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 Post subject: game cliques
PostPosted: Mon Jan 30, 2012 21:01 
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Joined: Tue May 05, 2009 02:09
Posts: 5
Am I the only one here that thinks this game is kind of cliquey? Players are only ever concerned with the other players that are in their same land size/NW. a player at 100,000 NW and 1,000 land doesn't worry at all about a player at 50,000 NW with 600 land, and neither are they concerned with players that are at 300,000 NW with 2,500 land. Also, the more elite players form packs and play against others that are similar to them with respect to experience and power. This sort of thing i think really distances players and creates multiple different games within the one, and it sort of holds back the possibility of a much greater gaming community, which in my opinion, separates a good game from a great game.

I see proof in this when I go to the global council and see that threads have hundreds of views but only a few people dominating the actual posts in the threads. This includes me, I have played several rounds of this and for the most part I really haven't participated in the global council until this post here.
so i propose that something should be done to more so bind the players together in a way that doesn't allow the larger players to completely ignore the smaller players or the people that started late, and vice versa.

I really only have one idea on how to do this, but I'm hoping that this strikes up a conversation with a few ideas.
Mine is that there should be some casualties on the defensive side even when bouncing an attack. This could allow smaller realms to collaborate in taking down a target by weakening them first, and would therefore force players to consider EVERY player and not just the ones similar in size and power. There are some problems with this idea I admit: powerful players may be spammed with lots of bounces to weaken them, and it could also promote cheating by giving incentive for realms to work together. Buuut it's still something that I think could be considered.

*Disclaimer* I don't think that this game has huge problem with its community, the people who are involved are well involved. I just think things can always be better :mrgreen:

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 Post subject: Re: game cliques
PostPosted: Tue Jan 31, 2012 15:23 
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Joined: Wed Dec 10, 2008 17:13
Posts: 1564
You have some interesting ideas here, i do agree it would be cool if we could bind different groups more together.

Your suggestion is already implemented however, as long as you are not in a 30 man realm anyway. With war there are defensive casualties on failed attacks. It might not be exactly what you wanted though. If i remember correctly it is 2% of the sent raw op, which can be a lot on the top levels of the game (making an impossible target possible) but really not enough to let smaller players cooperate to hit a top target.
Since it already is a pretty powerful tool at top levels i dont think it can be made any more powerful though, so it will likely never be made into a tool that can be used by less experienced players more than on very rare occasions.


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 Post subject: Re: game cliques
PostPosted: Thu Feb 02, 2012 04:18 
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Development Team Spokesperson
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
There is absolutely different stages of the game, mcgeeal.

Making every kingdom in the game a threat to every kingdom is game is quite scary. First off, it's impossible to watch what every kingdom in the game is doing. Especially with packs reduced to 4. A positive aspect of the game is the value to information. Though, if your suggestion, it would be impossible to determine if a kingdom will "raze" you through official scouting. That type of information would come more from the "political" stances of the kingdoms. So the concern about players focusing on kingdoms within their land ranges will still remain.

Cool connection to why many players act the way they do. (Disclaimer: I am a veteran player.) Experienced players will want to only pack with other Experienced players. That severally slows the incoming players skill growth. The current pack/realm systems allow players the choice to never have to deal with playing with someone they do not want to. It also helps eliminate "realm hopping", which was a (loudly) voiced concern at the time.

In the old system, a brand new player could random into a realm with up to 6 veterans. In this scenario, the veterans are forced into positively helping this player. So every round, there was the chance that the game would gain a few followers. But at the same time, the top level of the game suffered from veteran cheaters who would "realm hop" into veteran packs, making a 7 or 8 pack instead of 6 packs.

The ultimate decision was to help the top level of play. But do not forget the new features the current pack system brought, though. Allowing motivated and active players in an inactive realm to search and join an active realm.


Back to the "raze" feature you suggest. Obviously, there is the cheating and spamming problem the top level would get. But there are ways for the top level to abuse this new feature as well. They could bully the lower end of the top tier by pushing their economic and military advantage even further. Also, this does have an obvious point of race favoritism. (I am not apposed to such things.) Low casualty rates would be significantly more important.

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