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[Bug Feedback] GvG: Enough is Enough

DeletedUser99588

Do you really believe that?

There are more app users than PC users, while the game plays much easier and better on the PC than on the app. Yet, that does not make them move to the PC.



I agree with you there although I doubt a better server configuration will make any difference. Also GvG is only been played by a select group. No way it will bring enough money to make any difference.


I believe there are many app users who haven't made the effort to embrace all aspects of the game. Some of which will be because they have been informed GvG is plagued with bugs. The reality is players have already left because GvG is failing too often for them. Diehards will persevere with these problems because fighting is what they enjoy. Retention of players (customers for inno) is a key aspect of online games. Keeping them engaged should be a priority and GvG was a key element in years gone by but they failed to keep the momentum going.

This is partly because of players moaning about ghost guilds and other tactics that diverted attention away from the actual bugs in the game. The old adage 'be careful what you wish for' comes to mind. We now have the sanatised GvG that so many fought for and it is boring.

The bottom line though is that the OP list of faults are true and a number of them have existed for years and been discussed for years without being resolved. Inno should formerly comment on this even if it is to state that they cannot fix it.
 

Amy Steele

General
Hey folks, I realise this is a bit of a hot topic right now, but please let's try to keep it
  • on topic
  • polite & respectful
Thank you!

Bug 43355 - GvG: Battle does not end if the enemy army is defeated by another player. Reported via forum 16 Jul 17, forwarded to developers 24 Aug 17. Is this still open?
This would appear to be
We have fixed an internal error that could occur when attempting to fight an already defeated army in GvG.
Fixed in the update to 1.124. I have set the report in the Bugs forum to fixed. I have been unable so far to track down any futher GvG issues, but still working on it. As previously mentioned, this will take some time. Thank you in the meantime for your patience :)
 

Agent327

Overlord
I think GvG is a failed attempt to bring Tribal Wars to FoE. They never realized the implications it would have with players using every way they to could abuse it. Biggest mistake they ever made was building the guilds rank list upon it. They created a monster they can not fix and have no clue how to get rid off.
 

DeletedUser99588

I think GvG is a failed attempt to bring Tribal Wars to FoE. They never realized the implications it would have with players using every way they to could abuse it. Biggest mistake they ever made was building the guilds rank list upon it. They created a monster they can not fix and have no clue how to get rid off.

Finally something we agree on. Although GE reduced it's importance as far as guild level is concerned.
 

DeletedUser99438

Guys considering we have achieved "being heard" from appropriate places, I would ask that we keep this discussion to the forum post here, as opposed to the support channel.
 

DeletedUser111359

I think GvG is a failed attempt to bring Tribal Wars to FoE. They never realized the implications it would have with players using every way they to could abuse it. Biggest mistake they ever made was building the guilds rank list upon it. They created a monster they can not fix and have no clue how to get rid off.

I think it was just an attempt to broaden the game, and give your troops a purpose. You can only whack your neighbor list so much, after all.
 

Blitz Epidemic

Warrant Officer
Along with fixing all the bugs how about giving a purpose for AF, OF and VF treasury goods...The AA map was a bad choice.

Btw, mobile users can play GVG, although i've heard it's horribly slow, on a certain browser.
 
Last edited:

DeletedUser112892

Btw, mobile users can play GVG, although i've heard it's horribly slow, on a certain browser.
Mobile users can play GvG on Puffin browser BUT, they play browser version of the game there.
For phone app there is no GvG feature and, as stated by devs, it looks like it is very hard to code GvG for phone app, so chances for GvG arriving to Android and iOS platforms are very low. However, you never know what might happen in the future.
 

DeletedUser106400

As a player that enjoys gvg and has played for a number of years, like many, I can remember a time when gvg just worked.
Despite apparent fixes and mods, it still doesn’t work. To be perfectly honest, I’m probably past been won back. My game time is waning and it is entirely because we don’t have a voice when it comes to fixing the thing that I log in to play. Over the years I’ve placed many tickets, more out of frustration than anything, when at recalc, we’re getting booted or overcome with lag. I’m bored of it now. Inno no longer get a penny of my money. Charlatans the lot of them.
 

DeletedUser114563

Galladhom, did you know that it cost Inno at least 1 000 000 Euros, this must their 2019 model, still a prototype and top secret , it runs so hyper fast that it's constantly over heating :) LOL
 

DeletedUser109487

To the Developers of Forge of Empires


We write once again to express our disdain at the lack of consideration that is shown toward fixing the crippling issues that prevail within the Guild vs Guild aspect of this game. Many of these issues have been reported several times, through multiple mediums, over the last three to four years, but no fix has yet been proposed. These issues are ever increasing and worsening with time and it is now near impossible to take any fluid action on these maps.


Guild vs Guild is an important aspect of the game to many of us, for some it is the only reason we play. The Guild vs Guild issues have seen the end of many good, longstanding players in the past. No amount of “events” or “guild expeditions” will be able to replace this aspect of the game for the avid GvGer. No doubt, if Guild vs Guild is taken from the equation completely, many more will leave. It is no longer acceptable to us, to have to play a game under such horrendous and frustrating conditions, indefinitely. We’ve been waiting patiently for three to four years and this in and of itself is an unacceptable period of time.


Thus, we urge you to make it a priority to fix some of the most crippling issues that are preventing a fluid and fair game on Guild vs Guild. In your consideration of this issue, we refer to you a statement made by Stefan Walter in July 2017 article of Pocket Gamer .biz.


“A big part of it is listening to players, and being open to information that comes from all sides ... We try and keep our core as it is, because we still have those players who have followed us for so long. You can't implement something which totally breaks their experience.”



It should be noted: We do not feel listened to regarding this issue, we have never felt listened to, and you are totally breaking the experience of loyal and longstanding players. We urge you to take notice and fix the game we love.



All of the issues below are experienced throughout every calculation for the majority of players. The issues are consistently present and make the game unplayable for many. Particularly in the first 10 to 20 mins of the game. Of late, the issues now continue even during the supposed quieter times, which was not previously characteristic.

1. When there is more than one siege active at the same time, opening any other sector will see a copy of the other sector under siege, thus one cannot access the targeted sector. To explain further, one will see the siege army, defences and sector details for the other sector. This means one cannot lay a siege on any other sector, place a defence or kill a siege on the sector targeted. The only fix for this is to wait for the siege on the other sector to end or reload the maps. Reloading the maps doesn’t always fix the issue though.

2. Another copying issue, it often appears like there are two sieges on the sector (visual double set of siege swords that hover over the sector).

3. Clicking on the icon to place siege doesn’t function at times, thus one cannot place a siege.

4. Clicking to open sector doesn’t function at times – requires several clicks, sometimes having to wait for the siege to end, or a total reload of the maps. This prevents one doing any action at all, be it to fight, siege or place a defence.

5. Clicking on a sector to place siege or defence can crash the game completely, meaning at times there is several reloads during one period of calculation.

6. When fighting on “autobattle”, the results screen does not appear, sometimes the fight that one completed does not log. At times, several battles can be done without a results screen and then several results screens, or several “conflict issue” pop ups appear later, one after the other. Sometimes it appears as if more screens appear than actions were completed. This is hindering any further action until the screens stop appearing, sectors can be lost in this time that could have otherwise been prevented.

7. When fighting the selected army does not remain in the troop panel, rather it goes blank and one has to re-select troops to fight/defend. There are times when it takes 3 to 4 attempts to select 8 troops for battle. Further, one may enter a battle with 8 troops in the panel, but the results window will show troops missing after the battle is complete. Oftentimes troops are being unnecessarily and unfairly lost due to the system not registering the troops selected by the player. Thus, the battle goes on with 5 or 6 rogues and no deciding troop.

8. Defence Issue, even outside of the usual busy periods. When one places a defence in a sector, you take down the troops already in place, in order to put up troops for the defence. After placing the defence, the old troops reappear instead of a clean panel. A bit of a nuisance when you are trying to place several defences, since you have to continue to take them down again each time. Manual fix for this is take the troops down, close the sector and reopen, then you can work away as normal (this is not acceptable to have to do this – but it is stated in case that helps you diagnose the issues going on here).

9. The map freezes, like it’s stuck in time, it doesn’t update. Thus, one can watch a map and think there are no actions, despite the fact that a siege is ongoing. Again a reload is the only manual fix for this.

10. Lag is consistent throughout every calculation period and onwards, it creates a sharp jittery freeze that stagnates the game, makes actions sluggish and slow or causes excessively long loading issues between actions.

11. HQs disappear – even though they have not been moved.

I totally agree.
 

DeletedUser108179

Hi guys,

.... However, we're not going to invest all of our dev resources on GvG. This is unrealistic, mainly because as has been pointed out, a large number of players don't even play GvG. ....
Richard
This is one of the major reason where the problem is with Inno. Conseptualising a game where the key pillar is the fighting, whether PvP or GvG. Then, happily welcome all those that are playing "Farmville" here. Since then GvG is of course no more priority, well understood.
Question is only how long will it take before the "Farmville" players are at 98% and start dropping off while getting bored as fast as they do over there at "Farmville"..... wonder how long it will take to get a grip on these players that with automated mouse programs getting huge advantages during sieges (drop, redeployment siege or DA, etc) - two years ago reported several times (e.g. on Cirgard), the cheaters over there (although names with proof provided) are still playing over there.
 
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