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Poor gaming value.

DeletedUser

I have sat here for a few days tested most functions and despite some odd bugs it run pretty ok. What surprises me though is the increadible low gaming value offered in this game.
I am coming from Tribalwars, where worlddomination, intimidation, socialisation and playing with the clock on a surreal level is the norm. I also played grepolis for a few month but got fed up due to the odd conquering methods.

When I think of Forge of Empires you have the graphics rivaling an earlier settler version, but the game is really only about clicking pontlessly on the mouse. The game it reminds me of most are farwille from facebook.

I like the graphics but here you dont take out your enemies, in fact i have been attacked and lost, still my troops are intact when I look.

The battles are too slow, and the automatic play does not in any way attempt to consider stragegy, it is just hit and hope for the best.

Regarding diamonds, Ofcourse you need to make money, but the prices for this and that improvement are far too expensive, and in the end, lead to nothing.

I am greatly dissapointed in the game but understand that you somewhat have found out that farmwille etc makes money. I feel this platform should probably become a game on the facebook platform, I doubt very much it will survive outside once the novelty wears off.
 

DeletedUser276

You dont lose troops on defensive battles right now because the AI runs the battles for you. There is a thing being worked on that if both players are online then the battle goes live for both players and each side can lose troops. We felt it was unfair to kill off troops from people when the AI is the one controlling them. Especially at later ages when it takes 4-12 hours to train a troop.

At this time yes there are similarities as you suggest but those will slowly be gotten rid of as more features are added to the game. Any similarity though is by sheer happenstance not design.
 

DeletedUser

Thanks for the reply. I am happy to her that the game is still in its crib so doors are still open for gameplay changes and not just bugfixes.
 

DeletedUser653

You dont lose troops on defensive battles right now because the AI runs the battles for you. There is a thing being worked on that if both players are online then the battle goes live for both players and each side can lose troops. We felt it was unfair to kill off troops from people when the AI is the one controlling them. Especially at later ages when it takes 4-12 hours to train a troop.

At this time yes there are similarities as you suggest but those will slowly be gotten rid of as more features are added to the game. Any similarity though is by sheer happenstance not design.

Blacksmith - thanks for clear direction on this change as most of the other mods just tell us that "they are working on an improvment". Good job
 

DeletedUser

I agree with the OP on most points. FoE does seem like Sim Civilization atm. I believe it is good enough at the start to hook many players, but as it stands, they'll become disenchanted after a short while and go find something else. I've been playing maybe a week and I'm already wondering what the point of the game is. I don't want to just build a city and produce goods ad-nausea. I'm actually already bored, but I'm continuing to tinker with it and waiting to see what other features come off the developer production line.

I've posted in 3 or 4 threads asking about the design intent of the game. So far there have been no responses. Regardless if FoE turns out to be something I personally am interested in, as a long time game designer, I'm always cheering for games to be a success. As I'm sure the mods have already figured out, I'm more than willing to provide feedback concerning the game. My intent is always intended to be constructive and give the devs another point of view for consideration. I wish the best for FoE and the team.
 
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