DeletedUser8152
That really shouldn't be necessary if you have any kind of reasonable guild and/or friends list.You get 2 boost per era, but that doesn't stop you from building the rest, it will just take longer to get thats all,
That really shouldn't be necessary if you have any kind of reasonable guild and/or friends list.You get 2 boost per era, but that doesn't stop you from building the rest, it will just take longer to get thats all,
You get 2 boost per era, but that doesn't stop you from building the rest, it will just take longer to get thats all, and is there really a need to rush through the era's?....... I think not.
I have been playing this game since 2010 and seen many players leave because they rush through the tech tree using diamonds to get more advanced than others and then they get bored because they have little to do but wait for others to catch up.
Thank Goodness! I really enjoyed playing FoE but for the past two months I have been in a neighborhood where 95% of the players are in very advanced ages and have upwards of 1 to 12 million points. Needless to say my City defenses are not able to stop these players from attacking and/or plundering and that happens randomly about every 2 hours. I have virtually stopped playing and have stopped all production that I have control over.We of course will be happy to know your opinion about this new system, so please don't forget to share here!
Your Forge of Empires Team
I understand the need for a more equitable neighbor-ship, but I am one of those who loves to see what can actually be accomplished in the game by seeing neighbors who are very far advanced. It gives me something to aim for; a goal.
PackCat, I'd like to give you the view of a NEW player. One who is not WEAK AND LAZY. I joined in December and have played daily, also buying diamonds when necessary to advance. I am now mid way through the HMA, trying to build my army to compete in GE and PvP, and use forge points to build and progress GBs. Imagine my surprise when just this last week my neighborhood changed to people in Future and Tomorrow world. I was constantly attacked, plundered and lost my hard earned position of Champion in the PVP Iron Age. All of this was done with Drone Swarms, Hover Tanks, and things that I have no names for because I've never seen them. If, while aiding my neighbors, I received a blue print, it was from a much more advanced age and not one that I currently need to help finish the GBs from the early ages I'm working on. As for trading, there have been very few neighbors interested in my goods as they are looking for more advanced type items and in turn, have nothing I need.
With all of this said, I did meet quite a lot of nice people despite all the gold lost from others plundering my cities and lost medals from the PvP tournaments. I will do as Panacea suggests and send them friend requests before the neighborhood change is made.
So, you see, there are two sides to every story and those of us who are not as advanced in the game as you, are NOT weak and lazy. We are working hard and 'aggressively climb[ing] the tech tree" as FPs are earned. Without the loss of medals, gold and time spent rebuilding armies destroyed by people from FUTURE worlds, perhaps we too can advance to your level. I personally do not want to reach that level by constantly picking on those weaker than I, but in competing with those of equal strength and learning strategies that will help as I advance through the ages.
I would rather see you put the people that like to plunder (hood PVP) in the same hoods since they like to fight and put the ones that just want to play the game without the bully aspect (hood PVE - Player vs Environment) in a separate peaceful hood. This way we can have anyone from any era (good for trade) in the same hood and talk to each other and help out the lower level ones, when needed. Also, taking a lower person out of a hood reduces some of their ability to get higher BPs for GBs they will be eventually putting down (through M/P'ing and investing in our GBs). They can only get the hard to obtain BPs from their advanced guildmates. Lower level guilds with mostly lower level players will suffer.
I have no idea if this change is good or not, but it sounds like it is an improvement to me. At any rate, it has been very long coming. People have complained about the unbalanced hoods for as long as I have been playing. Of course plunderers like the old system. My guess is people who are normally attacked and plundered will end up liking this system.
Ah typo, i appologise.... i meant 2012Since 2010?.....I think not. (See what I did there?)
As far as the desired goal of protecting people from being attacked in PvP by players with units from higher ages, the new system achieves that end. This, of course, necessarily reduces the ability of plunderers to acquire higher level goods.
It also reduces the ability to acquire goods outside your age via trade and exposure to and connection of people within a world.
In essence, it changes how a player succeeds. It alters what goods they should produce (how a farmer should build their city) and the desirable composition of their friend and guild pool.
Other alternatives that balance these considerations should perhaps be considered. Systems that combine sorting and more random assignment could be considered. I have thought of two options that are not much more difficult.
The first is a system that first orders by relevant metric (forge points in technology?) and partitions the players into groups like the new system will, then selects a number of players from each group at random, aggregates the selected players into one list, randomizes their order, and places them back into the original partition based on their placement in the new order. The number of people chosen would determine the degree of the mixing.
The second is a system that generates a set of multipliers, one to apply to each player, randomly from a probability distribution. Each players score on the relevant metric is producted with their respective multiplier. Then the players are ranked and the partitioned according the the altered scores, as done in the new system. An appropriately chosen gamma function (mean of 1, variance depending on desired spread) would probably serve as an suitable probability distribution.
The potential lack of stability of neighborhoods has also been noted as a undesired change. To restore some continuity, only a portion of the players could be reordered by any of these systems in a given week.
The lack of a proportional relationship between forge points in the technology tree and attack power has also been noted as an issue, with great buildings being the most significant cause. While one could make the argument that this gives a reason to advance your great buildings, the cost of great buildings could also be factored into the metric for ranking players when ordering.
It also seems that part of the problem is that some players are acquiring absurd levels of power, sometimes even disporportionate to their age or other progress, by simply paying for it. While this is how the game gets funded, it also serves to frustrate those who just play the game. Other solutions to this that still maintain the incentive to pay seem difficult. Perhaps making the diamond cost for the various features nonlinear, as with the coin cost of forge points or medal cost for victory expansions, would work. Of course, this doesn't solve the problem of players that have already benefited; perhaps a server would be started that would include this change.
Those are my two cents. Take em or leave em.
My prediction is that on Monday we will get a number of complaints