George, your killing this thread. Just stop. This is a serious issue that should be addressed properly. I'm not sure if your doing it purposely or not either. But Aister don't assist his rambles, your a mod, act like a moderator.
simmen wrote:
The reason for the stagnant wars is partly new spys, but much due to all the subs that are now common. It was normal to have a sub, maybe two, and not usually filled with top players, it was a chance for newbies to get to know decent players. Now it's a favor for a favor, you play as a sub for someone on one world, and they will do the same for you. This causes there to be a lot of agents in circulation. This is a trend that is hard to turn, and I'm not sure if we will ever be able to, it is said to be impossible to win now without subs, simply because there are so many, and they are usualyl filled with good/great players. But this also drains the amount of top contending teams that can possibly play to win on a world, so to all who complain about competition going down while having subs filled with players who might have been your competition, well, not sure who else to blame. (replace the word sub with brother/sister alliance if it makes you feel more comfortable)
This is what the AANC is for essentially. Subs aren't needed for players who want to play to become good and involved with the community. At least not in such numbers.
simmen wrote:
This got a bit off track, must admit, but I just needed to get it out of the way as I will refer to it later in many of the problems Milan is trying to point out. Back to spies. I fail to see your point when you first say they are overpowered, and then say that there have been very few spy attacks that have had a huge impact on the world. With +/- 50 000 kills, how many would you atribute to spy attacks. In a world with so many fights, so much action, spys barely gets used. Is this because of strategical thinking? Probably, and I do not see what is wrong with it. In a champions world where it's not yet tick 800, yet one of your team mates say there is only 1 other team left that could win besides you, I don't see why the battle should be rushed. It's so early, so many alliances have died on what feels so long, but is rather a short time, not yet a third of how long a normal 1 tick world will last without 1 alliance getting all the relics, so many kills on your side that I can't take your argument that it's impossible to attack seriously.
The point is basically what we have repeatedly stated. If your to attack anything it has become apparent you will die. So unless you want to get all your friends to suicide into your buddies so they lose all their armor. Then try winning with sheer numbers, the game isn't going to move. I like faster paced wars and no I don't mean to say 1 tickers are slow. I'm just saying when I can't attack anything on a world with decent competition it becomes one giant sleep over. I would like to see faster paced wars than this...
simmen wrote:
As for tax. I would like to see the structures giving more resources, so even those who doesn't have huge amount of workers, or who are conquered have some sort of chance to build. But since this will most likely increase how annoying a conquer might be, I feel it's only fair to increase the income you get from conquers, and I see how it can increase wars, where now it's more about resource outposts.
I like this idea. Agreed
Helping everyone
simmen wrote:
As for crystals; no. They might also increase the incentive for war, but farming crystals is a case that is much much smaller now than before the change, and 20 power is to early to get a crystal when looking at the crystal holder's side. You have no way to protect it at 20. Not much of a chance at 30, but no possible way at all at 20.Though -i would like a wreck-like idea of garrisons spawning randomly around the map with 1-3 crystals. Not a huge defense, but enough for the person to take it to show that they'll be somehow able to defend it. and this also promotes acitivty without the newb bashing. Feedback on this idea please?
Nice, idea. I saw Korupt make a suggestion out of this. I voted yes and put my reasons there. Check them out if you wish
simmen wrote:
For a guy who talks about how much he hates being mutli spam attacked, you do seem very eager to remove the restriction that severely limits it. It was put in place mainly to prevent multies that might hurt players, and it did this on two levels. 1. They needed more time to attack, so they couldn't just join end of tick, build barracks, then launch before you had a chance to notice them. And lowering the amount of units they can make trough forcing them to make the structures. Does this also mean that the normal players also have to make them, using their resources? Yes, but these are basic structures, had we asked you to build level 5 which you'd have to wait days for, I would have seen your complaints, but these are basic, relatively low cost structures for one who properly play the game. Additional good side is that it makes new players get the most basic resource structures instead of spending all resources on units getting killed by xp hunters.
I guess this is just a player preference of mine and you do have a valid good reason to explain why this idea was implemented. But a more open game might bring back more people and lure in newer players. My first era I was only able to conq my conqueror b/c of spams early on.
simmen wrote:
Razing being increased to 24 were an obvious reasons. For admins to more efficiently catch op farmers, delete outposts, and also make op farming much less efficient.
Round changing op farming is usually reported. Minor abusers would still be caught too. I see no harm in reverting this.
simmen wrote:
You blame much of the changes of the gameplay because of the updates. I would say the mentality has changed, but with no clear connection to the updates such as you claim. More that it's a simpler way of playing it with scratching each other's backs. So yes, I do also hope for a change, but it has to come from the players, not the admins and developers.
It is the only basis we have to blame it on? When the game is updated the players update with it. Unless you would like to just say that you think the game isn't fun, the updates are what makes the game interesting. The original layout is old now. Updates keep people coming back.