction. By sending a caravan of food, you are temporarily pushing the balance in a different direction to that of the raid, allowing more to be takenGadheras said:
When raiding for resources, you can use tricks to get over the 50k limit. Some players know how, many doesn't. You could almost say the trick used is manipulating the database for your own adventage (abuse?).
Wouldn't it just be better (more fair), to make players able to raid as much resources they can in one go, deppending on how many units they send, and if the raid reach a set level, they get locked out from raid that target again for a week or whatever the duration is atm.
It seems so artificial, to raid a location and only get a small chunk of what is there. If the lord of the manor is hiding in the catacombs while thiefs are sacking his treasury. Its like a magic loot fairy is holding the hand over you saying NO NO. you can take so much only.
Declined. We have set this limit to balance the Resource flow. There are many limits in our game set for a reason. Some by numbers, and some by time. Unfortunately, it's unlikely that this particular limit will be reconsidered in the nearest future.Can then the ability to "trick" (abuse) the sytem to get more, be removed to level the playing field between the ones that know how to do it and those that doesn't. Or you add the trick in question to your ingame manual for all to see how its done?
It is a trick, because it enable you to do something. And I know there is a lot of players that doesn't know how this work. I'm just interested in level the playing field for everyone.
Can you please make it possible to identify who a player is when they request Friend status? The only way to do it now is to actually add them to your Friends list and then find them on your Friend Scroll bar afterwards (which is another issue). Since the friends list isn't server specific it gets really confusing to tell where someone is wanting to friend you from. There's no way to do a search by Player Name either, so that doesn't make it easier.
Currently its pretty difficult to remove someone once they're on the list, despite all the ways you've provided none of them seem to work, so having a way to actually get rid of someone you don't want to be BFF's with would also be nice.
Could you please show a screenshot of how it can be done? So I could pass it to developers?
As for the search option, it's really hard to make dynamic features like that for our games because of Flash technology limitations. However, we are working on some improvements which will give us such opportunity. Development will take some time, but I will keep that in mind and remind our devs when I have a chance.
I would like to suggest that in the hover popup for the "Returning Units" icon at the bottom of the screen, that one could see the profile picture (with name tooltip) of where the units are returning from.
I would also suggest that any bonuses from Dragon Arts (e.g. "Food Production Boost") be displayed with the other bonuses in the corresponding resource popup window. If possible, with a timer for how long they will remain active.
Great suggestion! Will pass it to devs.
HI
HI,
In Seige Weekly winners board, can you include a countdown timer to show the closure cutoff. this will help everyone to understand if there is still a window to attempt for ranking
Thank you for this suggestion. It has been passed to our develoeprs.
It will take some time for them to consider it, and when there will be any results, I will inform you.
I didn't see this in any posts. I think levels should mean something. If you fight in the bg's and do half decent you'll be a much higher level than someone who sits back and builds. I'm a much higher level than most and yet they have all the lost arts. Higher levels should give you some kind of bonus whether to combat or something. my 2 cents.
I think when we seige a castle we should be able to collect food, instead of just gold or iron. In the past it made sense that we couldn't, since troops would disappear if your food hit zero, which would have made this a strong technique against certain players.
I didn't see this in any posts. I think levels should mean something. If you fight in the bg's and do half decent you'll be a much higher level than someone who sits back and builds. I'm a much higher level than most and yet they have all the lost arts. Higher levels should give you some kind of bonus whether to combat or something. my 2 cents.I don't see why any exception should be made for those who choose to do BGs rather than spend their resources doing their LA and Castle upgrades. You need to find a Balance in what your Path is you choice to build and destroy your armies in BGs rather than do updates with your resources is yours alone. What I would like to see is the result Of LA upgrades reflexted in the BGs it appears to me that no difference is shown weather Lost arts are level 1 or 20 So in fact your bonus is given but those that upgrade LA are put at disadvantage in the Game
I don't think I've seen this as a suggestion before, but I apologize if it has come up already.
Can you make if possible to choose LORD or LADY on your profile, so people can tell which gender you are playing as? Many names are gender neutral and I am aware that the name isn't any real indicator of which you are in RL, since many choose to play otherwise, but it would make it easier to figure out how to address people on email or chat.
Whoa, I see diplomats or politics here. Lets call it in right term. It is abusing of a bug, which Plarium, by the time elapsed, refused to fix and made it part of the game.
1. Remove 50k raid cap and raise it to 100k. Or just fix the bug so we all would stand on even ground. (I hope you will fix the bug for own sake, because you also fixed BGs, it would be a shame if you would not fix a bug which is here as long as the game its self)
Declined. All limits were set for a reason.
2. Make every BG rewarding, in meaning that players will get back 95-75% of the resources back, depending on how well they performed in battle.
Declined. All BGs are rewarding already, but not the way you suggest.
3. Upgrade points needed for upgrading 3+ tier items for your Hero are just insanely high. With recent update on BGs no one sane is going to play them. It is easier to just get Epic t1 items and upgrade them to highest lvl possible and use infantry units (mainly pathfinders). So maybe lowering them by 1/2 would be great.
Declined. You will get the necessary amount if you be more patient.
4. Please remove rewards for Siege, Tribute and Raid rankings. It's only a generous donation for alt users.
Declined. We want to reward players who take the most efforts.
5. Auto apply reward packs from league events. Major time, after event ends and I click claim reward, I can't see the reward in Black market section, then I wait some time, and I can see only some of the rewards and not all I need to wait a long time 4+ hours to see all the rewrds, and sometimes I just can't be here all day to get my rewards. It would be nice to have auto-apply option.
We can't make an auto-apply, but we will reconsider the way they are added to the BM.
6. It would be nice, if daily quests would be distributed in some other way. Now you can't see what is coming next. You just raided a castle (lvl 65) for resources (75k), but now you need to raid a castle of lvl 64 or higher, but you don't have any of that high lvl castle near you, which yet had not been raided. My suggestion is, that there could be max 3 daily quests visible at start of the new gameday. Also some of the requirements for the quest completion is absurd. Long time player of lvl 80+ can only hardly find a target for Raid a target of lvl (-15 lvl of you), and never find a target for Besiege castle of lvl (-10 lvl of yours). Sometimes if you are lucky you can complete a Defeat a xy power worth units. And you should remove a Defend/attack battleground of lvl xy. It makes us loose more then we can gain, and no it can't work with any tournament, because the reward from it is also low in a compare to lost resources.
Declined. Daily quests require additional UI space. And they appear randomly once you finish the previous one.
7. If you could use your currently active crystals (in cache) to be upgraded, but in that case, the upgraded crystal would be auto activated as previous one. So there would be only a change in the lvl of the crystal, it would not be swapped or removed. I think this could work because I have mostly activated lvl 5 crystals and in inventory lvl 9 waiting for higher lvl.
Declined. At this point any changes to Crystals are complicated. And you have special Items to get them out.
8. Another from crystals, what if you could transmute an offensive crystal to defensive and vice versa, but in a process 1/2 of the lvl or 2 lvls would be lost in the process. (Infantry,cavalary, ... would remain the same)
Declined. Check the topic "Suggestions which will not be implemented in the game"
9. Could there be a tool, that would allow you to see in contacts or in Start the battle - Enemies button last Spy report on them.
We can't store too many reports for each enemy. That would require additional space on server.
10. Do you have any plan on how to improve settlements/hamlets feature ? They are no longer being played and if they are, then not on my watch. Because at 99% of the cases attacking offense beats defense with only approx 10% of looses. So the tips of the scale are in favor of attacking player. But attacking player can't or does not want any resources, because you know he would loose more then he could get. So now it is only a tool for alt players how to get 2 drags every day for 1 archer.
We are not planning to make any changes to Hamlets for now.
11. Special offer - I would like an option to completely remove Special offer window, or at least it could wait for me after I would enter fullscreen mode. It is real pain in the neck.
It's a Free-to-play game, so there is a Bank and Special Offers. They will not be removed.
12. Dragon art - Altar of Mara boost - instead of speed reduced for sacrifice, it could increase the amount of resources that you can sacrifice. Or you could add this art as new art.
We will continue developing the Dragon Feature, but I'm not sure that we will make some changes to the Dragon Arts.
13. Paragon points from daily quests - is there anyway they could be utilized, perhaps as an currency to buy low lvl paragon activators ? (like only 30 min activator or so)
We will add more Paragon levels.
14. Since a lot of leagues started to focus on defense/offense role. Could the altar of war be changed in way, that all position for relics would be available for all relics. But any relic could appear on the altar more then 2 times ?
Declined. We are not planning to change the way Relics work.
15. Could there be new lost art that would allow you to build weak fortification that would not cost sapphires but only resources ? The amount of the defense could be 1/2 or 1/4 of the lvl 1 fortification. But I think it would help new players and also most castles would not look like the builders would left the work after 1/2 of the one part was done.
Declined. Fortification can be bought only with Sapphires. Players can earn many of them in the game.
16. Sketches as a rewards for tournaments/daily quests. 2 for in a bigger reward for daily quest 1 for lower reward.
Declined. Sketches will not be added to the rewards.
17. Remove "Special reward" icon from the game. I think no one is going to give away a number of his CC.
Declined. We will not remove current Icons.
18. Well dunno, maybe silently raise the cost of everything on Black market by 1-10%
We are not planning to change the price for now. However, it may change anytime.
19. Perhaps at Christmas event give away more gifts to players who pays, meaning there would be some measuring device, that would know who had payed and then reward them for their contribution.
All players receive equal presents on Christmas.
20. I wonder what would happen, if every castle that has no active player would suddenly disappear from map.
We delete inactive Castles from time to time.
Increase strenght of DEF units to be on pair with OFF units. And rather re-ballance units.
Why?
Make it more worthwhile defend yourself.
Defending entrenched units should always benefit from being entrenched.
You may say that "oh build walls, it will increase your DEF"... yes, defending behind a wall make you stronger, than out in the open, but that should be the price the attacking party have to pay for being the agressor.
There is no incentive to defend in this game due to how things are the way they are. Cata your units, spend your resources and give the attacker your middle finger.. Doesnt make a good war game does it?
Several thousand archers beind a wall shooting at someone trying to take the walls. That should make the attackers bleed A LOT, in this game it doesn't.
And for god sake, lets have siege engines and similar already. Siege a castle with 1 archer? come on...
Declined. Players often debate what is more worthy - Offense or Defense. But please remember that all Units are balanced. We cannot change the Balance just like that.Gadheras said:
Increase strenght of DEF units to be on pair with OFF units. And rather re-ballance units.
Why?
Make it more worthwhile defend yourself.
Defending entrenched units should always benefit from being entrenched.
You may say that "oh build walls, it will increase your DEF"... yes, defending behind a wall make you stronger, than out in the open, but that should be the price the attacking party have to pay for being the agressor.
There is no incentive to defend in this game due to how things are the way they are. Cata your units, spend your resources and give the attacker your middle finger.. Doesnt make a good war game does it?
Several thousand archers beind a wall shooting at someone trying to take the walls. That should make the attackers bleed A LOT, in this game it doesn't.
And for god sake, lets have siege engines and similar already. Siege a castle with 1 archer? come on...
Why lol ?
1. league can stack defense to help bullied team mate
2. there can not be league attack on players castle
3. darkening reduces troops food requirement of defensive units by 50%, offensive units only by 33%
4. beacons have defensive modifier so they increase defense, while there are no bonuses for offense. same goes to castle defense
5. you can revive your defense after someone attacks you, which is in favor of defensive units
dworka777 said:
Gadheras said:
Increase strenght of DEF units to be on pair with OFF units. And rather re-ballance units.
Why?
Make it more worthwhile defend yourself.
Defending entrenched units should always benefit from being entrenched.
You may say that "oh build walls, it will increase your DEF"... yes, defending behind a wall make you stronger, than out in the open, but that should be the price the attacking party have to pay for being the agressor.
There is no incentive to defend in this game due to how things are the way they are. Cata your units, spend your resources and give the attacker your middle finger.. Doesnt make a good war game does it?
Several thousand archers beind a wall shooting at someone trying to take the walls. That should make the attackers bleed A LOT, in this game it doesn't.
And for god sake, lets have siege engines and similar already. Siege a castle with 1 archer? come on...
Why lol ?
1. league can stack defense to help bullied team mate
2. there can not be league attack on players castle
3. darkening reduces troops food requirement of defensive units by 50%, offensive units only by 33%
4. beacons have defensive modifier so they increase defense, while there are no bonuses for offense. same goes to castle defense
5. you can revive your defense after someone attacks you, which is in favor of defensive units
Its not about stack def for bullied team mates. Its about have fights happen. How often do you get pvp points raiding some castle? Players tend to cat their units and spend their resources.
No it can not be league attacks on a players castle. you can send 10 league members (insert any amount really) to hit the same dude though.
Darkening your DEF is not that easy, or that fast to achieve. In my league, DEF that get darkened stays at the becons, and you can dark your OFF just once a week.
Also, DEF modifiers for becons could be altered with chagne of the value of DEF units itself. Also, if you are the agressor, why shouldnt you pay extra cost for being such?
You can REV some def after someone attack you, and its not enough to make it a incentive to defend. Most players doesn't have maxed walls and fortifications.
Gadheras said:
Its not about stack def for bullied team mates. Its about have fights happen. How often do you get pvp points raiding some castle? Players tend to cat their units and spend their resources.
No it can not be league attacks on a players castle. you can send 10 league members (insert any amount really) to hit the same dude though.
Darkening your DEF is not that easy, or that fast to achieve. In my league, DEF that get darkened stays at the becons, and you can dark your OFF just once a week.
Also, DEF modifiers for becons could be altered with chagne of the value of DEF units itself. Also, if you are the agressor, why shouldnt you pay extra cost for being such?
You can REV some def after someone attack you, and its not enough to make it a incentive to defend. Most players doesn't have maxed walls and fortifications.
If you would improve defense, then you would not see any fight happening, only fireballs flying around.
Attack has offense limit, meanwhile defense not, so poor those who send those attacks on that castle.
Darkening is same for anyone in game don't cry about that.
You just asked to have more benefits even for defense while you are already having some that does not sound wise.
It is pay2play game what do you excpect, again you had not disproved statement that you already are having bonuses.
It only looks like you want to make the game more comfortable for yourself + you lack of league coordination.
dworka777 said:
Gadheras said:
Its not about stack def for bullied team mates. Its about have fights happen. How often do you get pvp points raiding some castle? Players tend to cat their units and spend their resources.
No it can not be league attacks on a players castle. you can send 10 league members (insert any amount really) to hit the same dude though.
Darkening your DEF is not that easy, or that fast to achieve. In my league, DEF that get darkened stays at the becons, and you can dark your OFF just once a week.
Also, DEF modifiers for becons could be altered with chagne of the value of DEF units itself. Also, if you are the agressor, why shouldnt you pay extra cost for being such?
You can REV some def after someone attack you, and its not enough to make it a incentive to defend. Most players doesn't have maxed walls and fortifications.
If you would improve defense, then you would not see any fight happening, only fireballs flying around.
Attack has offense limit, meanwhile defense not, so poor those who send those attacks on that castle.
Darkening is same for anyone in game don't cry about that.
You just asked to have more benefits even for defense while you are already having some that does not sound wise.
It is pay2play game what do you excpect, again you had not disproved statement that you already are having bonuses.
It only looks like you want to make the game more comfortable for yourself + you lack of league coordination.
But who I am to judge good luck with it!
If DEF was more on pair with OFF you would see more fights happen. You denie that?
You can boost and even port next to someone and hit them, and port away again. Its not about lack of co-ordination, often it lack of time. If I want changes to get more fights, how does that make it more comfortable for me?
Only one crying here is you afraid of things would get harder?
Add another aspect to raiding/attacking by making it possible for Thieves to take a random scroll from a target's inventory when they were included in a raiding party. While your raiders were clearing out the resources and gold, the Thieves are ransacking the Library.
Would need to set it up to calculate defense against it, possibly for [Thieves attacking] vs [Spies on defense + Intelligence Defense Bonus] or [random save added to defense calculation] so it isn't an automatic steal. Have a limit of loss of 1 scroll a week per player.
Thieves don't seem to be utilized as much as they could be, so this could encourage people to get more of them.
We are planning to improve the Hero feature, so many interesting things may appear in the game.