DeletedUser2369
Guest
Hi all,
Been a while since Ive been in here, so I may have missed this being suggested.
I want to suggest the complete and total removal of the relocation feature. Bear with me here.
When this feature was first announced I immediately saw the short term benefits to me, as I was a larger player with multiple clusters. However in the long term I believe it removes strategy, instead making quantity the only important part of the game.
I will admit that since the feature was brought out I have played one world that has it, and have helped my housemate (being shown through their account to find strategies to help them be more successful, and giving other miscellaneous advice) in several other worlds.
Without relocation it took about 2 weeks to recruit a nuke, and only a certain portion of your villages would be recruiting them. So if I had 10 villages, I might get 5 nukes every 2 weeks (assuming a 50/50 split for offense to defense). similarly for defense.
With relocation, i can recruit offense in all my villages and relocate to my villages closest to where i want to fight. Not only does this mean that with 10 villages I can get my 5 nukes every week, but i can also get 1 nuke every ~34 hours (assuming that it took exactly 2 weeks to get a full nuke - i cant be bothered to get the precise math here, the point stands even if the numbers are off by a few hours).
If I am defending with say 8 villages against those 10 mentioned in the example above, id be able to get defense to match those 5 nukes a fortnight, and strategically place them to have a shot at winning, and use my nukes to get back at them, however I cannot defend 5 nukes a week, let alone a nuke every day and a half. Especially when those nuke will always come from the closest villages.
Before relocation I would know that if i killed the offense from the closest village that I could ignore the village as a threat for 2 weeks, and attacking other villages is equally damaging, maybe more damaging to my opponent. Now, taking any village other than the one where the attacks are coming from do relatively little damage to my opponent compared to taking the attacking village, which would naturally be stacked.
Essentially the relocation feature has screwed defense up, overpowered the most active players, and made fighting anyone even a little larger than you a bad idea, unless you are several times better than them in terms of skill. This is not even accounting for the fact that several players who add up to the same size as an opponent are still handicapped as they cannot relocate between all their vills.
I believe this feature to be one of the biggest reason for the current trend towards merge-to-win worlds, as there is no point in fighting the larger tribe which inevitably springs up in the core, filled with the bigger players.
I suggest at the very least that innogames tries one world where this feature is not available, and see how it goes.
Untill this feature is removed or drastically improved, this game is not worth my time. It frustrates me as this is the only game of the style that I have found that I enjoy.
Anyone have any counter arguments? Maybe someone who has more experience with the feature than I can point out elements I have not been aware of that makes this feature not as bad as I think it is. I am fully willing to be convinced that I am wrong, though it will need to be a very strong argument to do so.
--GRhin
Been a while since Ive been in here, so I may have missed this being suggested.
I want to suggest the complete and total removal of the relocation feature. Bear with me here.
When this feature was first announced I immediately saw the short term benefits to me, as I was a larger player with multiple clusters. However in the long term I believe it removes strategy, instead making quantity the only important part of the game.
I will admit that since the feature was brought out I have played one world that has it, and have helped my housemate (being shown through their account to find strategies to help them be more successful, and giving other miscellaneous advice) in several other worlds.
Without relocation it took about 2 weeks to recruit a nuke, and only a certain portion of your villages would be recruiting them. So if I had 10 villages, I might get 5 nukes every 2 weeks (assuming a 50/50 split for offense to defense). similarly for defense.
With relocation, i can recruit offense in all my villages and relocate to my villages closest to where i want to fight. Not only does this mean that with 10 villages I can get my 5 nukes every week, but i can also get 1 nuke every ~34 hours (assuming that it took exactly 2 weeks to get a full nuke - i cant be bothered to get the precise math here, the point stands even if the numbers are off by a few hours).
If I am defending with say 8 villages against those 10 mentioned in the example above, id be able to get defense to match those 5 nukes a fortnight, and strategically place them to have a shot at winning, and use my nukes to get back at them, however I cannot defend 5 nukes a week, let alone a nuke every day and a half. Especially when those nuke will always come from the closest villages.
Before relocation I would know that if i killed the offense from the closest village that I could ignore the village as a threat for 2 weeks, and attacking other villages is equally damaging, maybe more damaging to my opponent. Now, taking any village other than the one where the attacks are coming from do relatively little damage to my opponent compared to taking the attacking village, which would naturally be stacked.
Essentially the relocation feature has screwed defense up, overpowered the most active players, and made fighting anyone even a little larger than you a bad idea, unless you are several times better than them in terms of skill. This is not even accounting for the fact that several players who add up to the same size as an opponent are still handicapped as they cannot relocate between all their vills.
I believe this feature to be one of the biggest reason for the current trend towards merge-to-win worlds, as there is no point in fighting the larger tribe which inevitably springs up in the core, filled with the bigger players.
I suggest at the very least that innogames tries one world where this feature is not available, and see how it goes.
Untill this feature is removed or drastically improved, this game is not worth my time. It frustrates me as this is the only game of the style that I have found that I enjoy.
Anyone have any counter arguments? Maybe someone who has more experience with the feature than I can point out elements I have not been aware of that makes this feature not as bad as I think it is. I am fully willing to be convinced that I am wrong, though it will need to be a very strong argument to do so.
--GRhin