tcmike
New Member
- Reaction score
- 1
Since I was in high school over 10 years ago, I played this game. Today I play and have been largely disappointed by the state of the game. Nothing has changed significantly and worlds are being dominated by those who either have a large wallet or a large friend list. A players skill level often doesn't matter anymore because such large groups of friends are working together. Let's stir the game up, provide more players the opportunity for success, and increase the competition of world dominance by doing some of the following:
1) attack ratio protections should be near permanent (3 months or actually permanent maybe?) as well as lowering the limit to 10:1 or 15:1 to prevent zerging as no one who is 1/20th the size of you could ever defend against you. This game has the inability to see growth due to the game only being for veterans and those who start in the first weeks of a fresh world. Having better attack ratio protections would also stir competitions among many levels, forcing skill levels to affect success in the midgame (and endgame, if permanent). The current length of protection is a joke as you have no time to grow and prepare for the larger fights to come.
2) tribal griefing. We've all seen it. Your tribe doesnt want you anymore and instead of allowing you to leave peacefully, often times players are told to send support out, kicked from the tribe, and then nobled. Why has this game not implemented strategies to prevent griefing like this? Not allowing members to be kicked while supporting, option for tribal leader to disallow members to provide support as to not have this abusable. Players should be allowed to reject incoming support with the use of a scout to reach the moving army as well. This has happened to many people and is enough to cause people to quit. We dont need dwindling player counts...
3) barbarian camp nobling limits for high point players. With part 1, this would allow players to be more focused on pvp instead of using cheap tactics like wiping small players and using endless barb camps to grow. At some point, your growth from barbs should be limited to make players worry about fighting eachother. We all know how boring worlds get near the end and how quickly people abandon older worlds and its partly because there is no real competition among tribes anymore.
These are just a few things that I strongly believe would make worlds competitive for new and old players. I believe the answer isn't giving people easy world victories over a few months, but hard fought victories over a longer period of time.
The lack of adequate protection of players is the reason why everyone continues to migrate to new worlds and abandon old ones.
I believe that with these rules alone, worlds would become more profitable for InnoGames as there would become higher levels of competition.
1) attack ratio protections should be near permanent (3 months or actually permanent maybe?) as well as lowering the limit to 10:1 or 15:1 to prevent zerging as no one who is 1/20th the size of you could ever defend against you. This game has the inability to see growth due to the game only being for veterans and those who start in the first weeks of a fresh world. Having better attack ratio protections would also stir competitions among many levels, forcing skill levels to affect success in the midgame (and endgame, if permanent). The current length of protection is a joke as you have no time to grow and prepare for the larger fights to come.
2) tribal griefing. We've all seen it. Your tribe doesnt want you anymore and instead of allowing you to leave peacefully, often times players are told to send support out, kicked from the tribe, and then nobled. Why has this game not implemented strategies to prevent griefing like this? Not allowing members to be kicked while supporting, option for tribal leader to disallow members to provide support as to not have this abusable. Players should be allowed to reject incoming support with the use of a scout to reach the moving army as well. This has happened to many people and is enough to cause people to quit. We dont need dwindling player counts...
3) barbarian camp nobling limits for high point players. With part 1, this would allow players to be more focused on pvp instead of using cheap tactics like wiping small players and using endless barb camps to grow. At some point, your growth from barbs should be limited to make players worry about fighting eachother. We all know how boring worlds get near the end and how quickly people abandon older worlds and its partly because there is no real competition among tribes anymore.
These are just a few things that I strongly believe would make worlds competitive for new and old players. I believe the answer isn't giving people easy world victories over a few months, but hard fought victories over a longer period of time.
The lack of adequate protection of players is the reason why everyone continues to migrate to new worlds and abandon old ones.
I believe that with these rules alone, worlds would become more profitable for InnoGames as there would become higher levels of competition.
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