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Forwarded: Fixing a lot of GvG issues with a single solution.

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DeletedUser4799

As we all know there is limit on number of sectors that single player can grant freedom which is 4.
I guess we need such a limitation also on number of defending slots that one player can delete again 4.
thank you
Dahich
 

DeletedUser7719

Yes, or you could also make a separate idea on the issue. Whatever suits you best :)
 

DeletedUser

As we all know there is limit on number of sectors that single player can grant freedom which is 4.
I guess we need such a limitation also on number of defending slots that one player can delete again 4.
thank you
Dahich

If you do propose this as an idea, could I ask you to read the Guide to the new look Ideas Section - please read before posting first? Although it's not essential to use the suggested format immediately, we will be putting unformatted ideas into the Ideas for Discussion section so that they can be discussed by the community before being polished and proposed later on.
 

DeletedUser

This is +1 for 95% from me ;)

A set amount of goods is indeed nice and 200 is just nice (since observatory), 500 I think is a bit high though, take steps of 50. So lowest = 200, then 250, 300 and 350 for the highest.

Before observatory 200 of each good would be quite much, but since you get some treasury goods from it, it sounds great for me!
 

DeletedUser99445

Yes this is good for guilds like mine too.
With Atomium and Observatory, Quest line goods and Lots of goods production I can continue to take sectors and score big points. Then release the sectors and recover my goods to hit the next sectors and just walk a little slower around the map rather than run.
We can make sure we take the guild out completely before moving on to the next guild. Thumbs up from me.
 

DeletedUser13082

Yes this is good for guilds like mine too.
With Atomium and Observatory, Quest line goods and Lots of goods production I can continue to take sectors and score big points. Then release the sectors and recover my goods to hit the next sectors and just walk a little slower around the map rather than run.
We can make sure we take the guild out completely before moving on to the next guild. Thumbs up from me.

If you genuinely believe you would be able to keep a constant flow of goods in your guild to keep a ghost guild active with this feature in place then good luck to you. I don't care how active your guild is, in the activity levels of this game these days, you wouldn't be able to cause enough damage to guilds for it to be any different than them being attacked by a genuine guild. spending 5-10 goods per siege as you currently do, or spending 300-500 goods per siege? It would slow you down so much that your members would rather keep the sectors, at least that way they might have some action from defending while you're all sat stagnant trying to gather enough goods to siege again.
 
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DeletedUser99445

As long as we are granting freedom and recovering goods then this really is fine.
While it would likely put a stop to the one, two and three player guilds that run around from time to time it wouldn't put a stop to the 80 player ghost guilds. Or my guild either.
We would probably just co-ordinate our attacks to maximise damage against our foes. After all, we only target the guilds we have fallen out with.
Good Luck getting the rules changed, as always we will embrace the changes that come and make the best of it.
 

DeletedUser

game improvements

I think as you advance the game should automatically upgrade your armyies buildings etc. less hassle plus more people might get interested by doing this.
 

DeletedUser

I think as you advance the game should automatically upgrade your armyies buildings etc. less hassle plus more people might get interested by doing this.

This is a thread to discuss the idea in the Original Post (click). If you wish to discuss your own idea, could you not post it in someone else's thread but create your own ideas thread for it; preferably after having read this: Guide to the new look Ideas Section. Could you please edit your post to rate the idea under discussion instead?
 

DeletedUser2989

As long as we are granting freedom and recovering goods then this really is fine.
While it would likely put a stop to the one, two and three player guilds that run around from time to time it wouldn't put a stop to the 80 player ghost guilds. Or my guild either.
We would probably just co-ordinate our attacks to maximise damage against our foes. After all, we only target the guilds we have fallen out with.
Good Luck getting the rules changed, as always we will embrace the changes that come and make the best of it.

The 80 player guilds that don't hold sectors aren't ghosts, they are annoying to more permanent guilds but they are not ghosts. Ghost guilds (the target for this idea) are those that are "spawned" from the "main" guild temproarily to strike at guilds while avoiding the usual high siege costs. As you pointed out in your last post a large guild that is just in it for the fights won't be hindered (much, as death ouron points out there will be some effect) and they can easily adapt to the change, this really is how it should work.

To see my description of types of guilds see post #59 of this thread http://forum.en.forgeofempires.com/...le-Much-Needed&p=138879&viewfull=1#post138879
 
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DeletedUser13082

The point is that you would have to pay the exact same amount of goods as we had to pay to take that sector. Not we pay thousands and you pay 5 of each. It means that defending against guilds such as your own is no longer impossible, within a few sieges you run out of goods to be able to hit us again, where as currently you can easily siege over 100 times and still have goods to continue further. Your capability of destroying another guilds efforts becomes non-existent. All you can do is the exact same as any GvG active guild can do, and it costs you the same as well. It takes away your advantage of being able to take a sector 100% no matter how many sieges it will cost. This way those who actually hold the sector will have the ability to fight off an attacking ghost guild or non-GvG active guild who are just there for the points.
 

DeletedUser99445

So lets say that every player in every guild plays the game the way you want it played and goods costs are levelled out at which ever level you want.
The map sectors are conquered by the guilds and everyone has what they have.
Once a week or a fortnight someone audaciously attacks someone else's sector and the result is whatever it is.
What do we all do then? ZZZzzzzzzz
Now I only need to log on once a day to collect my goods, coin and supplies. Polish/Motivate my guildies and that's it.
Oh yeah, I can sit in the forum writing out long winded mails about how the developers have made another mistake somewhere.
Also I can go and do the same mundane things in 7 other worlds.
I almost wish that you get your way and then we can all look to you guys and thank you for pushing the developers to change things until You were happy and the game "Fully Stagnated".
Isn't the Game Play slow enough already for you?
I would prefer to see the following:
1/. Sectors per map "Doubled" giving more room for everyone to play within.
2/. Max Seige costs "Capped" somewhere at around 1,000 of each goods.
3/. Each NPC owned sector is Fully Loaded with Troops allowing for the fighters to get lots of action without the need to attack fully loaded guild owned sectors.
4/. All Sectors are able to be attacked anywhere on the map (all as landing zones)
5/ Conquered sectors have "NO" Goods cost to unlock slots. You should only need armies to fill the slots.
 

DeletedUser13082

So lets say that every player in every guild plays the game the way you want it played and goods costs are levelled out at which ever level you want.
The map sectors are conquered by the guilds and everyone has what they have.
Once a week or a fortnight someone audaciously attacks someone else's sector and the result is whatever it is.
What do we all do then? ZZZzzzzzzz

Every member in your guild is active in GvG but it takes you a week or 2 to gather 200-500 goods of a certain age? My guild gains more than 200 PME goods per day just from collections from atomium and observatory. I don't really see how you can say that lowering costs from 1000+ of each good of an age is going to slow the activity down. All guilds have the exact same opportunity with the exact same costs. Small guilds with less sectors aren't the only activity in GvG. From what you're saying, you effectively mean that only small guilds should be able to have any activity, the large guilds with lots of sectors and high costs shouldn't be able to be active cause they have enough already, that's hardly fair is it? It's also pretty pointless meaning any guild who aspire to be high ranked might as well just drop the idea cause as soon as they get there they will have nothing left to do in the game.

Now I only need to log on once a day to collect my goods, coin and supplies. Polish/Motivate my guildies and that's it.
Oh yeah, I can sit in the forum writing out long winded mails about how the developers have made another mistake somewhere.
Also I can go and do the same mundane things in 7 other worlds.

Is that not how the game is currently for anybody who isn't some form of ghost guild? You may have high activity levels yourself, but what about those who choose to play for guild rank? They reach higher ranks and should therefore be penalised by not being able to do anything for weeks at a time? I'm still unable to see any sort of point you are making. You seem to say a lot that these sort of ideas are just to benefit the way that "we" want to play. Is what you're saying not just a way to benefit the way that you want to play? You don't what a fair goods cost system because it will slow down your activity while speeding up the activity of others? Levelling out the activity across all guilds, despite their play style, is unfair in your eyes? and your play style should be the one that is gifted with better activity possibilities?

I almost wish that you get your way and then we can all look to you guys and thank you for pushing the developers to change things until You were happy and the game "Fully Stagnated".

I support this statement. I hope this idea does go forward, I'm so confident that this idea will increase activity and not lower it that if this is implemented and activity levels in GvG drop then I will shovel £1,000 into this game myself, not even for diamonds, just a donation. We all know how inno like their money, write up a contract, I'll sign it and then they can implement this idea and we'll see how it goes. I 100% guarantee that GvG activity levels will be higher if this is implemented. The reason being, it will no longer be one or 2 ghost guilds who are actively doing anything, instead it will be ALL guilds who are active, despite how many sectors they already own, they can still attack on a daily basis with these goods costs rather than having to save up for weeks at a time.

I would prefer to see the following:
1/. Sectors per map "Doubled" giving more room for everyone to play within.
2/. Max Seige costs "Capped" somewhere at around 1,000 of each goods.
3/. Each NPC owned sector is Fully Loaded with Troops allowing for the fighters to get lots of action without the need to attack fully loaded guild owned sectors.
4/. All Sectors are able to be attacked anywhere on the map (all as landing zones)
5/ Conquered sectors have "NO" Goods cost to unlock slots. You should only need armies to fill the slots.

1. Sectors in maps being doubled has been mentioned before, personally I think more sectors per map is a good idea, but not while the goods costs are in their current form. It would simply lower activity cause the guilds taking sectors would have even higher goods costs once the maps are under full guild control. There would be an even worse stagnation once the NPC sectors were all gone, again, it would come down to the only activity being from ghost guilds with a genuine guild making a move once per fortnight.

2. This has been suggested multiple times. Although this idea would help promote higher activity levels (by a very very small amount), it wouldn't fix issues such as ghost guilds. Why should one guild have any form of advantage over another if they haven't earned it. Guild A takes 20 sectors, Guild B takes none. Guild A cannot do anything for weeks at a time cause they can't afford too. Guild B can attack hundreds of times per day despite not actually doing anything. Why does guild A have to suffer for their success while guild B gets to do what they want without any effort?

3. Fully loaded NPC's wouldn't really make much difference. Yes there are more fights, therefore the siege lasts longer. Once all of the NPC's are gone, nothing is different. This is Guild vs Guild, not Guild vs NPC. The idea is that you should be attacking fully loaded guild sectors, why would that be changed?

4. Has been mentioned a few times before. This takes away from the tactical side of the game. Guilds working their way into safer areas of the map in order to be better defended would become pointless. Although currently this has mainly been done by HQ dropping as soon as the map is released, there are still guilds who play tactically without exploits and we do well for ourselves. Also, although many of us want to see GvG become more active, we don't want to see GvG become too active. If this were to happen, maps would require constant watch, this is a slower based game than other inno games, requiring less game time. That was intentional for the game. If activity levels reach rates which are too high, things fall into chaos and people stop playing because they don't have the time to be able to optimise their game. There's a fine line between not enough activity and too much activity, that fine line is what is needed in GvG.

5. I'm on the fence with that. For realism sake, opening slots with goods is sort of like using resources to build new outposts/watchtowers on the sector, things like that. Second is that the tactical side of GvG would be lowered a little further. Currently guilds have to work to get the right amount of goods to take a few sectors and give them a decent amount of defence so they are not lost immediately after the calculation. It's not much of a tactical side but it's still something. Then from the opposite side of the fence, it costs 360 of each good from that age to open all defence slots, that's a lot of goods. 30 of each for all slots would probably be more beneficial. If you go and attack a settlement (sector), destroy all of it's defences and over run it, claiming it for yourself, there are going to be costs of rebuilding what was damaged during the battle. That is how I see things where goods for defence slots are concerned, again though, the costs are pretty steep.
 
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DeletedUser1081

I would assume the reason for current cumulative siege costs is to avoid any single guild becoming overly dominant in their world eating up the entire continent.

I think I recall one of the developers or community managers stating outright that this is the reason for the steadily increasing siege costs, and that when sieges get too expensive for a given guild in one era/province, one should move on to another era/province. Can someone point me to where that was stated officially, please and thank you very much indeed? (I've already tried the search gizmo but it's become just too too useless.)
 

DeletedUser13082

I think I recall one of the developers or community managers stating outright that this is the reason for the steadily increasing siege costs, and that when sieges get too expensive for a given guild in one era/province, one should move on to another era/province. Can someone point me to where that was stated officially, please and thank you very much indeed? (I've already tried the search gizmo but it's become just too too useless.)

I remember seeing that somewhere but I can't remember where it was. Personally I don't agree with it anyway, it pushes larger guilds into lower maps giving smaller guilds far less chance to advance, also, I doubt very much that any one guild would be able to take over an entire map if the siege costs were the same, they wouldn't be able to keep high enough activity levels to keep every other guild on their world out of their territory. Imagine trying to defend an entire map against every other guild on your world that has fighters of that age, it would be near impossible.
 

DeletedUser99445

Having looked through the ideas that were submitted and then implemented, it seems unlikely you will get your way.
This game in its current format seems to upset you.
Why not just play something else and enjoy yourself again.
Some of us enjoy playing it as it is.
Players who complain about the game mechanics constantly are likely to enjoy playing something else.
I feel for you and would love to know that you are somewhere else enjoying yourself rather than banging your head on this wall.
 

DeletedUser13082

Having looked through the ideas that were submitted and then implemented, it seems unlikely you will get your way.
This game in its current format seems to upset you.
Why not just play something else and enjoy yourself again.
Some of us enjoy playing it as it is.
Players who complain about the game mechanics constantly are likely to enjoy playing something else.
I feel for you and would love to know that you are somewhere else enjoying yourself rather than banging your head on this wall.

It's pretty rare that ideas suggested get implemented at all, so I agree that it is unlikely. Things such as unit filter for unattached and small changes occasionally get implemented but as of yet I've never seen a large idea such as this being taken seriously and used.

As for why I'm still here, I've been on the verge of quitting plenty of times in the past, I very nearly did when the HoF was released. I'm no longer active in game other than one-two logs per day to collect and reset and check things are ok with the guild. However a full answer to the question is going to drive the thread too far off topic so I'll send it in a PM instead.
 
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