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Onderwerp: Game Balancing before New Server Goes Live

I have not seen where any of the speed issues are being addressed prior to a new stable (irony in names) server going live.   Here are my suggestions of things that absolutely must be done, or at least some change to address the situation if you want the new server to contain any competitive balance.

1.)  No attacks between Clanmates
2.)  Limit Rune Trading.  Add a true trading feature to allow people to swap rune types unlimitedly, but prevent villages from "Sending" more than say 5% of village runes per day.
3.)  Rebalance Human vs Elf.  No time left to test balancing, but I suggested a start Here
4.) Limit the overpowering effect of outposts.  Make the value per rune higher in outposts, or, vary the value of runes based on the structure built.  Give a village outposts main building a value of 2k.  Something to prevent a 3k outpost from having 500 guals.
5.)  Stop spell stacking.  Fear+Demoralize+Summon Ghosts, + Lightning Storm+Cracked earth is too much.
6.)  Limit the # of runes taken by subsequent attacks from the same user.  Do this to prevent the attack/laddering of runes by villages outside of clan.  Also would slow down the practice of destroying enemy villages to nothing overnight.
7.)  Prevent the launching of attacks for 12 hours after a village move.  I am fairly certain the move village command was not intended as a Blitzkrieg tool.
8.)  Limiting the purchasing of runes of specific types.  I understand the desire to allow people to throw money at the game, but allowing them to buy 50 water runes specifically is very imbalancing.  Limit that 50 to no more than 15 of any one specific type.  This may become less of an issue if units were remotely balanced.
9.)  Balance unit strength.  Guals are very overpowered.  If Execs were not so expensive, they would be more viable.  Humans are ridiculously underpowered.  As it stands, there is little desire to make anything but being elf village with high quantity of Guals.

I hope you are taking a very close look at the logs on speed to see how the game mechanics are being used.  It is your role to limit the game mechanics such that there is minimal imbalances possible in the game.  Banning by the mods will only reduce the player base which is an entirely seperate, but very big problem.  Spreading users out across more servers is very counter-productive to their long-term best interests.  Please do not add any additional servers after the current stable comes down and a new stable goes live. Experiment on your beta server, Live Testing on Speed, then, if totally balanced, introduce to stable.  Hopefully you can give us a little confidence that there is at least a good faith attempt to improve this game.  You are getting ready to force your primary user base (stable) onto a very flawed speed rule-set.  This is where you will relegate this game to the trashcan if you do not do it right.

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Re: Game Balancing before New Server Goes Live

10.)  Revise how the honor free retaliation works.  Only allow a larger village to retaliate on a smaller village if runes were taken or more than 40 defensive troops were killed.  And then only allow a single retaliation to take runes without honor loss.  Subsequent attacks then at the normal honor loss.  Along with this, inform the attacker whether or not honor will be effected before the launch so that it is clear and there will not be bug reports about losing honor. (This will further minimize attack laddering)

3 Laatst bewerkt door Ishtar (2010-10-23 16:48:09)

Re: Game Balancing before New Server Goes Live

I essentially agree with the above.

I have played this game in all its versions since early 2008. I love it, I love the whole concept of it, but I do agree bugs need to be fixed before starting yet another new server...

Testing, Stable, Speed, this Island and now this whole "underworld" concept is wonderful in theory, but I truly wish we could have one complete, solid, bug-free version before starting anything new.

~The strength between elves and humans NEEDS to be corrected.
~If outposts are to be permitted, the overall value of the mother village needs to be calculated in there somehow. Right now there are "nitro outposts" who rely solely on the main village for resources, etc. They have 1000+ gual yet can attack a village THOUSANDS of point value less with no honour loss.
~If these super-power outposts are not going to be corrected, perhaps closing the server to new players after a specified time period would be an option. There is no way a new player can defend against them otherwise.
~I would like to see the current battle calculations, if possible. Right now, it appears bugged and luck, sheer luck, seems to be too much of a factor...(speed server that is)
~MODS NEED BETTER TOOLS AND MORE POWER TO ENFORCE RULES. Perhaps cookie tracking...some way in which we can see multi accounts!!! All it takes right now is a good proxy and they are hidden. This is frustrating for us, frustrating for all the honest players, and overall will kill the game.
~I personally, do not see a problem with rune trading/weapons etc within clan. Mods are able to see what was sent to whom...if it appears fishy they should be able to act on that.
~Attacking clan members needs to be disabled.

I am sure there is more, but that is all I can think of for now. Will edit this post if I come up with anything else.

Friends are just enemies that haven't attacked yet - Skipper

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Re: Game Balancing before New Server Goes Live

I agree that all the bugs and balance problems need fixed before new severs and new features are added.

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Re: Game Balancing before New Server Goes Live

I agree

Guess who's back big_smile
Some dog in a movie: play?

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Re: Game Balancing before New Server Goes Live

I think the biggest thing that needs to happen is a decision on the developers part as to what type of game this is.  Right now it is a long term strategy game played like a short term conquest game... It would seem that is not sustainable long term.

In a long term strategy the majority of players who are beat down or destroyed are going to quit, so this is not wanted.
In a short term strategy game there are multiple staggered servers so that a destroyed player need not wait months or years to join back in.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Game Balancing before New Server Goes Live

Yes, that's something we've been struggling with from the start. On the one side, we want a game where it's really possible to hurt someone: a big "p0wned" factor. On the other side, we want a game where anyone has a chance, even if they start months after launch date.

I think Islands might be a solution for this, since it makes it practically impossible for large players to attack "weak islands".

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Re: Game Balancing before New Server Goes Live

But islands had problems also.  It seemed like randomly a village could attack other villages on other islands with no portal for a couple of days, without the option for retaliations or anything.

Peak sees everything

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Re: Game Balancing before New Server Goes Live

I did not play islands, so am not familiar with the mechanics there.  But are you suggesting that the new stable might contain Island rules?

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Re: Game Balancing before New Server Goes Live

No, the new stable will have the speed rules.

11 Laatst bewerkt door waltang (2010-10-30 16:35:23)

Re: Game Balancing before New Server Goes Live

1.)  No attacks between Clanmates  Addressed... Awesome
2.)  Limit Rune Trading.  Add a true trading feature to allow people to swap rune types unlimitedly, but prevent villages from "Sending" more than say 5% of village runes per day.... On the To-Do-List
3.)  Rebalance Human vs Elf.  No time left to test balancing, but I suggested a start Here ... On the To-Do-List 
4.) Limit the overpowering effect of outposts.  Make the value per rune higher in outposts, or, vary the value of runes based on the structure built.  Give a village outposts main building a value of 2k.  Something to prevent a 3k outpost from having 500 guals... Outposts given 2k value may not be entirely enough, but definately a good start.  Starvation will also help with this.
5.)  Stop spell stacking.  Fear+Demoralize+Summon Ghosts, + Lightning Storm+Cracked earth is too much.
6.)  Limit the # of runes taken by subsequent attacks from the same user.  Do this to prevent the attack/laddering of runes by villages outside of clan.  Also would slow down the practice of destroying enemy villages to nothing overnight.
7.)  Prevent the launching of attacks for 12 hours after a village move.  I am fairly certain the move village command was not intended as a Blitzkrieg tool.
8.)  Limiting the purchasing of runes of specific types.  I understand the desire to allow people to throw money at the game, but allowing them to buy 50 water runes specifically is very imbalancing.  Limit that 50 to no more than 15 of any one specific type.  This may become less of an issue if units were remotely balanced.
9.)  Balance unit strength.  Guals are very overpowered.  If Execs were not so expensive, they would be more viable.  Humans are ridiculously underpowered.  As it stands, there is little desire to make anything but being elf village with high quantity of Guals.... Food consumption and Starvating make a small dent here.  Will take some time to tell if it has really made a difference.
10.)  Revise how the honor free retaliation works.  Only allow a larger village to retaliate on a smaller village if runes were taken or more than 40 defensive troops were killed.  And then only allow a single retaliation to take runes without honor loss.  Subsequent attacks then at the normal honor loss.  Along with this, inform the attacker whether or not honor will be effected before the launch so that it is clear and there will not be bug reports about losing honor. (This will further minimize attack laddering)



The changes that you have supposedly made on the testing server definately addresses some of my issues.  Attack Laddering within clan has been addressed, but I specifically request you to look at Pablo on Speed v2.  Limiting Clan attacks will still allow attack laddering as has been done there.  This is why I suggested my #6 and #10.  Feel free to address it a better way if you see one, but I definately think it needs to be addressed.  Another side benefit would be that it would greatly increase teh effort required to do friendly rune protections.

The move village command for the purpose of making multiple attacks in a very very short duration has been abused as long as I have been playing.  If someone wants to make this bold agressive move, I do not have a problem with it, but the 12hour neutral time I suggested in #7 would give the defender at least an opportunity to respond.

#5 and #8 are really lesser issues, and nothing that should hold up the start of the server.  The others really should be addressed prior to a clean start.