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Attack and Reinforce travel times

There have been many changes in this game already that have upset many of us players, and we eventually got over them. But this change will end up driving players away from the game, long time players and new players, defense and offense players.

The travel time to attack has been increased so much that it is just flat out boring, it should not take anyone 8 hours to attack. Reinforce times have also increased to the point defensive players can not reinforce, so even with slowing down the army attack time it is still causing an imbalance for defense time. When the maps get larger and more people play, alliance members will be even more spread out causing even longer reinforce times vs attack time.

I understand the Tavern was a bug, but it was a great thing in disguise, members could reinforce in a timely manner and attack times did not take the amount of hours as an entire workday... I honestly think the tavern should come back the way it was with a changed description.

I am really hoping others comment, not just a one sided "Despot vs Collect" but both sides, as these changes make it boring for everyone.

All in all, this is a game, We all want to enjoy it... I would hate to see the game lose so many players.

9 years ago Quote
9 years ago Quote

I agree with Barns.  As this game expands it will be ever more critical that players can make it between domains, either as reinforcers or attackers (regardless of politics) in an expeditious manner. 

Even if an alliance is strictly regional, the regions have become huge!  Probably the only way to reinforce timely is if an alliance is peninsular.  The continent we have now is the equivalent of the maps of the last two stages combined It seems.  I'm way up north with one hero and way down south with the other.  For me to attack anyone that is not an immediate neighbor I have to travel close to, and over 2 hours one way.  One travel time today would have taken me 3 hours 49 minutes one way; that's over 7 and a half hours just for one hit. I remember Arrivederci once said this is a game of proximity but as the map gets bigger and bigger and the ability to eliminate local competition one on one less possible the proximity aspect is nullified or removed altogether.  We are forced to join forces to remove the competition by attacking in groups, and not all members will be in the immediate vicinity of the target.  Likewise, not all of the target's friends and allies will be nearby to reinforce and provide assistance.

Even if attack of immediate neighbors is completed and the competition removed, what then?  People will look farther and farther away for attack points, stripes and trophies.  The trophies required for the war victory are numerous and you can't get them all from the five or six domains bordering you.  Travel is a must.

If you play one hero or even just two, that is a whole lot of downtime where nothing but building is getting done.  No quests, no puzzles, no caves, nothing.  That is pretty boring.  If not for chat there would be no reason to be online during that time.  And if you are not online you are not using special items to speed things up.  There is no reason to with your hero gone for an entire day.  Add to that the long meditation times and you could have a hero out of commission for a full 18 hours at a stretch at the higher levels and close to five or six hours plus at the lower levels.  I don't know about anyone else, but if I have to wait that long between gaming sessions I can see being tempted to do something else entirely.

In addition, the Taverns assisted us in going to the quest locations faster so we didn't have to set out on an hour or two hour journey just to go fight some mobs.

Perhaps the tavern change should be revisited and the travel times returned to the way they were.  At the very least, travel home from either reinforcing, quests or battle should be reduced if  the changes made to taverns and travel time made these past couple of updates are not reconsidered.

Edited 6 minutes later by .
9 years ago Quote
9 years ago Quote

I agree with both dbarns and Diana with nothing further to add except that the harder you keep making it to attack and defend you just might end up with a farming adventure game.

9 years ago Quote
9 years ago Quote

I am not sure of the point of all this changing of attack speed changing of defense speed. Those who need the assistance during an attack are not the ones who belong to an experienced alliance filled with players who know how to utilize this. It is the newer less experienced, un-allianced player who does not have the benefit of renaissance and industrial age water fleet reinforcements. By changing the ability for players to use the methods available to them you are changing the game - so that players will not seek out other strong players across the continent but instead attack those closer by. It won't be the despot alliance that the despots attack. Instead it will be the smaller more vulnerable who are within attacking range.

9 years ago Quote
9 years ago Quote

I appreciate all the efforts you are making to solve the reinforcement time problem. But after 2 updates, I must say it's still not solved.

Trying to solve that problem by giving us more time to react and not increasing units speed is making the game boring when we can reinforce and a huge long frustration when we can not.

9 years ago Quote
9 years ago Quote

I think every player in the game would prefer for the tavern to be reinstated as they were with a description change.

I do not understand your intent. Is it that someone can reinforce from anywhere on the map? 

Edited 1 minute later by .
9 years ago Quote
9 years ago Quote

So only 2 options now - Thanks Kyron  for your point of view here :-)   

1. defenders have time to send units to reinforce : the attacker(s) is(are) wiped out totally or partially, no surprise , no thrills, nothing ....boring 

2. defenders have no time or not online or are not intending to reinforce : the attacker will watch that snail for 1h ( grrr!) , then finally arrive in town and wipe out totally or partially the town....no surprise , no thrills, nothing...boring too.

9 years ago Quote
9 years ago Quote

As a collective, I am posting anonymously because I don't want to be tarred and feathered by my fellow collectives but I can't help agreeing that this time isn't working out the way you wanted it to.  There has to be a better way to move.  My members are scattered around the map and even we can't enjoy the speed of the tavern as we did before.  Our ability to reinforce has only been slightly helped by the efforts to slow down attackers.

9 years ago Quote
9 years ago Quote

Just for the record, this is the first alpha I have not played a collect hero, all the previous one I have played both.

I agree with just about everything that has been said here, the map has got bigger and bigger with each alpha with the result that players who may want to be in the same alliance, may be spread all over the map, add in that players may be in different time zones and it seems to be that there is a big problem with travel at the moment, both attacking and defending.

I appreciate that a 'bug' was found with the tavern and it was not functioning as was originally intended BUT it worked for the benefit of all players in my opinion. All players if they had a high level tavern could move quickly between their towns , dens and caves. Reinforcements could also be sent in a timely manner which I think helped the collectives as you had to be on line to know that reinforcements needed to be sent, so the quicker the better.

Slowing everything down just makes the game much more boring for everyone.

Can you not consider putting the tavern back to what it was before and also putting the awareness and slowdown back as well to re inject the fun back into the game?

9 years ago Quote
9 years ago Quote

Ok, I will change the awareness back from 3 to 2 (showdown multiplier will stay) and increase Tavern bonus from 10% to 15% per level. This should speed things up a little bit.

9 years ago Quote
9 years ago Quote
Reply to

Ok, I will change the awareness back from 3 to 2 (showdown multiplier will stay) and increase Tavern bonus from 10% to 15% per level. This should speed things up a little bit.

It doesn't.  Travel times are still ridiculously long for attacks, especially for inland targets.  And even more so for targets with crazy travel paths.

9 years ago Quote
9 years ago Quote
Reply to

Ok, I will change the awareness back from 3 to 2 (showdown multiplier will stay) and increase Tavern bonus from 10% to 15% per level. This should speed things up a little bit.

It doesn't.  Travel times are still ridiculously long for attacks, especially for inland targets.  And even more so for targets with crazy travel paths.

Agreed.  Hitting an inland town about 8 cells from the coast added over an hour to my travel time to the same hero.

9 years ago Quote
9 years ago Quote