Hi, Bullweed!
It's always nice to see that new players come here and share their experience. I have moved your thread to Game Discussion.
I'm sure that you've already noticed that this game is really hardcore, and it's hard to play, hard to compete, and hard to place in TOP.
That's why our players unite in Leagues, form Alliances, and find friends here. There's no such enemy which can't be beat with joint efforts.
I'm sure that our players can share some tips with youBiggest problem for new players is to log back in again to find whatever you built during off hours was destroyed. The auto catacomb scrolls you can buy for sapphires is a bad solution.
If units you make was just stuck in a queue and deliver system. Rather than arrive 1 by one into your castle as trained, it would been much better.
Do you have any solution for this issue? Maybe some tactics like leaving Defense outside, etc?Biggest problem for new players is to log back in again to find whatever you built during off hours was destroyed. The auto catacomb scrolls you can buy for sapphires is a bad solution.
If units you make was just stuck in a queue and deliver system. Rather than arrive 1 by one into your castle as trained, it would been much better.
Alyona Kolomiitseva said:
Gadheras said:
Do you have any solution for this issue? Maybe some tactics like leaving Defense outside, etc?Biggest problem for new players is to log back in again to find whatever you built during off hours was destroyed. The auto catacomb scrolls you can buy for sapphires is a bad solution.
If units you make was just stuck in a queue and deliver system. Rather than arrive 1 by one into your castle as trained, it would been much better.
Gadheras said:
Alyona Kolomiitseva said:
Gadheras said:
Do you have any solution for this issue? Maybe some tactics like leaving Defense outside, etc?-snip-
As a new player, leaving defence outside is not something you ever want to do. The only solution to this is really in the hands of plarium. The queue and deliver system I mentioned above as example.
I think a good option would be to have something similar to the novice protection, however, this would include a group of players lvl 30-50, say. That way, the people in this group could be somewhat on par with each other, at least more so than a lvl 70 coming by. It would also act similar to novice protection, in that if they attacked someone outside of the level range they could be raided by higher levels for a week, although at this point the protection would return. This would allow lower level players to participate in hitting league targets without having to sacrifice their protection forever. This would also give higher level players enough time to turn around and hit the lower level player that hit them.
This is something I've seen in another game, that did help players build up enough that they would have the knowledge, and necessary minimum power, to endure attacks from larger players.Inaginni said:
Gadheras said:
Alyona Kolomiitseva said:
Gadheras said:
Do you have any solution for this issue? Maybe some tactics like leaving Defense outside, etc?-snip-
As a new player, leaving defence outside is not something you ever want to do. The only solution to this is really in the hands of plarium. The queue and deliver system I mentioned above as example.I think a good option would be to have something similar to the novice protection, however, this would include a group of players lvl 30-50, say. That way, the people in this group could be somewhat on par with each other, at least more so than a lvl 70 coming by. It would also act similar to novice protection, in that if they attacked someone outside of the level range they could be raided by higher levels for a week, although at this point the protection would return. This would allow lower level players to participate in hitting league targets without having to sacrifice their protection forever. This would also give higher level players enough time to turn around and hit the lower level player that hit them.
This is something I've seen in another game, that did help players build up enough that they would have the knowledge, and necessary minimum power, to endure attacks from larger players.
Gadheras said:
Inaginni said:
I think a good option would be to have something similar to the novice protection, however, this would include a group of players lvl 30-50, say. That way, the people in this group could be somewhat on par with each other, at least more so than a lvl 70 coming by. It would also act similar to novice protection, in that if they attacked someone outside of the level range they could be raided by higher levels for a week, although at this point the protection would return. This would allow lower level players to participate in hitting league targets without having to sacrifice their protection forever. This would also give higher level players enough time to turn around and hit the lower level player that hit them.
This is something I've seen in another game, that did help players build up enough that they would have the knowledge, and necessary minimum power, to endure attacks from larger players.
Thats one way to kill the game.
Not sure how it would kill the game as it would make low level players (30-50) more likely to stay. And it would also allow high level players to retaliate against the, probably extremely weak by our standards, attack that the low level players initially sent. Pretty sure end game doesn't revolve around raiding them ;)
I guess you could be talking about how easy it is for high level players to profit off of hitting them, but I would say that piece of gameplay removes more players than it generates.
Although, thinking about it, it would have to not apply to players that have left the game, either through a log-in requirement to keep it going or perhaps a time limit, similar to novice protection.
Inaginni said:
Gadheras said:
Inaginni said:
I think a good option would be to have something similar to the novice protection, however, this would include a group of players lvl 30-50, say. That way, the people in this group could be somewhat on par with each other, at least more so than a lvl 70 coming by. It would also act similar to novice protection, in that if they attacked someone outside of the level range they could be raided by higher levels for a week, although at this point the protection would return. This would allow lower level players to participate in hitting league targets without having to sacrifice their protection forever. This would also give higher level players enough time to turn around and hit the lower level player that hit them.
This is something I've seen in another game, that did help players build up enough that they would have the knowledge, and necessary minimum power, to endure attacks from larger players.
Thats one way to kill the game.Not sure how it would kill the game as it would make low level players (30-50) more likely to stay. And it would also allow high level players to retaliate against the, probably extremely weak by our standards, attack that the low level players initially sent. Pretty sure end game doesn't revolve around raiding them ;)
I guess you could be talking about how easy it is for high level players to profit off of hitting them, but I would say that piece of gameplay removes more players than it generates.
Although, thinking about it, it would have to not apply to players that have left the game, either through a log-in requirement to keep it going or perhaps a time limit, similar to novice protection.
Gadheras said:
Inaginni said:
Gadheras said:
Inaginni said:
-snip
Thats one way to kill the game.Not sure how it would kill the game as it would make low level players (30-50) more likely to stay. And it would also allow high level players to retaliate against the, probably extremely weak by our standards, attack that the low level players initially sent. Pretty sure end game doesn't revolve around raiding them ;)
I guess you could be talking about how easy it is for high level players to profit off of hitting them, but I would say that piece of gameplay removes more players than it generates.
Although, thinking about it, it would have to not apply to players that have left the game, either through a log-in requirement to keep it going or perhaps a time limit, similar to novice protection.
You have 10 raids a day. Wanna bet how long until map riddled with protection bubbles. Siege rankings and such? forget that.
That's why I said it would have to distinguish between long agos and actives. There are enough long agos that I don't think anyone that places in seige actually chooses to seige actives.
As for the other rankings, I don't see how any of them would be affected. Even tribute rankings, the one possibly most likely affected, would not cause those that get in the top 10 to lose their position due to not being able to seige active lvl 50- players.The only way to give new players protection is to make them less attractive targets by putting an attack penalty on someone attacking a player of significantly lower level ... which would be crazy given the reality that a level 30 player could buy millions of troops, provoke a level 60 player into attacking, and then reap the benefit of an "equalizing" penalty and gain unfair advantage.
I would suggest that the best option is do your recruiting while you're online, level your catacomb and use it consistently, and keep your resources spent down by building constantly and upgrading scroll arts. You can increase your recruit speed with the obelisk and dragon, so concentrate on that. Joining a league is also a good idea - look for one that is willing to share information and help you learn.
It's possible to survive as a minnow in the shark tank if you play smart.
It's always a struggle when you start a game/server after it's in progress. You not only have the learning curve to overcome, you have the problem of being so much lower level than your neighbors. It's hard to keep up with veteran players, but it's worth sticking it out.time is time, if a alt is lv50 after 1 year is always a altThe only way to give new players protection is to make them less attractive targets by putting an attack penalty on someone attacking a player of significantly lower level ... which would be crazy given the reality that a level 30 player could buy millions of troops, provoke a level 60 player into attacking, and then reap the benefit of an "equalizing" penalty and gain unfair advantage.
I would suggest that the best option is do your recruiting while you're online, level your catacomb and use it consistently, and keep your resources spent down by building constantly and upgrading scroll arts. You can increase your recruit speed with the obelisk and dragon, so concentrate on that. Joining a league is also a good idea - look for one that is willing to share information and help you learn.
It's possible to survive as a minnow in the shark tank if you play smart.
Come on, guys. It's a hardcore strategy after all. You do risk if you train Units. And there's always a chance that they will be destroyed. It's a war game, and there are not so many nice people there who wouldn't attack you if you have some Offense outside.just because something is very expensive, doesnt make it hardcore.
Gadheras said:
Alyona Kolomiitseva said:
Come on, guys. It's a hardcore strategy after all. You do risk if you train Units. And there's always a chance that they will be destroyed. It's a war game, and there are not so many nice people there who wouldn't attack you if you have some Offense outside.just because something is very expensive, doesnt make it hardcore.
harcore mah .... i know something hardcore but certainly not this game
Alyona Kolomiitseva said:
Gadheras said:
Epic battles, possibility to loose all in one click, hard way to the top, a lot of enemies on all fronts - that's what makes it hardcore.
just because something is very expensive, doesnt make it hardcore.
Loose everything in one fight, is the biggest reason people quit play the game, because of the long climb back up. From a business point of view that seems just work against player/customer retention. Also the risk of loose everything is why there is no real epic fights, wars and such. Because as far as a game goes. Stormfall is like a loaded gun, with one bullet in the chamber, and once spent. You can call it hardcore, but as long as there is no easy way to throw yourself back into the fray again and keep fighting, it just wont become a good war game.
Around you? Well I got dead castles, I probably took part in make dead castles. I got bots, lots of bots. and I got a few larger active dudes I got a NAP with. Thats what close to me..
i remember when i first started on server 1, thinking how am ever going to hang with the big players. i got raided a lot. i wrote down the names of players i was going to have to deal with once i got big enough.
the best advice i can give is to have a long term strategy for this game. most of those people who are raiding you now, wont be playing the game by the time you are ready to defend yourself. this game doesnt have the best retention. so just be patience, keep building and wait for them to quit.
then you can focus on the defending/interacting with the rest of us long term players. i have found that through good communication, by the time i was ready to defend myself, i no longer needed too.
play wisely, with nobility and respect, make the right friends and you'll be fine.