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Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 3:29 pm
by kollex
RyoHazuki wrote:I don't think that seiges should met with no resistance from the towers, they are a threat to the tower's existence but the towers do nothing and the attacking player(s) just stand there, fishing or something.
I disagree. You are again trying to rule the game into 'untouchable towers' land. I say when there is no support from player base, towers should crumble, no matter their level.
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 3:52 pm
by RyoHazuki
Do you think that players should take shifts, one half of clan sleeps and other half protects, 24/7? 365 days a year? These are unrealistic expectations and are not what makes a game fun.
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 4:35 pm
by kollex
No,I think a clan should have either people who have a lot of free time, people from different time zones or a lot of people as members. Preferably a combination of 2 and 3. 1 is also a viable (bonus) option. You now receive email notifications when your buildings are under attack.
You can not expect us to make it so that no matter the attacking force anyone can have 8 hours of being untouchable. It is just unrealistic. Buildings need protectors.
Btw, please stop exaggerating the speed with which your buildings were destroyed. It took 3 full hours for a combined force of 10k+ levels to clean up your unprotected 'city'.
Now the power of that particular force has been reduced ~4 times. I think all of this is more than enough for a legitimate clan - consisting of more than 1 member - to protect itself.
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 4:59 pm
by kollex
naomi wrote:
THEY ARE FAVORING HIGH LVL BUYERS!!!
I reject this premise with a rightful indignation!
I don't know where you get your thesis from, but I can prove to you that this particular update favored low-level characters INFINITELY more than the higher-level ones.
Here it goes:
The original update made it so that siege weapons, belonging to a group of players with a combined level of N, would do same damage X, as a mage of level N.
Affinity gave swordsmen 1.5x modifier on that, an 0.5x modifier to the mages. Which means high level mages received a boost of 0.5X to their 1X damage output. (1.5X /1X = 1.5)
At the same time low level character did not have any chance to damage a tower or a castle, because they were being killed with a single shot. So, they received SAME total absolute amount of damage increase X*affinityModifier, as the high levels. To their 0 output previously. Which means they received a boost of INFINITY to their damage output ( (any real number) / 0 = ∞ ).
∞ / (1.5) = ∞. There you go. Infinity times better boost for low levels.
Rebalance shifted this favor even more towards low levels: while both sides (a high level and a group of low levels) received a relative cut of 67% of damage output for sieges, only high levels will suffer from additional 67% cut for magic damage (added magic resistance to buildings) and diminishing returns from being a higher level: basically, a lvl ∞ will only give a siege weapon 2 times stronger than a siege weapon of a level 1000 character.
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 5:14 pm
by Whitestar67
kollex wrote:No,I think a clan should have either people who have a lot of free time, people from different time zones or a lot of people as members. Preferably a combination of 2 and 3. 1 is also a viable (bonus) option. You now receive email notifications when your buildings are under attack.
You can not expect us to make it so that no matter the attacking force anyone can have 8 hours of being untouchable. It is just unrealistic. Buildings need protectors.
Btw, please stop exaggerating the speed with which your buildings were destroyed. It took 3 full hours for a combined force of 10k+ levels to clean up your unprotected 'city'.
Now the power of that particular force has been reduced ~4 times. I think all of this is more than enough for a legitimate clan - consisting of more than 1 member - to protect itself.
Actually his city was protected by dr, raw, and lgnd. So which means it was protected til trio stepped in and killed it. Lair
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 5:30 pm
by RyoHazuki
The game is still ruined
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 5:38 pm
by kollex
Whitestar67 wrote:
Actually his city was protected by dr, raw, and lgnd. So which means it was protected til trio stepped in and killed it. Lair
Lair? I assume you are calling me a liar. Why? Because I forgot there was also a DR building on that map? Dropping the fact that it was not a part of blockade against TRIO, you are only proving my point - that after the allies were destroyed Ryo had no chance to stand on his own.
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 5:45 pm
by kollex
RyoHazuki wrote:The game is still ruined
The game just got better. A lot better, in fact. If you still can not see it after all my explanations, you are what I think you were from the point when you started the flood-attack on the upkeep feature - an elitist, blind to the fact that there are not yet established clans in game, that clan maps are a part of clan wars game feature and not a place to commemorate a particular person, that the system in place before these updates was supporting such a situation and that it had to go to be fair to everyone, and not just the oldest players in game.
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 5:47 pm
by RyoHazuki
Even if i'd have had a rock in my base and 8 members working furiously for 8 hours, I couldn't keep them from killing my buildings.
You give us 4x less damave on seiges now and 60something percent spell resist,
But that doesn't change the fact that people can just stand there all day with a seige weapon while they are fishing and you are sleeping.
Your view is naive kollex. I'm sorry to say, I can hardly believe you'e still defending that players of a game should be present 24/7 in order to keep their achievements.
This is unrealistic and nothing more than slavery, it wont last 5 minutes, you'll be changing the rules again once the maps are INEVITABLY clear again, there is no trust in the mod community and for that reason, I quit forgotten tales.
See how long my tower lasts, wont be long considering that it has no way of defending itself against seiges.
Re: Clan-related changes: Siege reworked
Posted: Mon Jun 13, 2016 5:54 pm
by Whitestar67
kollex wrote:Whitestar67 wrote:
Actually his city was protected by dr, raw, and lgnd. So which means it was protected til trio stepped in and killed it. Lair
Lair? I assume you are calling me a liar. Why? Because I forgot there was also a DR building on that map? Dropping the fact that it was not a part of blockade against TRIO, you are only proving my point - that after the allies were destroyed Ryo had no chance to stand on his own.
I was there before you even came there to try and save a raw building, now I don't care if I get banned on the forum, I'm proving that you are wrong