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Bolle2, August 2009, edited | |
The aim of this topic: If you think an element of the game is overpowered or severely underpowered, be it race, spell, thief op or something else, tell here and give us a very good idea (with reasoning) why it is overpowered. | |
major, June 2010, edited | |
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I've played in boot camp alli #11 for 3 days now, and in 3 days i've been 100% suicided by multiple other tribes who don't seem to get grabbed back due to the low player activity.
My question is.... how are players meant to keep a passion for the game and interest when it's so easy for attackers to suicide vs new tribes? I'm at a point already where i feel like deleting my tribe as the way i look at it is, why keep active and good DPA to then be suicided on constantly? |
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farnold2, June 2010 | |
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i understand your pain, it is really cramped right now between 800 and 2000 acres
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Joe, June 2010 | |
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Find some allimates to have fun with.
Grab the suiciders =) There is no better solution for your problem. |
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Plato, June 2010 | |
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I have got the same treatment as you (though only once) and it sucks.
Something need to be done with tribes sending out everything or sending out 90% of their total defence (or something like that),(excluding owls and ravens ofc), like at the second hour with no defence at home all but 200 cits leave the tribe (due to the insecurity at the homelands), in that case the suiciders atleast will be easy to kill, and perhaps that scare ppl from spoiling the game for new players. |
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Sesshomaru, June 2010 | |
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a cit loss due to little defence at home might not be a bad idea, but down to 200 is a bit radical considering most tribes would start losing military due to low taxes/high upkeep, not to mention that T/Ms wouldn't even have to be in warmode to get a kill.
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EMP, June 2010 | |
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As far as I know, suiciding tribes already recieve a citizen loss o.O Or at least thats how it used to be, and I doubt it got changed.
Is this enough of a deterrent? Probably not, since these suiciders are generally new players who really dont know that they are doing something wrong |
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Dev Lord Iluros, June 2010 | |
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Yes, there's a suicide penalty for most races in terms of citizens going down.
I dunno. New players suiciding at that land bracket has been a chronic game problem since forever, and becomes worse the smaller the playerbase gets. It might actually be worth it to penalize as severely as suggested just to eliminate the problem. But it is pretty radical as far as deterrents go. Perhaps put up a warning: “Beware, if you send out all of your defense in an attack, you will probably die.” :P |
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Noodle, June 2010 | |
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So make it that they cant send all their troops out to suicide or some sort of bigger penalization for it, like a loss of land because of no army at home to defend.
Dunno thats my 2 cents..... |
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frank, June 2010 | |
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sending all your troops/defence: there might be someone that will attack your castle unguarded, like robbers, barbarians.. rapist.. kidnappers..
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Noodle, June 2010 | |
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Good Idea
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Noodle, June 2010 | |
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Or just kill your defenseless leader! Assassination! lol
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Apaullo, June 2010 | |
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suiciding is an option only the player of that tribe can decide..if we will somehow 'punish' or limit the amount of units to send out, you are actually limiting the gameplay. Suicides also has its disadvantages if ur really not that lucky.
the real problem that i think needs to be fixed is that when a bigger tribe grabs a smaller tribe like 75% (out of his range)of his size he gains very small acres, but when a smaller tribe SUICIDES to a much larger tribe he gains BIG acres (also out of his range). this invite more suicides imo.. |
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Plato, June 2010 | |
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The main problem at the lower acres is that the suicider or semi-suicider seldom gets unlucky since all the active players start with a heritage and really dont give a crap about those small tribes that suicides all the time (since they cant suicide on them).
I agree with major it scare away the first timers, atleast those that acctually give a shit. |
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Dev Lord Iluros, June 2010 | |
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Any solution that we come up with is something that would have to focus on the below 2500 acres range. No need to be imprecise.
Suiciding could be denied completely in that land bracket. A limit of 66% of your total defense away from home, or even 50%. I guess in that case we might as well make elite attacker races only “unlock” after receiving some heritage. |
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HaRRy, June 2010, edited | ![]() |
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Quote I guess in that case we might as well make elite attacker races only “unlock” after receiving some heritage. My idea Maybe something instead of a hard limit we can start with showing a warning message if you send away a lot of defense. Maybe even a full risk-o-meter going from red - orange - yellow - green Btw. Please someone clean this topic. I think only staff can comment now All old posts in a nutshell: Quote Pest on LE's - It's sort of negating which contradicts their ability Guide should clear this up Being in small alliances makes you beat down too easily Maybe Fame/Toughtness/Industry can help there - Prevent being killed by big alliances with spare mp - Base penalties on alliances sizes instead of just player sizes Loners - People should play in alliances Playing styles - Maybe not everyone wants to play to war Quote IE logging people out for no reason HaRRy: Might be fixed by default soon Players are caught by surprise while they could just do an FO or recon every few hours. HaRRy: Solutions might be war states or symbolic strength Quote in quote does not work HaRRy: Hm not sure I really care but it's funny when it does :-p Famerape - makes players leave HaRRy: As I said very often I rather have the majority of fame gains by killing big tribes and fame losses harassing small tribes Quote
Weaponries vs walls: Weaponries are much more use than walls and pretty much just promote attackers HaRRy: If weaponries would also increase def and we remove walls maybe this will be used more by attackers and still not by explorers making explorers less defended so attackers can finaly grab explorers more easily? Then again, do attackers have to grab explorers? Attacker vs attacker is fine as well imho. Balances them a bit. Strength rankings are unbalanced HaRRy: Symbolic/texttual strength ftw! Missing Hwighton raid to take out MP. Thieves do have EH to take out TP. Googling the solution is annoying HaRRy: Maybe allow the space or whatever chars you paste along with copy pasting and remove all non numeric chars later and validate based on that. |
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Plato, June 2010 | |
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I think its rather important for the game to fix suiciders, since it do not make this game funnier... This is like the third time I got suicided upon, and its getting really boring not to be able to do shit about it (suicided upon means, the attacker keeps 110-130k at home and sends out 465k) and thats at the acres below 1k... Spoils the game I think, I dont mind getting attacked, but from suiciders no thanks.
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Dev Lord Iluros, June 2010 | |
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That's not a true suicide, but it is rather over what is fair to explorers in that land bracket.
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Plato, June 2010, edited | |
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I know its not a true suicide rather its a semi-suicide, but still as a theive/mage with no military power I can just sit back and watch him do it over and over again. If he was a oleg or HE I would understand that playstyle, but now thats not the case.
And seriously what is a decent dpa at 800-950 acres? If I wasn´t so hooked on the game I would have quit after the third “suicide” I just can imagine that alot of “new” players quit cos its not possible to play anything else beside attacker (and then they have to be online every 4-th hour to fend off suiciders). |
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Joe, June 2010 | |
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Running some walls can help making them bounce. Running some guilds/acads can help too by boosting strength. Most suiciders are too stupid to pick a good target. They pick the hugely overdeffed low strength income-tribe (you :P)
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Bolle, June 2010 | |
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Quote And seriously what is a decent dpa at 800-950 acres? A decent DPA is that which, with the right buildings, gives you the necessary strength (that random number) to pass along unnoticed by attackers. So strength > DPA. Anyway, walls help a lot, too, if you're desperate. The best trick of all is to have good alliance mates. Best trick of all no. 2 is to not care about how good your tribe is growing, but more about how good your alliance is doing. |
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Plato, June 2010 | |
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I´ll go for trick number 2. Sadly I can´t assist my alliance at all when I am this small, thats really annoying :/
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Chonka, June 2010 | |
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mmmmmmmmmmm overdeffed low strength income-tribe
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Plato, June 2010 | |
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nup not overdeffed (read Bolle).
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Sesshomaru, June 2010 | |
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age changes for LE, age 29:
Light Elf Istari 1500 cr --> 1600 cr Quote Martel, April 2010 All changes are uploaded, happy age 29 now to my point: my istaris still cost 1500. LEs are a bit too cheap for their massive income right now, in my opinion, and apparently at least some dev'ers agree. |
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Joe, June 2010 | |
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Yes. There's plans for a nerf =)
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