
Probably we could resolve this bigwig steamroller k.o.ing lowbie&newbie issue, instead of being deterred by this "now pay gold or f..k off" attitude some players might more likely stick to this game (instead of just leaving) if
- small players receive a points reward (for "trying to resist" although being outnumbered) allowing them to advance towards tournament achievements even although being gang-banged and razed x times by "top players"
- finding boosters or materials after lost battles (of course, more likely low level than legendary ones :D , should compensate the lack of resource farming troops),
- the hero receives at least SOME XP for watching his troops die, or a few troops (10-30%) lost in outside battles return to the hospital to be healed for resources, this number of possible survivors should decrease with growing level, as bigger players are able to compensate their losses easily just by rebuilding quickly anyway
- shielding becomes cool-down timed, attacker is in risk of getting a revenge raid in return, smaller players get a considerable "rage" boost for a small amount of time, this boost should be related to difference in points/level of both opponents and vanish between even players
I like this game very much, plarium keep up the great work. My issues are, that the line on marches, should be eliminated. Why give are position away for everybody to see? So they can sit and watch us march. Then landmark are tiles, then tile hit us. It's just not right nor fair. And i think the player, should get a notification, say within 3 minutes of the enemy being at your tile. Why make it easy for all the big spenders. Just because they spend big money, that's thier choice. But they should not get other advantages. I think my Ideals are strong and legit. They definitely have substance. And should be highly considered. Last thing, let the player copy/past into messages.
Hello. I found that automatic assignment of the hero to a march is really unconfortable. Perhaps it's good for newbee but when you have more marches to manage, too many times found you out to recall some. As I believe, normal principle of UX is that you choose what to send, not the machine. May I suggest it should be in the same window with same slider, so avoiding confusion.Lorpot, yeah that is a really good suggestion, too! very annoying as it currently is.
Kris Teilor said:
What are Big donate guys?Jake said:
But I don't agree about combing marches. On the last levels high upgraded players will be able to attack you without limit on march then, just because they combine their troops in the same location (your castle for example) so, for me, it's seem to be unbalanced
It will make OS useless. And it will make big donate guys more strong. I don't think that it will good for usual players.
Jake said:
Luy said:
Ok, now i think it's good idea about port. But I don't agree about combing marches. On the last levels high upgraded players will be able to attack you without limit on march then, just because they combine their troops in the same location (your castle for example) so, for me, it's seem to be unbalancedI made new Edits explaining the features, but in summary, the port requests avoids the player to be sent the same resources twice (and avoid tax penalties). It can also allow for requests of resources even if the donator is not online yet.
For the combine marches, i meant to say combine troops if the marches meet in the same location (e.g. reinforcement of castle).
unlimited will be if you put together the features of "combining marches" and "attacks take time." Currently attacks to castles are instantaneous, so it doesnt matter how many marches you send to attack, they wont combine.
Even if B2 and B7 are put together, there is the limit of troops per march. So it would be better just to send them all in one attack. But say for example that people do it anyways. The way the game works is it takes into account the first action, and later it does the second (for what i have noticed) this means that the waves attacking castles will be working independent from each other, instead of combining forces. So If the first arrives at 12:00:00 pm and the second wave arrives at 12:00:10s pm, then both waves will be at your castle at the same time, but the second wave will only kill the troops left over from the first wave. Since the marches combine, all the troops will be leaving at 12:00:40s PM instead of the first wave leaving at 12:00:30s PM. So the troops will take longer, they will actually be less efficient than sending them all in 1 wave, and the defending castle will have an additional 40sec of retreating troops from B7-II.
Lorpot said:
Thank for your info, Luy. Following KvK get other results. Farming was advantageous to the young ones. The elders were logically outnumbered.
Edit: I'm still thinking that inequality don't lie only with few packbuyers counterbalancing a pack of elders. You see that in Order vs Order. Half a dozen in an old ally with a round-a-clock routine can destroy every young alliance. Shielding is a very limited option because it pumps what should go in the Citadel building; playing cats and mouse... someone needs to sleep sometimes. Only way: don't mine, hide your units, don't breathe... don't play... ;-)
Edit: In my opinion, old players don't need any combat experience. They just have 30.000.000 points more than you, are full legendary-geared, with unlimited shields and relocates. Very sufficient. And to make you understand that fact, they put to zero your last 100 units. :-)
So suggestion: don't allow jump less than three squares an opponent ("Give the rabbit a chance" peace mouvement). Don't allow three jumps in less than an hour (so one can jump for attack and coming back to your base) ("Give the rabbit herd a chance" peace movement).
And, sorry for the digression, perhaps pick the kingdom and orders on a overall strength ponderated by mean per player, or variance in the ally... Imagination and statistics :-)
If an Order wins OvO (Order vs Order) simply by boosting processes of citadel, eventually they will have a tougher time winning future OvO's. I simply recommend boosting for close calls of even scores. But boosting whern you can already take for granted the win, i think its a waste for the Order. And yes, Lorpot, you basically can't breath anymore. But there are still measures you can take (as an order) to counter players with big pockets.
As for your suggestion to the 3 squares limit, i dont think that would be a good thing for plarium since their main source of income will be affected severely. One thing that could work for the same objective is to have a cool down to regenerate shields/relocations, perhaps enough to create a quick raid for payback/ shield up. This is a grey area with much controversy... but Plarium wont know any of it if players don't speak up directly to them.
As for the digression... im not sure what you mean. But so far in my experince with OvO's, the fights are pretty tight in scores. So they all have seem like a fair game.