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No Human Player Attacks

DeletedUser41283

Is there no way to turn off / lock human player attacks ?
 

DeletedUser37581

No. Once you have researched the technology Military Tactics in the Iron Age tree, you can attack and be attacked.
 

DeletedUser41283

Well, that just cost ya another Fish. That big pile of cash is going to the casino. On the first attack I'm deleting account
 

DeletedUser37581

Why? That seems like a dumb reason to leave the game. There are many ways to protect yourself.
Not really dumb. If a game turns out to be something other than what you expected or desired in the game, you move on to something else more suited to your taste. What would be dumb would be to continue playing a game that has features that greatly diminish your enjoyment of the game.
 

DeletedUser41283

Not really dumb. If a game turns out to be something other than what you expected or desired in the game, you move on to something else more suited to your taste. What would be dumb would be to continue playing a game that has features that greatly diminish your enjoyment of the game.


Correctamudo !!!

I'm retired, and I have lots of disposable income. I get to choose what I spend it on.
All I wanted to do was build a city and industries and upgrade them and help friends do the same.
Every one of these games has the same problem level 5 million players attack level 2 starters.
 

DeletedUser

Correctamudo !!!

I'm retired, and I have lots of disposable income. I get to choose what I spend it on.
All I wanted to do was build a city and industries and upgrade them and help friends do the same.
Every one of these games has the same problem level 5 million players attack level 2 starters.
I'm retired, too, and the attacking is really a minor annoyance at worst. Once in a blue moon you might end up in a hood with multiple attackers, but you will much more often end up in a hood with only one or even none. Unless, of course, you rush up through the ages. As long as you take the time to develop your city, and do it wisely, you should end up in the top part of the hood and generally get left alone.
 

RazorbackPirate

Well-Known Member
What @Stephen Longshanks said.

Another thing to understand is that only the 70 or so players in your neighborhood can attack you, regardless of the number of other players on your world and your neighborhood changes bi-weekly. As such, they'll almost always be in the same age as you, unless they pop up one age during the 2 weeks of the hood rotation.

Also, the only downside of being attacked is if they plunder one of your buildings, and that can only be done if they defeat your defending army. Consistently being at the top of my hood, I get attacked once or twice a month (maybe?), defeated even less and plundered almost never. So, unless your ego just can't deal, there's really little downside to an attack, even if defeated.

The old saying, 'the best defense is a strong offense' also applies. On the rare occasion I do get attacked, I will attack back the first chance I can. Once my attacker sees how easily I can get through their best defense, they typically leave me alone. But every once in a while, I get an attacker that hits me back, and we spend the next 2 weeks alternating smack downs and attempts to plunder. Given the rarity of that, it's actually kinda fun. No hard feelings on either end, just some fun back and forth with maybe a little taunting via messaging.

Given my strength, I could easily put the smack down on my entire hood every day, but given the time it takes, I can't be bothered. The only time I attack my hoodies these days is when the Daily Challenge requires some fights and I've already completed GE.

I had some issues with the whole concept of being attacked by others when I first started, but once I came here for advice and saw how easy it was to make to myself virtually immune from attackers, it turned out to be almost a non issue.

I also found out a message to your attacker asking how they got to the level they were at got me plenty of valuable game advice, worth more than anything they ever stole from my city. 9 times out of 10, they asked me to send them a friend request. Once they accepted, they were no longer able to attack, since you can't attack your friends.

Totally understand if FoE turns out to just not be your thing, but don't let previous experiences with other games color your perspective before you fully understand the realities. A well built city, which you should want anyway, makes player to player attacks largely much ado about nothing.
 
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mamboking053

Well-Known Member
I attack back off principle, but I really look for snipes. Plundering TF's can be chancy, but at most a plunderer will only get 5 fp. However, even a small snipe can get you about 20 - 40 fp profit at once. They don't always stop attacking, but I'm pretty sure after unsuccessfully trying to plunder something from me the loss registers.
 

Emberguard

Well-Known Member
Correctamudo !!!

I'm retired, and I have lots of disposable income. I get to choose what I spend it on.
All I wanted to do was build a city and industries and upgrade them and help friends do the same.
Every one of these games has the same problem level 5 million players attack level 2 starters.

You can still do that. Each plunderer can only take a single thing per 24 hrs and only if it's unmotivated. Only things you really need to worry about are goods buildings and multi-production buildings. Don't worry about lost produce. If you have an efficient city layout you won't even miss the plundered produce

Well, that just cost ya another Fish. That big pile of cash is going to the casino. On the first attack I'm deleting account
An attack doesn't mean you've lost anything. It doesn't effect you at all until they plunder and not everyone who attacks has any interest in plundering
 

Freshmeboy

Well-Known Member
There are other games with decent building models, it seems some of the better game designs include pvp. FoE has done an admirable job allowing players to at least gain an understanding of the basics before entering into the fray. My opinion is the pvp design is weak but since its used by just a fraction of the gaming population, its just a minor annoyance. If it really bothers you, INNO created Elvenar for just that sort of player...Good luck
 

Mustapha00

Well-Known Member
There are other games with decent building models, it seems some of the better game designs include pvp. FoE has done an admirable job allowing players to at least gain an understanding of the basics before entering into the fray. My opinion is the pvp design is weak but since its used by just a fraction of the gaming population, its just a minor annoyance. If it really bothers you, INNO created Elvenar for just that sort of player...Good luck

I take only a minor quibble with your post, and that is, while Inno might have delayed introducing players to the PvP system as you rightly point out, all that does is to postpone a player's introduction to a horribly, fatally broken system. What makes Inno's stance on this flaw in their game is that, at least as long as I've been playing (four plus years), they've been informed of an incredibly simple fix and they've chosen to do absolutely nothing to implement said simple fix. If anything, with the near-constant introduction of features to the game which give aggressive players even more tools to deploy while giving players almost nothing effective- key word there, "effective"- in the way of defensive tools, it appears that Inno wants to foster an even more aggressive game.

For all that though, you're also right that it is "just a minor annoyance", at least as far as I've gotten in the game (late AF). Maybe I'm just fortunate to be in 'Hoods which have perhaps 5 aggressive players out of 70, and, of those 5, only 1 or 2 consistently attack to Plunder. And if I Collect On Time (the ONLY consistently effective defense most players can employ), then there might well be only Coins or Supplies for them to take.
 

Agent327

Well-Known Member
I take only a minor quibble with your post, and that is, while Inno might have delayed introducing players to the PvP system as you rightly point out, all that does is to postpone a player's introduction to a horribly, fatally broken system. What makes Inno's stance on this flaw in their game is that, at least as long as I've been playing (four plus years), they've been informed of an incredibly simple fix and they've chosen to do absolutely nothing to implement said simple fix. If anything, with the near-constant introduction of features to the game which give aggressive players even more tools to deploy while giving players almost nothing effective- key word there, "effective"- in the way of defensive tools, it appears that Inno wants to foster an even more aggressive game.

And what is that "simple fix" supposed to be?
 

Emberguard

Well-Known Member
@Mustapha00 I’m curious what this simple fix is meant to be that doesn’t provide a permanent gap between new and old players, doesn’t provide a permanent disadvantage to new players, doesn’t make a major portion of a players city worthless if they worked on their defence the last 5 years and doesn’t forbid a player from participating in a part of the game
 

Freshmeboy

Well-Known Member
Mustapha, I avoided using phrases like "Broken p.o.s." or "PvAI" or "Like shooting fish in a barrel with a hydrogen bomb" as I have in the past because it incites those that love the present pvp model to rant and rail in its defense..I have maintained that the model here is not true pvp because it eliminates risk on the part of the attacker and allows exposure of the defenders city and his strengths or weaknesses.
The solution has always been to try to level a canted playing field by allowing the attack GBs of the defender to come into play and shield the hood from prying eyes. Attackers would know the player is in their ranking and age but not what troops they carry or their attack values. Losing pvp could actually happen and keeping the retreat button around would assuage the existing pvp players. Simple fix, better pvp and, more importantly, more players starting the game and playing longer...
 

Emberguard

Well-Known Member
The solution has always been to try to level a canted playing field by allowing the attack GBs of the defender to come into play
The defender already has their own attack GBs in addition to the TA and AO. For additional attack GBs I agree they should apply to both sides. But for established GBs I’d think only the Zeus and Kraken would be justifiable for that due to what the defender has available as an exclusive
 

Agent327

Well-Known Member
The solution has always been to try to level a canted playing field by allowing the attack GBs of the defender to come into play and shield the hood from prying eyes. Attackers would know the player is in their ranking and age but not what troops they carry or their attack values.

How would that work if you are still supposed to be able to donate in their GB's???

What troops they have you never know. You will find out after one attack. Nothing will change that. They can change, but you will still know their strength.

That is no solution, just an ill thought idea.
 

Freshmeboy

Well-Known Member
Understand where you are coming from Ember but the imbalance starts early so the CDM needs to be included as well. Having three attack GBs and only two defense doesn;t make balanced pvp by the middle ages...
 
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