DeletedUser105078
Proposal:
Create a PvP neighbourhood map. This would replace the current PvP system.
Have you checked for similar ideas?
I have checked, and I have not found this particular idea.
Reason:
It would provide some of the excitement found in GvG, without the requirements and limitations of GvG (ie: GvG is one of the best experiences in the game, but it takes a lot of organisation, it's not available on mobile but only on a PC, it requires live chat which is probably hard to implement on mobile, and requires membership of a committed GvG guild).
I imagine that, at the start of the week, there'd be a grab for houses - the NPCs should be easy to defeat. Then, in the course of the week, the more dedicated players with the highest attack and defence bonus would fight over the houses, with fewer and fewer owners dominating the map.
But unlike the GvG map which ends up being fairly static (even if a guild stops doing GvG they continue to own sectors for months and months!), this neighbourhood map would be much more dynamic, since it never allows anyone to "camp" a house for more than a week.
It would solve the plunder controversy, as there would be no longer any need to plunder other players. Instead of attacking a neighbour's city, players would attack houses on the PvP map, and instead of being rewarded with plunder, they would be rewarded with a chest produced once a day by the house.
I believe this system would improve the game for:
1) PVP players would be assured of a reward (from the house chests), while in the current system they may put a lot of effort into PVP for little reward if they miss collecting plunder before the other player collects, or if the other player disconnects roads, or is not producing (there is no way for a plunderer to know if certain building are "asleep"). And often, if the other player has only two spears, there aren't even any points to be won for the tournament.
2) Peaceful players and casual players would be able to play the game at their own pace, without the aggravation of being plundered.
3) Players who like fighting but don't like the plunder feature: they would probably take part in this new PVP system because the optional nature of it is similar to GvG.
4) It would be profitable for the game producers, as many players who have a job and a busy life also have more money to spend on diamonds, and they are typically the people who leave because they get fed up with being plundered - a plunderer is typically a hard-core player with a lot of time to play the game.
Details:
The PvP neighbourhood map would start the week with a number of "houses" owned by NPCs. This should be equal to the number of players in the neighbourhood so as to provide enough battles for players trying to get points in the weekly tournament, and it could increase in future updates based on player dynamics.
Any player in the neighbourhood can attack and occupy these "houses", but other players in the neighbourhood can attack an occupied "house" and if they win, they become the new owner. Players can own as many houses as they can conquer and keep, but only until the end of the week, when all neighbourhood maps are wiped and the PvP battle starts again from scratch.
The defence bonus on each house is 0% if it's an NPC, but it reflects the owner's city defence in an occupied house.
Players who occupy a "house" should be shielded until the next "reset" time (like in GvG).
Every day the house produces a chest of random goods. To make sure this does not benefit people in certain time zones as opposed to others, the reward should be available to collect when the player conquers the house and every 24 hours thereafter.
The chest should produce coins, supplies, goods, FPs, and maybe some more highly sought prizes such as premium buildings. Each map could have different types of houses, eg the houses of that age, with the better houses producing better chests so players would fight over them more.
Assuming neighbourhoods will or will not continue to be organised by age, I can see three options:
1) Splitting the map by age (as in GvG) to account for the fact that some people in the neighbourhood will progress to the next age during the course of the week, and some players may only have barracks for the earlier age.
Pros: this would be the fairest system and reduce the need for neighbourhoods to be organised by age.
Cons: this might be more complicated to implement and some regions of the map might be underutilised.
2) Having a single map for the whole neighbourhood, and anybody can use whatever troops they have. This solution would require neighbourhoods to be organised by age as in the current system.
Pros: this might be easier to implement.
Cons: players who progress will have an advantage over their neighbours, and players who have just entered a new age will be disadvantaged (however, the attack and defence bonus of a more advanced player would gradually reduce as they occupy more houses, allowing other players to fight back).
3) Having a single map for the whole neighbourhood, but disallowing attack troops above the neighbourhood's age. Unlike GvG, lower age troops would have to be allowed as players who've only just entered a new age might not have any barracks for the new age. This solution would require neighbourhoods to be organised by age as in the current system.
Pros: this might be easier to implement and would also be more fair and balanced.
Cons: there would be less incentive to gain troops above one's existing age.
Balance/Abuse Prevention:
To participate in the PvP neighbourhood map, players will need to boost their defence armies with St Basil, Deal, and all the many buildings that boost defence. Non PvP players will not need to do this, therefore the rewards from the PvP chests should take this into account and be appropriately rewarding. Some players may just dip into PvP occasionally, some never. Players who do not take part in PvP would progress more slowly, but would be able to enjoy the game at their own pace.
Since this is a PvP map, I personally do not see any need to introduce a "negotiation" option, just as there is no option to "negotiate" when one currently attacks a city and plunders it. Nor is there any "negotiation" option in GvG. However, such an option is not impossible, where a player "buys" a house from an existing owner, and it could be considered in future if there is sufficient demand.
To avoid having just a couple of players completely dominating the map, the bonuses of the attacking and defending armies could gradually decrease by a percentage based on how many houses a player owns. The percentage would be greater or smaller depending on whether the developers want to favour bonuses or player participation.
Here is an example of how to gradually decrease a defence bonus of 300; attack bonuses would be decreased in a similar manner:
- 10% reduction on defence: while you own one house, you have the full bonus. While you own 2 houses, both have 270 bonus. While you own 3 houses, all 3 have 243 bonus. By the time you own 80 houses, your defence would be nil. But if someone starts conquering your houses, the defence would immediately go up with every house lost.
- 5% reduction on defence: while you own one house, you have the full bonus. While you own 2 houses, both have 285 bonus. While you own 3 houses, all 3 have 271 bonus. By the time you own 80 houses, your defence would be 5%. But if someone starts conquering your houses, the defence would immediately go up with every house lost.
- 1% reduction on defence: while you own one house, you have the full bonus. While you own 2 houses, both have 297 bonus. While you own 3 houses, all 3 have 294 bonus. By the time you own 80 houses, your defence would be 136. But if someone starts conquering your houses, the defence would immediately go up with every house lost.
Another way to avoid a few players controlling the map from day one would be to limit how many NPCs per day a player may attack.
Plunder GBs
Players who have gone to the trouble of building a plunder GB would not have wasted their efforts, because the GBs would be used to increase the rewards from PvP houses.
Visual Aids:
Create a PvP neighbourhood map. This would replace the current PvP system.
Have you checked for similar ideas?
I have checked, and I have not found this particular idea.
Reason:
It would provide some of the excitement found in GvG, without the requirements and limitations of GvG (ie: GvG is one of the best experiences in the game, but it takes a lot of organisation, it's not available on mobile but only on a PC, it requires live chat which is probably hard to implement on mobile, and requires membership of a committed GvG guild).
I imagine that, at the start of the week, there'd be a grab for houses - the NPCs should be easy to defeat. Then, in the course of the week, the more dedicated players with the highest attack and defence bonus would fight over the houses, with fewer and fewer owners dominating the map.
But unlike the GvG map which ends up being fairly static (even if a guild stops doing GvG they continue to own sectors for months and months!), this neighbourhood map would be much more dynamic, since it never allows anyone to "camp" a house for more than a week.
It would solve the plunder controversy, as there would be no longer any need to plunder other players. Instead of attacking a neighbour's city, players would attack houses on the PvP map, and instead of being rewarded with plunder, they would be rewarded with a chest produced once a day by the house.
I believe this system would improve the game for:
1) PVP players would be assured of a reward (from the house chests), while in the current system they may put a lot of effort into PVP for little reward if they miss collecting plunder before the other player collects, or if the other player disconnects roads, or is not producing (there is no way for a plunderer to know if certain building are "asleep"). And often, if the other player has only two spears, there aren't even any points to be won for the tournament.
2) Peaceful players and casual players would be able to play the game at their own pace, without the aggravation of being plundered.
3) Players who like fighting but don't like the plunder feature: they would probably take part in this new PVP system because the optional nature of it is similar to GvG.
4) It would be profitable for the game producers, as many players who have a job and a busy life also have more money to spend on diamonds, and they are typically the people who leave because they get fed up with being plundered - a plunderer is typically a hard-core player with a lot of time to play the game.
Details:
The PvP neighbourhood map would start the week with a number of "houses" owned by NPCs. This should be equal to the number of players in the neighbourhood so as to provide enough battles for players trying to get points in the weekly tournament, and it could increase in future updates based on player dynamics.
Any player in the neighbourhood can attack and occupy these "houses", but other players in the neighbourhood can attack an occupied "house" and if they win, they become the new owner. Players can own as many houses as they can conquer and keep, but only until the end of the week, when all neighbourhood maps are wiped and the PvP battle starts again from scratch.
The defence bonus on each house is 0% if it's an NPC, but it reflects the owner's city defence in an occupied house.
Players who occupy a "house" should be shielded until the next "reset" time (like in GvG).
Every day the house produces a chest of random goods. To make sure this does not benefit people in certain time zones as opposed to others, the reward should be available to collect when the player conquers the house and every 24 hours thereafter.
The chest should produce coins, supplies, goods, FPs, and maybe some more highly sought prizes such as premium buildings. Each map could have different types of houses, eg the houses of that age, with the better houses producing better chests so players would fight over them more.
Assuming neighbourhoods will or will not continue to be organised by age, I can see three options:
1) Splitting the map by age (as in GvG) to account for the fact that some people in the neighbourhood will progress to the next age during the course of the week, and some players may only have barracks for the earlier age.
Pros: this would be the fairest system and reduce the need for neighbourhoods to be organised by age.
Cons: this might be more complicated to implement and some regions of the map might be underutilised.
2) Having a single map for the whole neighbourhood, and anybody can use whatever troops they have. This solution would require neighbourhoods to be organised by age as in the current system.
Pros: this might be easier to implement.
Cons: players who progress will have an advantage over their neighbours, and players who have just entered a new age will be disadvantaged (however, the attack and defence bonus of a more advanced player would gradually reduce as they occupy more houses, allowing other players to fight back).
3) Having a single map for the whole neighbourhood, but disallowing attack troops above the neighbourhood's age. Unlike GvG, lower age troops would have to be allowed as players who've only just entered a new age might not have any barracks for the new age. This solution would require neighbourhoods to be organised by age as in the current system.
Pros: this might be easier to implement and would also be more fair and balanced.
Cons: there would be less incentive to gain troops above one's existing age.
Balance/Abuse Prevention:
To participate in the PvP neighbourhood map, players will need to boost their defence armies with St Basil, Deal, and all the many buildings that boost defence. Non PvP players will not need to do this, therefore the rewards from the PvP chests should take this into account and be appropriately rewarding. Some players may just dip into PvP occasionally, some never. Players who do not take part in PvP would progress more slowly, but would be able to enjoy the game at their own pace.
Since this is a PvP map, I personally do not see any need to introduce a "negotiation" option, just as there is no option to "negotiate" when one currently attacks a city and plunders it. Nor is there any "negotiation" option in GvG. However, such an option is not impossible, where a player "buys" a house from an existing owner, and it could be considered in future if there is sufficient demand.
To avoid having just a couple of players completely dominating the map, the bonuses of the attacking and defending armies could gradually decrease by a percentage based on how many houses a player owns. The percentage would be greater or smaller depending on whether the developers want to favour bonuses or player participation.
Here is an example of how to gradually decrease a defence bonus of 300; attack bonuses would be decreased in a similar manner:
- 10% reduction on defence: while you own one house, you have the full bonus. While you own 2 houses, both have 270 bonus. While you own 3 houses, all 3 have 243 bonus. By the time you own 80 houses, your defence would be nil. But if someone starts conquering your houses, the defence would immediately go up with every house lost.
- 5% reduction on defence: while you own one house, you have the full bonus. While you own 2 houses, both have 285 bonus. While you own 3 houses, all 3 have 271 bonus. By the time you own 80 houses, your defence would be 5%. But if someone starts conquering your houses, the defence would immediately go up with every house lost.
- 1% reduction on defence: while you own one house, you have the full bonus. While you own 2 houses, both have 297 bonus. While you own 3 houses, all 3 have 294 bonus. By the time you own 80 houses, your defence would be 136. But if someone starts conquering your houses, the defence would immediately go up with every house lost.
Another way to avoid a few players controlling the map from day one would be to limit how many NPCs per day a player may attack.
Plunder GBs
Players who have gone to the trouble of building a plunder GB would not have wasted their efforts, because the GBs would be used to increase the rewards from PvP houses.
Visual Aids:
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