lol, im not insulting you my friend, not at all, me and you have different views on AgeII playing. I rather not play from a colonized position, and I argee with you on fighting a uprise/supression battle.
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Here is where i disagreeQuote:
Battle mechanics need to change because defense is far too favored.
Why :
Any defense in evony can be taken down with around equal to less units then what is in the defending city(assuming equal hero gear). If the opponent is offline, it strongly favours the "less" part of it. It becomes slightly harder once you reach the 500k+ ballistas 100k+ catapults and several mill archers. Due to an age 2 specific combat mechanic rule defined as "overlay" or "overflow". If your critisizm was put up against this specific rule, i would partly agree with you. It have its positive sides, and negative sides. But it can really screw over horses even at shortrange. But, it only prevents the big phract smacks cleaning millions of ranged units. its still possible at pretty even loss numbers
However. back to topic
If the defender is online , the defender can use knowledge of battle mechanics to make it harder for the attacker. Adjust the range of defense, the defending layers etc. This can make it very hard to win a 1on1 battle when defender is online. But still. Attackers have the advantage of being able to attack in numbers. Sometimes even big numbers. And with the increased speed of heroes in age 2, combined with no insta wall defenses. Its impossible to force a 5.2k range def if you have 3-5 opponents pounding on you from 1-2 mile range. If those attackers know what they are doing, they got you on your knees. If they really know what they are doing, you are in big trouble. Even with the mechanics as they stand today
Why does this spot not occur way too often ?
- Most Players tend to spend most of the the time learning how to build alot of units, but dont really invest alot of time learning how to use them (apparently some just go to forums complaining about changes to mechanics). Speed is key when attacking. You must instantly know what to do next to tear down a strong defense.
- Often alliances avvoid "real" wars. Most servers come down to big dominant alliances where the wars are so one sided and servers are over. And with evony refusing to merge age 2 servers so far, we end up with tons of dead servers. My scenario describes even opponents against each other. But there are not many servers that put out even wars against each other
The best way to defend a city, and especially on Na1-19 (and unfortunally how its done way too often) is to build up alot of inactives in the flats close to your city (or the inactives just dont get deleted. or people port in attacking the city as the last thing they do before they quit), occupying all flats within 5-6 miles. That will give you valuable time to adjust ranges in your defense before. Making it 100 times easier to defend.
If thats the scenario you critisize, i will agree with you. Because in that specific position, i think defending is too easy.
But i belive the solution is not to change the mechanics, but rather implement attack buttons on NA1-19, at least for citys within a certain range of the bigger hcs, so you can attack, takeover, and port out these filler/inactive citys. Moving the fight to a close range battle again. Where i think the mechanics are working fine. Maybe edging the attacker if they can have 3-5 or more people within 1-2 miles. ALso making it possible for the defending player inside the HC, to at least empty the attacking citys of resources. To at least have some sort of "counter" they can attempt to do when getting attacked
As it is right now, they can just start a supression battle on each other. and keep attacking the HC owner, with the hc owner being unable to retaliate in any way
I agree with everything Domi has said above.
That being said, I think the main issue at this point is the inability for HCs, especially high level ones to change hands unless something strange happens. This can be done by simply removing Speech Texts from Facebook.
No, I am a player. Just an average player. I don't need to be a developer to tell you that Evony intended HC's to trade hands between rivals far more often than they do. Do I need to be a Evony developer to tell you that Evony never intended players to abandon all cities and keep the last city as a HC? No. But months and months ago when I raised the issue SEEFA members told me that it is a valid strategy to abandon all but a HC.
What I find interesting is that you say speed is so important when trying to capture a heavily defended HC. Thus being close to the HC is key for attackers. Like everything needs to happen within minutes. I agree. You know why? Because if you are at the beach/BBQ/school/work/traffic/bus/train/shopping and it will take you 2-3 hours to get to your computer then it is considered an emergency. And in that case a "friend" can login to your account and protect your HC.
Speed should not be an issue if players DO NOT account share. EVERYONE has a life and EVERYONE is going to be away from a computer for hours on end.
So being close to the target is not necessary. It is only necessary if you KNOW someone will login and defend the account once an attack starts to break a key HC.
Adding the attack button will not solve anything.
Server merges won't solve anything.
If battle mechanics are just fine for HC's then why do key HC's never trade hands? Why is there no competition among them once they get captured from the computer? Is it battle mechanics? Is is the account sharing? Is it both? I bet that if HC owners were forced to go offline for at least 6 hours a day like a normal real life person should then HC's would trade hands like they were supposed to. HC's should be held by the alliance during those 6 hours by way of embassy reinforcement like Evony intended the game to be played knowing that players would be offline for hours on end doing life stuff.
I have another thought about speed and close range being necessary to take a heavily defended city....
If 10 players with 9 cities each with L9 Rally spot sent 9 waves each to a heavily defended HC that is 810 attack waves.
The waves can be sent with camp time so thay all land within 1 minute.
Problem is march time. Even if the HC has many inactive cities surrounding it the attackers can send their waves from 10 miles away. No problem. There will ALWAYS be plenty of flats and NPCs 5-10 miles away from any HC. A NPC can be captured and ported away to make a new flat.
Now, the problem again is the account sharing.
It will take a while for the attackers troops to march the 10 miles. During that time the Report icon will flash red. If the HC owner is offline, no problem.
But if the account is shared the person online will have plenty of time to react.
Also, if the alliance is watching War Reports and notice the HC gets attacked and is in danger of being broken, then someone can login. Again, it keeps going back to account sharing. Things need to happen so fast at close range so that NOBODY has time to react, not even the account sharer.
I must point out why i say speed is key.
Im saying speed is key because it puts more pressure on the defending player, assuming he is online. giving him less time to adjust his defense and counter the incoming waves.
Like for example hits so fast / often that you force the opponent into a "max 1700 range" defense instead of a 5.2k.
HCs do trade hands,. In the situations where they dont its usually a result of account sharing, walling themselves in, to prevent attackers from attacking from a 1 mile position, making it alot easier to defend. Or weak attackers unable to break the defense because they lack knowledge mechanics ( or defender is better then attacker at mechanics)
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Adding the attack button will clearly solve the walling in problem, if you can attack and takeover citys and port them out. Getting that important 1 mile attack range that is pretty crucial, especially if you are going in 1on1
Merging will clearly put action into the dead alliances that basicly sit one on several servers atm. Could open up for some epic wars between some very experienced players
Yes, speed and close range is key only if the defender is online.
Yes, if players play honest and do not account share HC's trade hands. But let's be honest here and look at the data. Accross all Age II servers, how many L16's and L18's have been taken by the computer?
~200 L16's?
~10 L18's?
Of those numbers how many L16's and L18's were taken from rivals?
~20 L16's?
0 L18's?
How long does the original owner/alliance remain in control of the L16/18's? 6 months? 1 year?
So if we look at the numbers they will tell us how many high level HC's trade hands between rivals. Very few do. Very very few. Why is that?
If battle mechanics are good enough then what is the reason very few HC's trade hands between rivals?
Because 99.99% of people who play this game think brute force works
Sure, maybe it does against others in those 99.99% but brute force will never worked against that 00.01% that actually know battle mechanics if they are online and have anything resembling and decent army
I'm saying generally the 00.01% of the people who bother to learn the battle mechanics that many of us have openy shared with the community are the same people who own most 16-18.
If others understood those mechanics instead of sending archers layered with workers/wars/scouts/pikes/swords/cav/phrax/rams thinking that the more layers you send = better kill rate, clearing an enemy HC would no longer be so hard
The hard part is not letting someone else log on their account and comfort/text... This is not an HC mechanic problem, it is a account share problem
Account sharing is almost 100% impossible to get rid of. I'm sure know that I've said it, either Japanpimp or Neko Lord will go into IP address crap and make a huge wall of text, but I digress.
Something Evony CAN do, is get rid of speech texts. Very simple and would make it very hard to Bashbro your cities.