Quote Originally Posted by SaluBadsha View Post
If a player doesn't login after X amount of days and/or has only 1 city and 0 pop, then flag him as inactive then either 1) put him in another state, or 2) remove him from map.
That's a good idea. It's one of the ideas on the table to handle the inactives, I have a meeting scheduled start of next week pertaining directly to inactives and botters.

I wasn't implying that evony doesn't have skilled staff or what not.
I'm going to go out on a limb and say that he wasn't going that direction with his statement. We have some great developers who have a passion for war games, in fact one of our designers is directly from this community. He's by far one of the best analytical designers I've worked with so far. He also has a passion for the game, which I think is where Thantium was coming from - our players are engaged and passionate, that will in turn translate to an engaged developer/ advocate.


Quote Originally Posted by Zebastian View Post
I am reposting this in this thread because I think its a very important issue and it might not be seen in the gigantic complaining thread :-)

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Hi Dave

I haven't seen the biggest problem this fix has created addressed yet. The fact that it has changed defence in a major way. The ability to move troops out when under attack and online to defend is a crucial part of gameplay.

Previously... when under attack... a player could move troops out and set up a proper defence to have a long and drawn out battle (this is a war game yes?) Now... if a player has 2 mill cav and 500k phracts in their city and is under attack, they will have to truce, port, holiday or stay with gates closed to save their troops because they can't be moved out. Where's the fun in that for anyone? If they want to set up mech defence... it is now virtually impossible unless they have another city within a few miles of the one being attacked.

If they want to save any troops at all and store them in a valley... they can only save 1 million ( a very VERY small number by today's standards) and then lose all ability to stage a counter attack because all rally spots are full.

This change has completely changed the way defence works in this game... and not for the better.

Why can't the exploits have been fixed by just asigning the correct times and food consumption to travel times between valleys? Instead of crippling defence?

People will get used to not having the exploits but the defence issue is going to be very very hard to get around.
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Good call, I missed it.

You mentioned, "virtually impossible unless..." fixing this exploit does mean some previously established strategies will have to change. In high school I was taught naval strategy in WW2 - no longer relevant due to changes. This is a comparable situation, you know a strategy which is now obsolete, and a new one will rise in its stead.

Defense was not crippled. One strategy is now obsolete because we fixed a bug. Initially we had intended for valleys to be hot spots where wars played out before an attacker got to a defender's city. Now in the current status quo a player will send an attack directly to another's city, where the defender will open gates, and it starts a troop v. troop war. It becomes more difficult to self reinforce, but it doesn't change the fundamentals of defense - the city's garrison defends from attack.