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Thread: reinforcements/plunder reports age II

  1. #1

    Default reinforcements/plunder reports age II

    I have an issue with reinforcements in Age II

    1) If you reinforce an ally mate and he has a battle with your troops. You do not heal. 100% losses. This penalizes teamwork. The attacker however does heal. Very unbalanced and actually since generally an attacker would naturally be a stronger player (unless he is suicidal) this is actually backwards balanced. It makes the weak weaker and the strong stronger.
    2) Also you do not get a report directly when the battle happens. (although it can be found on the ally page)
    3) If your prestige is too low, your reinforcements get plundered and dont even make it to the battle. This also penalizes teamwork. Once again backwards balanced to promote the already strong and make them stronger.
    4)The attacker can scout the defender to see if he gets reinforcements but the defender can not tell if the attacker reinforced on the suppression. Also giving a huge advantage to the attacker who can choose to recall if needed. The defender has no such option.

    These are so anti play balance I can not even understand why you put them there. Anti teamwork. Anti play balance. Promoting drastic imbalances between the weak and the strong. Reducing teamwork, strategies and tactics. Most importantly driving away players when they see it is heavily balanced in favor of the standing "elites"

    Can a developer (or anybody) please defend these game mechanics to me?
    Last edited by reddbaron; 06-01-2010 at 07:03 PM.

  2. #2

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    well... I can see your points, but I am not sure about if you are just trying to !@#!#% to release some stress or what... Do you actually have some solid good suggests to propose?

  3. #3

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    Quote Originally Posted by reddbaron View Post
    I have an issue with reinforcements in Age II

    1) If you reinforce an ally mate and he has a battle with your troops. You do not heal. 100% losses. This penalizes teamwork. The attacker however does heal. Very unbalanced and actually since generally an attacker would naturally be a stronger player (unless he is suicidal) this is actually backwards balanced. It makes the weak weaker and the strong stronger.
    2) Also you do not get a report directly when the battle happens. (although it can be found on the ally page)
    3) If your prestige is too low, your reinforcements get plundered and dont even make it to the battle. This also penalizes teamwork. Once again backwards balanced to promote the already strong and make them stronger.
    4)The attacker can scout the defender to see if he gets reinforcements but the defender can not tell if the attacker reinforced on the suppression. Also giving a huge advantage to the attacker who can choose to recall if needed. The defender has no such option.

    These are so anti play balance I can not even understand why you put them there. Anti teamwork. Anti play balance. Promoting drastic imbalances between the weak and the strong. Reducing teamwork, strategies and tactics. Most importantly driving away players when they see it is heavily balanced in favor of the standing "elites"

    Can a developer (or anybody) please defend these game mechanics to me?
    1. If you reinforce someone, and lose troops, and you are not getting to medic them (assuming you are online at the time) that is a bug and should be reported as that is not intended. Complaining as if it was intended is counter-productive.

    2. It isn't your city, and unless you are reinforcing someone who is offline, you'll probably get feed-back from the defending player when the attack lands or an update on the situation (sometimes you have to ask). You can always check your own reports > movement section to see how your reinforcements are doing.

    3. Something one must learn is when to reinforce and send resources and when not to do so. If the player in question simply has too much prestige as to make that bad for the reinforcing/transporting player, that is a time when they should not do so. There should be enough players within the appropriate prestige range to help that player, and if there isn't they can dump some prestige if they need the reinforcements or resources. Prestige is simply a number, and if their army isn't big enough to back it up, they might consider lowering it a bit so they don't turn into a paper tiger (looks big and scary on paper, but cannot back it up). If it was resources that were being sent, you can send them to someone partway between yours and theirs to act as a middleman so the higher prestige player gets the resources. Yes, this is called teamwork: putting the team before personal achievements like high prestige or passing resources from one player to another.

    4. Using an application called Cooltimer alliances can time reinforcements to land within the last second before the suppression battle happens completely negating any advantage the attacking player has such that they only know what is currently in the city.

    ----

    Developers, as far as I know, do not post on the forums.
    But....the eternal ray of sunshine REALLY wanted to see you, so I helped brighten your day by removing the city from around you! ^.^

  4. #4

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    Quote Originally Posted by Ashanta View Post
    1. If you reinforce someone, and lose troops, and you are not getting to medic them (assuming you are online at the time) that is a bug and should be reported as that is not intended. Complaining as if it was intended is counter-productive.
    Making the appropriate bug report now. And no I didn't know it was a bug. How could I?

    Quote Originally Posted by Ashanta View Post
    2. It isn't your city, and unless you are reinforcing someone who is offline, you'll probably get feed-back from the defending player when the attack lands or an update on the situation (sometimes you have to ask). You can always check your own reports > movement section to see how your reinforcements are doing.
    Actually that is another minor bug. Your camp still shows but it is empty.

    Quote Originally Posted by Ashanta View Post
    3. Something one must learn is when to reinforce and send resources and when not to do so. If the player in question simply has too much prestige as to make that bad for the reinforcing/transporting player, that is a time when they should not do so. There should be enough players within the appropriate prestige range to help that player, and if there isn't they can dump some prestige if they need the reinforcements or resources. Prestige is simply a number, and if their army isn't big enough to back it up, they might consider lowering it a bit so they don't turn into a paper tiger (looks big and scary on paper, but cannot back it up). If it was resources that were being sent, you can send them to someone partway between yours and theirs to act as a middleman so the higher prestige player gets the resources. Yes, this is called teamwork: putting the team before personal achievements like high prestige or passing resources from one player to another.
    This is not cut and dry by any means. If the battle is close and there is no way to know if he is sending extra reinforcements or not. Even you admit prestige is not always a good representitive of force strength.

    Quote Originally Posted by Ashanta View Post
    4. Using an application called Cooltimer alliances can time reinforcements to land within the last second before the suppression battle happens completely negating any advantage the attacking player has such that they only know what is currently in the city.
    Reinforcements for the defender can also be done in a similar maner. This is all strategy. However, the idea that enemy troops can enter your city without you even knowing is basically wrong. At least have a report once they arrive! Better yet watch them arrive with your beacon tower. The current mechanic favors the attacker way too much! he can reinforce his attack any time in an 8 hour window completely invisibly. Why would he need to use a application to do the math for him?

    ----

    Quote Originally Posted by Ashanta View Post
    Developers, as far as I know, do not post on the forums.
    Last edited by reddbaron; 06-01-2010 at 08:23 PM.

  5. #5
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    Quote Originally Posted by reddbaron View Post
    Developers, as far as I know, do not post on the forums.
    [/QUOTE]

    They do. But only for things such as asking the members what they want to see happen etc. You can see a few of these threads in the on-topic section.

    Quote Originally Posted by Alusair View Post
    If you don't care enough to make yourself understandable, don't be surprised if others don't care enough to try to figure out what you're trying to tell them.

  6. #6

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    Quote Originally Posted by quarter View Post
    well... I can see your points, but I am not sure about if you are just trying to !@#!#% to release some stress or what... Do you actually have some solid good suggests to propose?
    Simple enough actually.

    Attacker reinforcements show up on the beacon tower (at the normal mechanic based on level)

    Defender reinforcements show up on army movement.

    A report shows when either attacker reinforcements or defender reinforcements arrive.

    Plundering reinforcements should simply be eliminated entirely. Bad idea.

    Plundering resources being sent could be maintained. Actually I like that very much. It serves the intended purpose.

    Reinforcements should medic like any other troop casualty.
    Last edited by reddbaron; 06-01-2010 at 08:39 PM.

  7. #7

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    Quote Originally Posted by Ashanta View Post
    4. Using an application called Cooltimer alliances can time reinforcements to land within the last second before the suppression battle happens completely negating any advantage the attacking player has such that they only know what is currently in the city.
    Is this a bot?

    Quote Originally Posted by reddbaron View Post
    Reinforcements for the defender can also be done in a similar maner. This is all strategy. However, the idea that enemy troops can enter your city without you even knowing is basically wrong. At least have a report once they arrive! Better yet watch them arrive with your beacon tower. The current mechanic favors the attacker way too much! he can reinforce his attack any time in an 8 hour window completely invisibly. Why would he need to use a application to do the math for him?
    That would be a very good solution

  8. #8

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    Quote Originally Posted by TCWNME View Post
    They do. But only for things such as asking the members what they want to see happen etc. You can see a few of these threads in the on-topic section.
    My understanding was what the Evony reps did, like Foxybunny etc.

    Quote Originally Posted by reddbaron View Post
    Making the appropriate bug report now. And no I didn't know it was a bug. How could I?
    By asking.

    Actually that is another minor bug. Your camp still shows but it is empty.
    ...

    This is not cut and dry by any means. If the battle is close and there is no way to know if he is sending extra reinforcements or not. Even you admit prestige is not always a good representative of force strength.
    You're not doing a good job of responding to my points.

    Reinforcements for the defender can also be done in a similar maner. This is all strategy. However, the idea that enemy troops can enter your city without you even knowing is basically wrong. At least have a report once they arrive! Better yet watch them arrive with your beacon tower. The current mechanic favors the attacker way too much! he can reinforce his attack any time in an 8 hour window completely invisibly. Why would he need to use a application to do the math for him?
    What the hell are you talking about?
    But....the eternal ray of sunshine REALLY wanted to see you, so I helped brighten your day by removing the city from around you! ^.^

  9. #9

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    Quote Originally Posted by Ashanta View Post



    What the hell are you talking about?
    Simply stated. Currently an attacker can reinforce invisibly his colonization attempt completely invisibly. You will have no idea nor any way to know what force size you will meet when you fight the final suppression battle. Also on a similar note you have no way of knowing the force you will fight during an uprising.

    The attacker can reinforce his army completely secretly without any chances of being discovered. He can send any amount of troops, any time, in an 8 hour window and doesn't need to calculate times or anything else. He is completely undetectable. No reports, no nothing. You cant even scout the troops!

    The defender can ask reinforcements true. He can also try to be as invisible as possible by timing it as close to the end as possible..either by math or your bot thingy. This takes careful strategy and tactics and can be either screwed up by internet connection lag or sending too soon and being uncovered by a last minute scout. However this is strategy tactics and skill. PVP part of the spirit of the game. The attacker needs nothing. No strategy, no calculating times, nothing. His force is completely undetectable without even a tiny bit of anything. This is simply giving the defender no chances at all. not in the spirit of PVP or the spirit of the game.
    Last edited by reddbaron; 06-01-2010 at 09:35 PM.

  10. #10

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    Update on the medic camp bug. My reinforcement wounded eventually did show up in the medic camp. However they did not auto heal. The auto heal was checked.

    This leads me to believe that somehow the battle report is linked with the auto heal.

    Since defender reinforcements are never directly given a battle report, possibly this is why auto heal didnt work???.......

    Why the troops didnt show up right away I can't guess.....

    Anyone have any ideas?

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