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Expand view Topic review: What does

Post by Orlor » Wed Jan 25, 2012 11:08 am

Oh I am still reading. I read every post on the forums.

The combination idea is an interesting one. That and having some sort of minimum troop amount per wave (percent of total forces) is another great idea I've seen regarding this. Keep these ideas for tweaking the Chaos feature coming as they do help us to narrow down ones internally.

Post by LSO » Wed Jan 25, 2012 5:11 am

Orlor, not sure if you are still reading this, but if you are here is a partial solution:

If chaos is detected then have the server do a clean up where non-scholar waves from the same city launched within X min of each other get combined into a single wave.

Yes, chaos would still be possible, but it would no longer be convenient to do..

Post by Stark Bledfast » Mon Jan 16, 2012 6:33 am

Ah, as I surmised then. Should be fixable through a different display design then. As with mails, a simple p****r that limits the display to, say, 10 attacks per screen. This should keep the device from crashing as well as keep the spam from being overwhelming. One could then cycle through their pages of attacks to determine what is valid and what is a fake. And the limit could be removed. *fingers crossed*

Post by Nutterboy » Mon Jan 16, 2012 5:50 am

The limit was at 40 because in earlier worlds when chaos was discovered you sent so many attacks that it overwhelmed the defenders inbox causing them to repetitively crash completely unable to play that world again. By limitingnattacks to 40 it meant that the attacks could be handled by the device and not destroy the gameplay for lots of users. The limit is now used as a defensive measure not offensive.

I used chaos for taking cities as it allows me a clean take over so neighbors can't send attacks and snipe a city

Post by Stark Bledfast » Sun Jan 15, 2012 9:04 am

I disagree that it is a good tactic. It's an effective tactic based around what I would call an unintended consequence of an artificial programming limit. A 'loophole' if you will.

I do agree though that it should not be.

Post by Bib123 » Sun Jan 15, 2012 6:49 am

It's a good tactic I guess.. But he's laughing at me behind a wall basically.. He had 2 40k villages and no defence so we attacked and next min it's chaos for 2 months.. Gzzz in other RPG,s you have to defend.. It's basic for any guild

Post by Stark Bledfast » Fri Jan 13, 2012 1:58 pm

Wow, don't even like that word? :) Bit overly strict in my opinion, but no worries.

Suggestions... other that removing the limit completely? First, I guess, I'd need to know why the 40 attack limit is in place. I assume the limit is there for either hardware purposes or aesthetics; ie., either Playmesh was having a problem with overload on their servers with people sending spam attacks, or players were using spam attacks as a way to confuse, and annoy, other players... ie., you'd log into your city and see 300 attacks at one of your cities, you'd click the down carrot to see when the attacks would hit and, 20 minutes later, your list would stop scrolling.

In the case of the former, not much to be done. In the case of the later, a better display would easily fix it (and then the limit could be removed). On the main city page with the carrots just display the nearest 5 or 10 attack times. If you go into the rally screen then you can segment movement by page... say 20 attacks per page, sorted by arrival time. This would be easy to plow through and disabling an enemy city through sheer spam would be removed.

If the limit will absolutely not be removed (and let's face it, raising the limit wouldn't matter. If people have the time to send 40 attacks per city to chaos a guild member, then they have the time to send 100 attacks per city to choas them. Or 200, etc. The limit wouldn't matter)...

One possible solution would be to create a sort of ad hoc rule set (this is messy so follow along carefully)...

First, we say that you can not attack a city that is owned by a guildmate... Fair enough, this rule actually already exists. Neat!

Next, when a player joins a guild we say that any city that they own can not be under attack by their (now) guild mates. This would be part of the joining a guild code... when a player joins the code grabs their city data and looks to see if any of their new guild mates have attacks sent to any of their cities. If so, "oh no!" We either change the attacks to support, or the attacks are cancelled automatically and they turn around and start marching back to their home city.

Now.. the above code is *only* triggered during a guild join. If 2 guild mates each attack the same city, and the first one conquers it, the second will still attack it. Why? Because the first guild mate did not leave and rejoin the guild upon conquering the city, so this bit of code was never triggered.

It's a bit of a hack, I admit. But it's about all I can think of to work around this. Some possible problems with it:

1. It will encourage people to do chaos not with their own guild, but with their sister guild. Granted, it is more difficult as sister guild communication is usually a lot worse than in-guild communication. But this would get around the above code.

2. It will encourage people to leave their guilds and be "guildless" guild members. Ie., a member in all but game code. While guildless their guild could chaos them until the cows come home. The drawback to this strategy would be that there would be no easy way to tell that they are a part of a guild so all other guilds might decide that they are easy pickings. Yes, they are still chaosed, but it might encourage more guilds to start hovering. As well, while guildless it will mean communication between the player and the guild will be difficult and disjointed.

Another possible addition to the above would be to put limits on leaving/joining a guild. Perhaps when you leave a guild you must wait 2-3 days to join another guild. Perhaps you can join a guild for free, but joining another guild costs resources (perhaps equal to 15% of the maximum holdings of your combined cities... ie., 10 cities with max warehouses would be 5 million resource capacity, and 15% would be 750k of each resource... Some pot could be created that you could dump funds into it until you hit your cost and then you could be allowed to join a new guild).

Basically some mechanism that slows down or prevents people from leaving/joining guilds rapidly, as this is the current flavor of the day for entering into chaos.

Like I said, everything has benefits and drawbacks. Balancing them, or deciding when a benefit outweighs a drawback, is for those that make the big bucks.

Good luck. :)

Post by Orlor » Fri Jan 13, 2012 12:44 pm

The Chaos mechanic is still one we are looking into. We are currently looking at a few different ways we can modify it in order to prevent people from sending out trains of 1 ram.

Any suggestions that you have regarding how we could change would be very helpful.

Post by Stark Bledfast » Fri Jan 13, 2012 12:16 pm

He can attack you because you aren't in chaos. Have someone in your guild leave your guild, send 40 attack waves at you, then rejoin. Voila, instant attack protection!

For maximum benefit, have it be someone from very far away; preferably in the 70-100 hour range by way of ram or ballista. Have them send only 1 ram or ballista per attack wave. You don't want to take any damage, just to fill your incoming attack counter.

And yes, this is very stupid. It's a very dumb sort of thing to do, in my opinion. But hey, it's currently legal and people are employing it. This is the sort of thing that might just have to break the game (ie., *everyone* does it) before it is fixed. I hope not, but I also have no intention of going into a fight playing by rules that my opponent doesn't. That's a good way to end up in a pool of your own blood.

*slight edit by Orlor

Post by Bib123 » Fri Jan 13, 2012 1:55 am

Its still stupid.. It's been about a month now and still chaos.. The fact is he can still attract us but we can't attack him.. Just the stupidest thing to ever hit valour

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