Alliances at War

Forums

Topic: Review Heritage (archived)
Page 1 2 

Mr X, December 2009

If everyone has the same start then its fair, the new players has the same chance as everyone else. Sure they might get hit by veterans but they do have the ability to hit back. As it is now all they can do is to bend forward and accept.

But sure Harry its much better to let the veterans start at 2k acres and attack those new players that have struggled to get to 1.8-3k acres cause thats so much nicer aint it?


Dev Lord Iluros, December 2009

HaRRy's point is that if no one has heritage, then new people will be grabbed much more often by veteran players restarting than they would otherwise. There's always more new players at 400 acres than 2000, and the ones at 2000 have at least played for a little while and gotten the basics down.

Setting them in a separate land bracket gives the new player some time to learn without being run over by the more experienced player from the moment they come OOP. It's about the learning curve element, giving the new players a period of time to learn while being ignored by the rest of the playerbase due to being out of range.

It's currently very rarely the case that someone with heritage is soon able to immediately grab a person who grew to that size. In fact it's almost always the opposite. If people are receiving the proper amount of credits for their size, with defense as a priority expenditure, having enough offense usually has to wait.


Aqualightnin, December 2009

Mr X. i would like to point out that a vet just starting heritage may be around 2k acres, but with ALMOST enough troops to defend it, i doubt they would have enough offense to attack players who have earned from 500-1k up to 2k. chances are that the players who had the smaller heritage will be older yes, but better defended by the time they are 1.8-2k than a fresh heritage coming out right at 1.8-2k.

also, Someone mentioned this but I'd like to mention my support for it, i think Heritage should stay the same, at a cap of 2k max heritage, but only give enough defense to ALMOST hold that land, and no more.
As it is, sometimes people come out with enough heritage to get 2k with 400+ raw dpa AND a fully functional offense as well. I think that's a bit much, maybe give them enough for around 290-350dpa depending on how huge they got. as in, dying at 10k would give you enough to come out with 2k land and around 290 dpa, dying at 20k would give you 2k land with closer to 330 dpa. or something like that. :)

just my thoughts, back to work :P

~aqua


HaRRy - Dev, December 2009

exactly Iluros.
By giving heritage you actualy outrange the vets above the newbs. So newbs get some time to learn.
And yes it's so much nicer to make newbs get hit at 2k than at 400 acres, getting time to learn + not being hit all the time right after first joining is a bliss.


Mr X, December 2009

well then why not create 2 games one for new players (if you assume that they are so stupid and canīt read or understand the manual) and one for veterans... Cause as it is right now the new players get owned by vets. Fameraped and grabbed all the time.

When I first started I was an attacker, and at 1.6-1.7k acres I got grabbed by a veteran that just hit OOP. And I remember that it felt more unfair than when I got attacked at 1k acres by others that had age on their side...


CBeast, December 2009

Because there aren't enough players already, so creating two games would make this worse...plus there are already two games. I agree with aqua about the heritage- if you die with 10k, you have to struggle to not get hit when you come oop. As you get further above 10k, make the rewards decrease exponentially


Bolle, December 2009

Quote
As you get further above 10k, make the rewards decrease exponentially


Static would do the job. Remember thief/mage penalty on opping. You're useless at 15k.

Otherwise you'd get explorers exploring up without any fear of being grabbed, since all the attackers are already 11k and they don't want more cuz of their heritage...


CBeast, December 2009

I guess I wasn't clear- I mean make the increase in heritage decrease exponentially based on how high above 10k a tribe is. So the reward still goes up, but at a decreasing rate the further above 10k a tribe is at death. That way tribes will still try to keep growing, but will not get as much out of it as before


Bolle, January 2010

I think that's already the case.


Acwder, January 2010

Quote
I think that's already the case.


No it isnt, not if what HaRRy wrote on the first page is correct, then its just about pumping as much troops as possible with the highest off and def values as possible (Races that uses units with both high off and def gains the most).


Halcyon, January 2010, edited

it's the value that matters, not the off/def number (race adjusted).


Acwder, January 2010

right missread it


Kruttekukk, January 2010

When I emerged as nazzie with 2k acres I had the choice to go all def.specs and get almost 300 dpa, or train offensive troops aswell. However, if I did go def, Iīd have to spend days and days saving up credits to be able to evolve. Meh.


Bolle, January 2010

yeah that's because nazzie elite cost is high due to its efficiency. I'd go all elites, get grabbed for 600 acres, and continue playing. IMO it's not a problem.


Joe, January 2010, edited

If you want to do a good OOP, pick an inefficient race.. It's still working the same a bit as in classic orkfia :P


r0nald, January 2010

well rofl, and what if I wanna play a nazz.


Dev Lord Iluros, January 2010

Then you must be patient for the long term advantage. ;)

Page 1 2 


| Back to Game Talk Forum | To The Top |