Statistics:Posted by Loki — Fri Dec 15, 2017 1:18 am
Statistics:Posted by TheRealPP — Wed Dec 13, 2017 6:21 pm
Yes, right now it's a 12 hour timer (used to be 24). I'll lower it to 10 hours with the next update, and we'll see how much of a problem old defenses become when there's more players and more fighting. The point of the grayed out defenses is to give the nation who built them a chance to take them back after they've been captured, without requiring that they be online all the time. But yeah, we may have to make it a shorter amount of time.TheRealPP wrote: ↑Wed Dec 13, 2017 5:50 pmAlso, I'm not sure because I cant really remember but does flanking then wiping an enemy defence kill the 'grey defence' completely or is it still on an 11 hour (I think) timer? I think this time has to be reduced dramatically if not, otherwise when we have more people playing, orb/res fights are going to be rather insane and heres why:
The goal with manpower is to give each nation about one hour of all out fighting time per day, doing 2 simultaneous attacks. As you know this is the main way of trying to put nations with different amounts of players, and different amounts of time they can put into the game, on somewhat equal ground (of course nations with more players and more time to play will always have advantages, and they can make multiple nations.)
Statistics:Posted by Mike — Wed Dec 13, 2017 6:14 pm
Statistics:Posted by TheRealPP — Wed Dec 13, 2017 5:50 pm
Statistics:Posted by Mr-Beefy — Wed Dec 13, 2017 6:38 am
Statistics:Posted by Napoleon — Wed Dec 13, 2017 2:46 am
This is a tricky issue; the reasoning behind the long times for some of these defenses is to put a big price on blundering blind into defenses, and to motivate people to put the effort in to flanking and disarming defenses before triggering them.TheRealPP wrote: ↑Tue Dec 12, 2017 2:31 pmSo far, the Zoth temples in particular have a much too long 'cool down' period, I'm sure this is over an hour long, maybe more, but as tested earlier today, if a defending nation surrounds an orb with this defence and the attacking nation triggers it, its basically fight over, until the cool down has worn off, now this is fine if the orb was only 3x3'd and didn't cost you too much MP to attack, but if you had to wade through land and other defences like rockets and walls, costing a lot of MP, just to see your attack come to a complete halt, its going to be very disheartening.
Possible solution would just to bring all cooldown periods for defences to about 10-20 minutes, so orb/res fights can continue between nations more quickly and not be off putting to nations putting a lot of time and MP into such attacks.
Some possible solutions:TheRealPP wrote: ↑Tue Dec 12, 2017 2:31 pmRocket/Wall combos.. these are extremely OP, the tests we ran so far have shown the results to be staggering, if you pop up some high lvl walls around a orb/res, and put rockets in those walls, good luck breaking through, its nigh on impossible, I was using a stronger nation vs a weaker one to test this and still couldn't do much about it, and our weaker nation wasn't defending back, if it was just consider whats being protected out of bounds to anyone, unless you are going to res 'rape' the nation, eat the main to leave their geo a mess, and have no MP left to come back and attack what you wanted in the first place.
Theoretically when there are a lot more players, nations will have a harder time getting too far east because that space will be taken up by more powerful nations. So I don't think we'll be seeing many level 100s anywhere near the orb of fire at that point. But depending how many nations we have at different levels, it may be necessary to adjust where the boundary lines are. Before alpha there was just about 1/3 of the map available to level 100+, now about 2/3 of the much wider map is available to them. Maybe the line for level 100 should be more like the center of the map.TheRealPP wrote: ↑Tue Dec 12, 2017 2:31 pmTHE MAP LEVEL LINES:
It seems abit to much that a level 100 can cover SO much of the map currently, I am able to be sat right next to fire orb and also go far west to potentially 'bully' lower leveld nations, and also visa versa, nobody wants to see tons of level 100s clogging up the that sort of area that level 60s and 70s should be playing in, I know we need a good mix of nations in that area to help level up ect but it just seems to much of a span to me.
Statistics:Posted by Mike — Tue Dec 12, 2017 11:30 pm
Statistics:Posted by Mr-Beefy — Tue Dec 12, 2017 5:58 pm
Statistics:Posted by Napoleon — Tue Dec 12, 2017 3:16 pm
Statistics:Posted by TheRealPP — Tue Dec 12, 2017 2:31 pm