Players should be able to stop attacks anytime before they land. Armies can do this in real life. Can't do it in Valor though. Who thought this was a good idea in the first place? The few minutes we have to pull an attack back is insufficient, considering the ratio of decision time to scholar travel time is minuscule.
This is my point: scholars, which are expensive and can be boosted with gold, take a long time to travel, often hours. If I see that my scholar escort is coming to a city that's changed hands since I launched, why shouldn't I be able to pull it back? Please don't tell me that this strategy would lead to abuse. Abuse is how "Chaos" is commonly used to prevent players from having options. Since it doesn't look like Chaos is going away anytime soon, at least let me save the scholar I worked for days on.
Can you tell I'm pretty peeved about having lost a scholar I launched 5 hours ago to Chaos?
Here's some other feedback for you. Experiences like this motivate me to stop playing. Especially now, I have resolved to stop spending gold on this game. Paying for an advantage isn't worth it if that advantage is never realized.
Stop Attack
Armies can do this real life cause they got radios and Internet...
In previous discussions, a new unit called the messenger was a popular idea.
Support, Truce, and third party scholars, can quickly change the situation.
The strategy in attacking is the risk to gain. If you can't handle the risk, don't attack.
In previous discussions, a new unit called the messenger was a popular idea.
Support, Truce, and third party scholars, can quickly change the situation.
The strategy in attacking is the risk to gain. If you can't handle the risk, don't attack.
Tooltip wrote:Armies can do this real life cause they got radios and Internet...
If I'm not mistaken, Valor and using the internet as a decision making tool are commonly linked, as evidenced by extracurricular "chaos" activities as well as the game's own built-in messaging system and e-mail.
So by that logic, Valor armies should be able to stop attack as well.
I meant in-continuity, with the willing the suspension of disbelief; from the settings of the story not the viewpoint of the player.
In ages past, armies could be communicated via coats of arms, signal fires, war horns or war drums. However distance was limited.
Since there are no messengers in the game...
In ages past, armies could be communicated via coats of arms, signal fires, war horns or war drums. However distance was limited.
Since there are no messengers in the game...
Tooltip wrote:If you can't handle the risk, don't attack.
Point taken. I would accept the ruin of dozens of hours of work if it were part of the game. However, I am saying that the reason my scholar escort died was because an exploit in the game (chaos) prevented me from trying to counter a change on the battlefield. The simple solution to this exploit is to allow armies to turn back.
But beyond that, perhaps the argument to be made is this: the chaos exploit in fact makes the risk to attack unbalanced against anyone who isn't using an outside piece of software. I very much doubt the Valor developers intended for this to happen...
Untill they balance chaos, preferably with a penalty, I like the risk as it is.
The excitement for me is in letting the all the dice land rather than scooping up the dice mid-roll.
Also, if you can cancel attacks, you could probably cancel support, since troops are troops. This would make fakes a lot less valuable.
The excitement for me is in letting the all the dice land rather than scooping up the dice mid-roll.
Also, if you can cancel attacks, you could probably cancel support, since troops are troops. This would make fakes a lot less valuable.
Don't get me wrong. I believe in buying into my bets. I am known to gamble, so the concept is not unfamiliar to me. But it's also true that I tend not to gamble on rigged tables.
The analogy of the dice roll is invalid because a player who calls chaos after winning a city is in fact taking another turn while the other player cannot. And here's the kicker: blocking the player from making a turn was not designed by the developer; it is an exploit. Why should one player get an extra turn when chaos is not the intent of the game maker?
So I simply disagree with you. Because I do not believe that this kind of rigging was meant to be be part of the game, I think the developers need to find a soluition when this exploit yields unintended consequences to paying customers.
The analogy of the dice roll is invalid because a player who calls chaos after winning a city is in fact taking another turn while the other player cannot. And here's the kicker: blocking the player from making a turn was not designed by the developer; it is an exploit. Why should one player get an extra turn when chaos is not the intent of the game maker?
So I simply disagree with you. Because I do not believe that this kind of rigging was meant to be be part of the game, I think the developers need to find a soluition when this exploit yields unintended consequences to paying customers.
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