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PvP suggestion

39 Replies
nobody
22 June, 2017, 3:19 AM UTC

sison said:


nobody said:


as for making the distance smaller, not everyone wants to be that close to that many hungry pvpers.  and for those who coin, they just make the map smaller with speed ups.

another player made a suggestion of a pvp tournament area where it would be turn base tactics like chess.  they suggested a limit on the amount of troops you can use.


so i said, like a duel arena where you teleport your army to a specific dueling area.

i also said that plarium doesn't have a true rock paper scissors format,  the defense kinda pseudo addresses it, but you can't turnbase tactics with it.

i stated that with a number limit on troops it would just end up being bestiary vs. bestiary.

so what i suggested is a duel arena where you use rock paper scissors and terrain tactics within another map that you port your troops to.  i have also stated that the main map needs more resources and pve opportunities,  so that entering a duel arena would be fun and not game ending.  or just pvp on the main map for that matter .  if pvp is tough to find on the main map, it is because 1 or 2 engagements are game ending for most players.  i.e.  more resources needed to replenish losses.

i know that when plarium hears this, what they will hear is, i want another multiplier.

i try to understand what do you mean "rock papaer scissor",not sure what do you mean if you could make your suggestiong a little bit more clear no need more than 3 lines just a small help cause i am not completely sure


and the part with "engagement" i did nt catch these two parts to be specific

rock paper scissors in other games include, pikes are strong against cavalry but are weak towards archers because the pikes plunge into the horses and have reach to get knights,  they are however sitting ducks to a rain of arrows falling upon them.  so rock paper scissors creates the need to tactically chose which troops attack and at what time.  in a chronological attack.  factor in terrain and it actually becomes a strategy game.

another example of rock, paper, scissors would be mage advantage over melee, range over mage and melee over range.  of course range and mage always have an advantage based on distance attacks  and strong area of effect spells.

rock, paper, scissors is a game where paper covers rock and wins, rock smashes scissors and wins, scissor cuts paper and wins.  the outcome is due to knowing your opponent and their tendencies.  otherwise it is just random luck.  {or a slight hesitation}

engagements is just any battle.  if you put your whole defense on hamlets and a player wipes it out, so you revenge attack their castle and your entire offense is wiped out.  that would make your entire army wiped out in 2 engagements.  after building your army for 2 years, deciding you won't put another 2 years into rebuilding would make it game ending.
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sison
22 June, 2017, 11:18 AM UTC

nobody said:



rock paper scissors in other games include, pikes are strong against cavalry but are weak towards archers because the pikes plunge into the horses and have reach to get knights,  they are however sitting ducks to a rain of arrows falling upon them.  so rock paper scissors creates the need to tactically chose which troops attack and at what time.  in a chronological attack.  factor in terrain and it actually becomes a strategy game.

another example of rock, paper, scissors would be mage advantage over melee, range over mage and melee over range.  of course range and mage always have an advantage based on distance attacks  and strong area of effect spells.

rock, paper, scissors is a game where paper covers rock and wins, rock smashes scissors and wins, scissor cuts paper and wins.  the outcome is due to knowing your opponent and their tendencies.  otherwise it is just random luck.  {or a slight hesitation}

engagements is just any battle.  if you put your whole defense on hamlets and a player wipes it out, so you revenge attack their castle and your entire offense is wiped out.  that would make your entire army wiped out in 2 engagements.  after building your army for 2 years, deciding you won't put another 2 years into rebuilding would make it game ending.

ok you made it more clear,i dont have it completetely but i think you talk about a system you can predict enemie's troop,i mean if he has more best or occult etc so you chose the best type of unit  but i as i see you dont talk about troop only you talke about distance melee etc so generaly you talk about a sytem where you can set properties,,,well not sure since dont have it completely,,,,anyway about troop it snot very essential to predict the players if have more bestiary or occult or infanrty protection or offensive power


sorry if i underestimated a little bit your suggestion i am not completely sure if i caught it completely it so i dont take the responsibility to say i am on topic :)


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Oracle
22 June, 2017, 1:25 PM UTC

These conversation reminds me the time when someone said I am left wing, and tried to explain what that means. I still didn't get it. Sometimes is best to accept something than try to understand it. 


The game he mentions is a hand game of sort. You will see it among tourist in a movie when they decide which lion to poach. Or when American want to decide something sinister in a movie like which base to nuke. I only see it in movies. 


Lord Nobody has applied that game to our game. But instead of hands gestures unit type will be used instead. He explained how these arena game will work above

Gedleyihlekisa: Oracle the postremogeniture
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Snowgoon
22 June, 2017, 1:53 PM UTC

sison said:


As we all know pvp is dying

if you are looking for target it has been really hard to find one

Do you have the same problem about pvp

I would like you to elaborate

What you mean is 'easy' target?


PvP is dying because defenders have been ignored for too long - it is much easier to hide in catacombs or activate protection spells

Defenders get wiped out and receive much lower rewards, so what is the point of trying to defend?

Firebombs, overwhelming offense and siege mechanics have killed PvP


Let PvP die

Hanging on in quiet desperation is the English way - Pink Floyd - http://prnt.sc/dv923b
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sison
22 June, 2017, 1:55 PM UTC
Snowgoon said:


I would like you to elaborate

What you mean is 'easy' target?


PvP is dying because defenders have been ignored for too long - it is much easier to hide in catacombs or activate protection spells

Defenders get wiped out and receive much lower rewards, so what is the point of trying to defend?


Let PvP die

haha ok thats an option :)
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Snowgoon
22 June, 2017, 2:00 PM UTC

sison said:


Snowgoon said:



I would like you to elaborate

What you mean is 'easy' target?


Let PvP die

haha ok thats an option :)

or restore the BALANCE

p,s, You answered while I was editing, so maybe missed the main points
Hanging on in quiet desperation is the English way - Pink Floyd - http://prnt.sc/dv923b
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sison
22 June, 2017, 2:07 PM UTC
Snowgoon said:

sison said:


Snowgoon said:



I would like you to elaborate

What you mean is 'easy' target?


Let PvP die

haha ok thats an option :)

or restore the BALANCE

p,s, You answered while I was editing, so maybe missed the main points
ow yea just saw it,it is tr,uth what you said but its not essential,yea many time coiners destroy the game balance true,it depends of course what enemies you chose,anywa thats a fact about coiner and negative pints during pvp when they hit you
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Snowgoon
22 June, 2017, 2:12 PM UTC

sison said:


ow yea just saw it,it is tr,uth what you said but its not essential,yea many time coiners destroy the game balance true,it depends of course what enemies you chose,anywa thats a fact about coiner and negative pints during pvp when they hit you

We saw exactly the same type of problems when they added Hamlets

It started fine, but then attackers sent massive armies and killed the goose that laid the golden eggs


Only a fool or a coiner will now attempt to defend hamlets

One solution would be to review ALL Force Limits to prevent attacks by mega coiners

Hanging on in quiet desperation is the English way - Pink Floyd - http://prnt.sc/dv923b
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Oracle
22 June, 2017, 2:17 PM UTC

I think is time we introduce ally attacks. Especially on Hamlets and castles. These feature will balance the game, especially in the untamed land. 


Up to forty allies attacking a Hamlet, or joining together in defense of Hamlet. Or jointly attacking a castle.

Gedleyihlekisa: Oracle the postremogeniture
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sison
22 June, 2017, 2:17 PM UTC

Snowgoon said:



We saw exactly the same type of problems when they added Hamlets

It started fine, but then attackers sent massive armies and killed the goose that laid the golden eggs


Only a fool or a coiner will now attempt to defend hamlets

One solution would be to review Force Limits to prevent attacks by mega coiners

right ,i did that mistake sometimes so i know what do you mean, on the other hand thats i good way to understand players how pvp works


this is an extrem example but it helps you to avoid something like that,it also teach you that hug force vs small force is wrong tactic to gain pvp


so alhtough i am here for 2 years the last months i noticed that fact of pvp so it is a good lesson for the no coiners like me


we should find players closer to our force that was one of the ideas i would like to pass from this post although i did many thing in a wrong way,anyway i try :)
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Snowgoon
22 June, 2017, 6:14 PM UTC

Oracle said:


I think is time we introduce ally attacks. Especially on Hamlets and castles. These feature will balance the game, especially in the untamed land. 


Up to forty allies attacking a Hamlet, or joining together in defense of Hamlet. Or jointly attacking a castle.

That would make the situation worse, not better

3 players can attack a settlement, beacon or fortress .... and we have seen the devastation which follows

Hanging on in quiet desperation is the English way - Pink Floyd - http://prnt.sc/dv923b
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Jezebel
23 June, 2017, 12:43 AM UTC

Beacons have become the main source of PVP for a lot of players - to be honest I hardly do any PVP at all lately because yes its too time consuming to send out a lot of spy missions to find it


Catacombs to level 26 you will not even find builds anymore 
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Lord Mark
23 June, 2017, 6:01 AM UTC

https://prnt.sc/fmmpde

My last PVP :)


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Oracle
23 June, 2017, 9:07 AM UTC

Lord Mark said:


https://prnt.sc/fmmpde

My last PVP :)


I always thought that 10-50 K was the most profitable. I guise 50 k is not that bad. 


That is awesome job.  

Gedleyihlekisa: Oracle the postremogeniture
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sison
23 June, 2017, 12:53 PM UTC

Jezebel said:


Beacons have become the main source of PVP for a lot of players - to be honest I hardly do any PVP at all lately because yes its too time consuming to send out a lot of spy missions to find it


Catacombs to level 26 you will not even find builds anymore 

unfortunately a pvp game has turned into a massive deffense action or things like that,unfortunately there in no mood to play the players neither orginization to gather the players who want to play in a better way


thanks jez for positng  under my post your opinion always count and is intresting :)
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sison
23 June, 2017, 12:56 PM UTC

Lord Mark said:


https://prnt.sc/fmmpde

My last PVP :)


good example but its not enough to me just a screenshoot ,when you present a pvp report players want all your backround untill you reach there,how did you do that score  and which tournament was this one


next time do it better :)
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Skycooldude
23 June, 2017, 5:19 PM UTC

pvp is a gamble for most players who do it offensively..\




IE.. you want to hit a beacon (lvl 1) or a hamlet... but you don't know whats in it and you can't spy it.  It could be 100k D... or 100 mil.. only those who know how to do strength tests properly (very few people) can really figure out if its worth hitting.


Thus.. you could lose 40k O and gain 100k O from rewards.. or lose 40 mil O and gain 100k O from rewards for those who blind hit hamlets/beacons


There are ways of getting pvp efficiently through using offence, but to do it you need to know how to do strength tests.. or have someone willing to read one for you..


and with that.. you need to be careful that they don't shift D quickly to it (I was hitting a 300k fortress... they shifted 150 mil into it and I lost 40 mil O) (very rare though)


with defense.... you have to know who your target is before you defend... since there are 1+ bil players now.. the wrong person hitting and you lose all D..


for those who want to do pvp efficiently.. its best that they start running tests..or join a league that knows how to do it already


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sison
23 June, 2017, 10:46 PM UTC

Skycooldude said:


pvp is a gamble for most players who do it offensively..\






IE.. you want to hit a beacon (lvl 1) or a hamlet... but you don't know whats in it and you can't spy it.  It could be 100k D... or 100 mil.. only those who know how to do strength tests properly (very few people) can really figure out if its worth hitting.





Thus.. you could lose 40k O and gain 100k O from rewards.. or lose 40 mil O and gain 100k O from rewards for those who blind hit hamlets/beacons




There are ways of getting pvp efficiently through using offence, but to do it you need to know how to do strength tests.. or have someone willing to read one for you..







and with that.. you need to be careful that they don't shift D quickly to it (I was hitting a 300k fortress... they shifted 150 mil into it and I lost 40 mil O) (very rare though)





with defense.... you have to know who your target is before you defend... since there are 1+ bil players now.. the wrong person hitting and you lose all D..



for those who want to do pvp efficiently.. its best that they start running tests..or join a league that knows how to do it already


great comment,over here you describe a fact anyone should count befor of any pvp action,also if you have some tips about how we can avoid huge losts it would be welcomed,here or in a seperated post,it would be great for the players and me also,the only sure is that big against small force is bad choice if you are the one with the small troop :)


thank you very much for your good comment
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Jezebel
29 June, 2017, 3:47 PM UTC

sison said:


Skycooldude said:


pvp is a gamble for most players who do it offensively..\






IE.. you want to hit a beacon (lvl 1) or a hamlet... but you don't know whats in it and you can't spy it.  It could be 100k D... or 100 mil.. only those who know how to do strength tests properly (very few people) can really figure out if its worth hitting.





Thus.. you could lose 40k O and gain 100k O from rewards.. or lose 40 mil O and gain 100k O from rewards for those who blind hit hamlets/beacons




There are ways of getting pvp efficiently through using offence, but to do it you need to know how to do strength tests.. or have someone willing to read one for you..







and with that.. you need to be careful that they don't shift D quickly to it (I was hitting a 300k fortress... they shifted 150 mil into it and I lost 40 mil O) (very rare though)





with defense.... you have to know who your target is before you defend... since there are 1+ bil players now.. the wrong person hitting and you lose all D..



for those who want to do pvp efficiently.. its best that they start running tests..or join a league that knows how to do it already


great comment,over here you describe a fact anyone should count befor of any pvp action,also if you have some tips about how we can avoid huge losts it would be welcomed,here or in a seperated post,it would be great for the players and me also,the only sure is that big against small force is bad choice if you are the one with the small troop :)


thank you very much for your good comment

use what you are willing to lose especially defending - a big mistake players make is going "all in" - be active in your league send trips if you see a spy mission send 150 - 300 k defense you may lose some troops but a reasonable amount and you will cause a bit of damage to the person hitting - be a team player include your members let everyone get some PVP a smaller player welcomes a chance to use a limited amount of troops to get some points 


for offense PVP know your targets - if you are not absolutely sure you can win then send sacrificial fodder units or just DON'T hit at all


you don't always have to WIN to be a winner 

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sison
29 June, 2017, 6:48 PM UTC

Jezebel said:



use what you are willing to lose especially defending - a big mistake players make is going "all in" - be active in your league send trips if you see a spy mission send 150 - 300 k defense you may lose some troops but a reasonable amount and you will cause a bit of damage to the person hitting - be a team player include your members let everyone get some PVP a smaller player welcomes a chance to use a limited amount of troops to get some points 


for offense PVP know your targets - if you are not absolutely sure you can win then send sacrificial fodder units or just DON'T hit at all


you don't always have to WIN to be a winner 

indeed jez,and avoid the big coiners i would add lol


thanks for sharing your personall experience with me and with us
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