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The topic of some players that do not want to play with despot heroes has come up many times. Ber's vision for this game as always been that players would need to figure out how to get along with aggressive neighbors. In the orginal TT you had monsters attacking your town. You had to figure out how to build up strong enough defenses to keep them out. It is no different here. This game was never designed for collect players to build and build, without it affecting their neighbors. Without the war aspect of the game, you would have neighbors who would not be polite and border build and do other things that would make you wish there was a war aspect to the game. Also, not every player is expected to "win." In all games there is a winner and there is a loser. If you get attacked and can't withstand your attacker, then it is a loss and you can start over. Learn from you lose and employ those lessons to your new hero. If you hero is destroyed or auto deletes, you do get a nice second wind package that is very helpful. And most players have deleted heroes that were not in a good location or next to an aggressive neighbor. Save yourself some trouble and move right away. Then try again. I know that it is hard to give up a hero, but trust me that it is much more fun to play in another neighborhood or learn to build really good defenses. And please be a gracious loser.
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Anonymous
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The topic of some players that do not want to play with despot heroes has come up many times. Ber's vision for this game as always been that players would need to figure out how to get along with aggressive neighbors. In the orginal TT you had monsters attacking your town. You had to figure out how to build up strong enough defenses to keep them out. It is no different here. This game was never designed for collect players to build and build, without it affecting their neighbors. Without the war aspect of the game, you would have neighbors who would not be polite and border build and do other things that would make you wish there was a war aspect to the game. Also, not every player is expected to "win." In all games there is a winner and there is a loser. If you get attacked and can't withstand your attacker, then it is a loss and you can start over. Learn from you lose and employ those lessons to your new hero. If you hero is destroyed or auto deletes, you do get a nice second wind package that is very helpful. And most players have deleted heroes that were not in a good location or next to an aggressive neighbor. Save yourself some trouble and move right away. Then try again. I know that it is hard to give up a hero, but trust me that it is much more fun to play in another neighborhood or learn to build really good defenses. And please be a gracious loser.
Things that are fun to you can be not fun for other people. Game has a good potential in PvE aspect (as TT1 was). There are many quest, many locations with monsters, and it won't be hard to make monsters attacking town during some events. Nowdays, almost all online strategies are based on conflict between players and don't provide much PvE aspect. In those, who do, you can't choose only one way and to be competitive you should participate in both PvP and PvE. Some players are tired from people, who use this games for self-affirmation, and if TT2 will go for the way it goes now (in PvP aspect, I mean), it will became another time-management strategy, in which you should "live on an alarm clock", or just be defeated. Due to amount of quests and different quest locations, it is strange, that game doesn't provide only PvE way of development (as TT1), without conflicts with people with excessive fighting spirit.
Edited 4 minutes later by Anonymous.
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The topic of some players that do not want to play with despot heroes has come up many times.
This is true, and i'm hoping that the current line of discussion will end as it has completely derailed this thread and is off topic. Bers, if your intention was to completely dismiss the suggestions made, could you, at the very least, fix NP so that it at least works the way that you originally presented it. Right now, it is 'broken'.
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Thanks everyone for detailed info. Firstly we tune-up parameters of novice protection more like theoretically. Thanks to yours proposition and observation now we made another tune-up. There is result (will be applied in next update): NP disables if: 1. Kingdom exists in game more than 29 days (turns off at day 30). 2. Hero lvl is higher then 7 (based on experience). 3. If overall lvl of military buildings exceeds 39lvls. 4. If overall lvl of defence buildings exceed 29lvls. 5. If kingdom enters Medieval era. 6. If kingdom consists of more then 3 towns. Based on this aspects we calculate commulativily how much dmg kingdom have to receive before NP kicks in. Accumulated points are burning out over time. Roughly it'll require 2 days to clear all it's harm for kingdom near limits in all 6 categories (1 day for kingdom in middle of limits, 4-10 hours for max value in category). This kingdom could withstand such loses before NP: - Units died on 25.000 hp overall - Or 200.000 resources plundered - Or buildings destroyed on 8000hp - Or mixed
Edited 7 minutes later by Spoon.
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As for peacefull playing aspect. I suggest it's better to create another discussion thread. In solely my opinion, this game is planned with more like cooperation aspect. Where user should accept challenge to go out outside zone of comfort at least a little bit
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Thank you very much, development team, for looking into and rebalancing the novice protection. :-))
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Also pay attention, that due experience rebalancing there could be some problems. As example, it may shows that hero lvl 8, but due to increased experience requirements per lvl. If we calculate hero lvl base on experience - we get lvl 7 so NP won't be disabled in such case (if other limits not reached)
Edited 1 minute later by Spoon.
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Thanks so much team. We really appreciate all of your efforts on this issue.
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