What do we want to see in the NEXT Update?
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- Suggestion
- EN
- Scythe
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Actually, I have an interesting idea.... Imagine if you had it set up, where for every account that shares an ip, you lost 10% productivity... For gold and resource production. It would make it much more difficult to function with multi accounts, especially when you up the scale to max (which would have 0 productivity).
most people just use a vpn
this would only hurt those who are truely a different person
Quote from ScytheActually, I have an interesting idea.... Imagine if you had it set up, where for every account that shares an ip, you lost 10% productivity... For gold and resource production. It would make it much more difficult to function with multi accounts, especially when you up the scale to max (which would have 0 productivity).
This would only encourage people to use VPNs and such to avoid penalties whereas the people playing by the rules would get penalized. Those of us with several fully built accounts would have to delete them in order to access the full benefits as everyone else. And in the case of multiple people playing from the same IP address (for example, husband/wife teams), one of them would have to quit playing. No thanks.
Which could be preventable, should GF blacklist blocks of IPs owned by VPN companies. It's somewhat time consuming, but far more straightforward and intuitive than say, double entry accounting.
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I would like to see a way that we could actually talk, in real time, to the world as well as our alliance. put out universal needs for CT's etc, or just talk. Chat boxes are standard now for just about every game out there...why not IKARIAM?
I used to play regularly but I stopped for about 8 years...I am happy with the updates, but this one seems like a simple yet needed addition, I know that there is an "alliance chat" but you need to sign into it, or open it...its not as smooth as other games
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I would like to see a way that we could actually talk, in real time, to the world as well as our alliance. put out universal needs for CT's etc, or just talk. Chat boxes are standard now for just about every game out there...why not IKARIAM?
I used to play regularly but I stopped for about 8 years...I am happy with the updates, but this one seems like a simple yet needed addition, I know that there is an "alliance chat" but you need to sign into it, or open it...its not as smooth as other games
Well, that was handled via irc once upon a time... Now, it's via discord.
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I would like to see a way that we could actually talk, in real time, to the world as well as our alliance. put out universal needs for CT's etc, or just talk. Chat boxes are standard now for just about every game out there...why not IKARIAM?
I used to play regularly but I stopped for about 8 years...I am happy with the updates, but this one seems like a simple yet needed addition, I know that there is an "alliance chat" but you need to sign into it, or open it...its not as smooth as other games
Well, that was handled via irc once upon a time... Now, it's via discord.
yea, but problem with discord is you have to leave the game to chat there.
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I would like to see a way that we could actually talk, in real time, to the world as well as our alliance. put out universal needs for CT's etc, or just talk. Chat boxes are standard now for just about every game out there...why not IKARIAM?
I used to play regularly but I stopped for about 8 years...I am happy with the updates, but this one seems like a simple yet needed addition, I know that there is an "alliance chat" but you need to sign into it, or open it...its not as smooth as other games
Well, that was handled via irc once upon a time... Now, it's via discord.
yea, but problem with discord is you have to leave the game to chat there.
Depends on how many monitors you use, or how you divide your screen
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I would like to see a way that we could actually talk, in real time, to the world as well as our alliance. put out universal needs for CT's etc, or just talk. Chat boxes are standard now for just about every game out there...why not IKARIAM?
I used to play regularly but I stopped for about 8 years...I am happy with the updates, but this one seems like a simple yet needed addition, I know that there is an "alliance chat" but you need to sign into it, or open it...its not as smooth as other games
Well, that was handled via irc once upon a time... Now, it's via discord.
yea, but problem with discord is you have to leave the game to chat there.
Depends on how many monitors you use, or how you divide your screen
True, so I went on discord...is there a way to see your server only...otherwise its a waste of time...I was saying as an update include a world chat
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Actually, I have an interesting idea.... Imagine if you had it set up, where for every account that shares an ip, you lost 10% productivity... For gold and resource production. It would make it much more difficult to function with multi accounts, especially when you up the scale to max (which would have 0 productivity).
most people just use a vpn
this would only hurt those who are truely a different person
Quote from ScytheActually, I have an interesting idea.... Imagine if you had it set up, where for every account that shares an ip, you lost 10% productivity... For gold and resource production. It would make it much more difficult to function with multi accounts, especially when you up the scale to max (which would have 0 productivity).
This would only encourage people to use VPNs and such to avoid penalties whereas the people playing by the rules would get penalized. Those of us with several fully built accounts would have to delete them in order to access the full benefits as everyone else. And in the case of multiple people playing from the same IP address (for example, husband/wife teams), one of them would have to quit playing. No thanks.
Which could be preventable, should GF blacklist blocks of IPs owned by VPN companies. It's somewhat time consuming, but far more straightforward and intuitive than say, double entry accounting.
the do block them
but vpns just buy new ones
it's something that even giants like netflix cant stop, what gf could do? is just what it is
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Quote from Scythe
Which could be preventable, should GF blacklist blocks of IPs owned by VPN companies. It's somewhat time consuming, but far more straightforward and intuitive than say, double entry accounting.
I think this is highly unlikely to ever happen. But, punishing the people who don't use VPNs is certainly doable. I just would prefer they don't.
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It might also be interesting to see a new spy mission to open the gates, so if you get a spy into a town and succeed in opening the gates you could by pass the wall.
And how should this happen? The gate opening?
Nothing overly complex, you execute the spy mission and it sets up a 1hr timer trigger for the next attack on the town.
You would need to coordinate your spy with your attack obvious as the window is just 1 hr as not to leave the target vulnerable forever.I'd also like to see the wall take time to regenerate.. say 4 hours.
either completely or perhaps individual sections could regenerate every X minutes.
Inside battle or outside battle? There are people who abuse their walls by exceeding and shrinking the garrision limit all the time. Eventhough there are ways to counter such behaviour by strategy; in normal combats where you destroy the enemial wall somewhere in the middle of a large combat, the wall is broken for the rest of the battle. And normally, a combat doesnt last 4 hours if the enemy already has had a wall and if he doesnt have support in the background.
So the only thing you would gain with that proposal is to give advantages to people who always jump in front and jump behind the wall against people who dont know how to counter that (or who cant afford counter against jumpers).
I guess it would be rather better if in case of garrision exceeding there would be no wall at all. So the system would remind itself if the limit was exceeded at the beginning or not. If the limit is exceeded, the units go outside city to defend their town. And in an ongoing battle, they stay the battlefield they are. If the limit shrinks, they should stay outside the city. Imagine in an old knight battle in middle ages there were swordsman fighting each other and out of the sudden gods hands insta-put the defenders 500 meters behind the wall (against every physical law).
So we would end the jumpers and we would have a wall only if the limit is not exceeded. There would be still a possibility for the defender to choose if he wants to play with or without wall by defining the start number of soldiers in a battle. There already are enough pro-defender possibilities, so, lets end the wall jumping.
It would help in situations where you're repeatedly attacking the same person and they keep building a few units to make you chew the wall.. also fights can last a very long time with the wall up.. and yes people can manipulate the walls appearance with garrison limit.
Just to be clear the wall would not regenerate during fighting even if it lasted longer than the wall normally would take to rebuild that would be silly.
You sound like you've seen some fighting so you know how easy it is to delay an attacker with only a handful of units and a high wall.
Agree you should not be able to destroy people.. but I do think there is room to add punitive damages.
can someone tell me how you can punish ill behaving players who are happy to exist in a gold mode state? esp if it's an alt account.
There is no gold pillaging, and if you don't harvest resources there is nothing to take.
all occupying someones town does is cost you money in upkeep and the owner just loses half their pro/cons of their religion if their capital is occupied.
double the cost to produce units but if they are in gold mode and not fighting back that's pointless.
I'd like to see either gold pillaging reinstated and/or allow a certain % of their resource/gold to be siphoned off.
Maybe make it 5-10% per town.. so say you're in gold mode and I occupy a town I get 5-10% of your gold and resources from that town.
Something.. Im getting sick of the abuse with no recourse to deal with it, and bad behavior has only gotten worse with more multi accounts.
I agree that there should be something done against fully asocial players. Ikariam is a social game where the players have to work together even if they are enemies. Miracle-pullers should get punishments. But how?
Not in looting gold. But your suggestion to take the gold production of a city looks nice. But not 5 of the gold, 100%. So, if a town produces 2k gold/hr and gets occupied, lets give the occupyer 2k gold/hr.
Or, as an alternative: The town occupyer is somehow the "boss of the town", as in real life. So the town occupyer should have the possibility to manipulate the priest/researcher/worker numbers. In real life, as russians captured berlin 1945, they didnt clean the city from debris, they gave the berlin people a shovel and told them to dig. So as an occupyer, I want to tell the enemy town citizens what they should do. I want them to believe in the temple.
I actually agree with you but didn't think anyone would be on board with that number.
and anything is better than what it currently is. -
I'd like to find the combat times changed, I've been doing a sea battle since 4:30 AM and I'm only halfway through the work after 4 hours, you can't play it this way.
In my opinion , the first round should last 5 minutes and gradually going down the next ones until it lasts 1 minute per round.
So the first 5 min, the second 4 min, the third 3 min, the fourth 2 min, the fifth and the sucessive 1 min.
There is also a real, which cannot be charged for sleepless nights because of a game.
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agree, remember many sleepless nights during wars, and not always fun even when you're winning.
Im okay with 15min rounds, but maybe the battle fields need to be larger.. it would have the same effect as speeding up rounds.
If they reduce the round time I wouldn't want to see anything less than 5, because you do need a little time to decide a course of action.
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No it is already too much time devoted to one attack, 15 min to move the army from town to town, then the first five rounds add another 15 min, then to follow all the rest which can be exasperatingly long to be reached by even the farthest player on the server.
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Why don't we just do instant battles then.. like piracy.. i have more guys.. I win.. ez to understand.
That's me being sarcastic btw..
it's very difficult to do any sort of waving or maneuvering with 1min rounds unless you increase the travel time.
otherwise I need to plan 10-15 waves at a time even on the same island.. taking town AP into account what you're really asking is to get rid of waving or diminish it to such a degree we might as well go to instant battles.
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It would help in situations where you're repeatedly attacking the same person and they keep building a few units to make you chew the wall.. also fights can last a very long time with the wall up.. and yes people can manipulate the walls appearance with garrison limit.
Just to be clear the wall would not regenerate during fighting even if it lasted longer than the wall normally would take to rebuild that would be silly.
You sound like you've seen some fighting so you know how easy it is to delay an attacker with only a handful of units and a high wall.
I actually agree with you but didn't think anyone would be on board with that number.
and anything is better than what it currently is.I don't like this idea. Playing with the wall is part of the game strategy. If someone who is attacked by you, plays with you around the wall, means that the player is pretty active and wants to make use of a strategy so it will keep you away. You should just leave such players in peace, and let them be.
The idea of a spy opening the wall is not entirely bad, but it should not open the ENTIRE wall, but just the main gate (let say, just one slot. the one in center).
And, an hour is way too much, maybe just a few minutes window. You can coordinate that with an attack, while having the spies inside. Few minutes before the attack arrives you can start the spy missions and, if the mission succeeds, 1 slot is opened (let's be real, even in real case scenario, the wall just not magically disapears)
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the wall doesn't require a active player.
we can make it 10 seconds if it makes you feel better.
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I'd like to find the combat times changed, I've been doing a sea battle since 4:30 AM and I'm only halfway through the work after 4 hours, you can't play it this way.
In my opinion , the first round should last 5 minutes and gradually going down the next ones until it lasts 1 minute per round.
So the first 5 min, the second 4 min, the third 3 min, the fourth 2 min, the fifth and the sucessive 1 min.
There is also a real, which cannot be charged for sleepless nights because of a game.
Translated with http://www.DeepL.com/Translator (free version)
1min is too low
and it will lose the essence of the batlle
i rather have like it is now than just pile up ships
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the wall doesn't require a active player.
we can make it 10 seconds if it makes you feel better.
No, but banging on the wall over and over, requires an active player. And, if talking about inactive ones, once you killed his army, even a L40+ wall is easy to break with mortars in one round.
10 seconds is funny, but few minutes, when you can try several spy missions (in case some will fail), should be enough.
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It would help in situations where you're repeatedly attacking the same person and they keep building a few units to make you chew the wall.. also fights can last a very long time with the wall up.. and yes people can manipulate the walls appearance with garrison limit.
Just to be clear the wall would not regenerate during fighting even if it lasted longer than the wall normally would take to rebuild that would be silly.
You sound like you've seen some fighting so you know how easy it is to delay an attacker with only a handful of units and a high wall.
Ahh well, I misunderstood you then.
I'd like to find the combat times changed, I've been doing a sea battle since 4:30 AM and I'm only halfway through the work after 4 hours, you can't play it this way.
In my opinion , the first round should last 5 minutes and gradually going down the next ones until it lasts 1 minute per round.
So the first 5 min, the second 4 min, the third 3 min, the fourth 2 min, the fifth and the sucessive 1 min.
There is also a real, which cannot be charged for sleepless nights because of a game.
No. No. No. 15min rounds are okay how they are.
1. - Because it is possible to build armies that keep you save and at stalemate at least over some sleep hours.
2. - Because you need time to click and think about what you need in the next rounds.
3. - Because the units moving are late (so it would take for example 15 rounds to foresee what happens.
4. - And because it is already possible to shrink down the combat endurance. If both parties have large armies, they can fight parallel fights. It is normal at old servers that people fight parallel fights. And if you fight 8 seafights parallely, you need a) the time to maneuvre and b) it is 15/8=2 min per round already. So when you fight someone with a large fleet, just attack his wave cities.
I don't like this idea. Playing with the wall is part of the game strategy. If someone who is attacked by you, plays with you around the wall, means that the player is pretty active and wants to make use of a strategy so it will keep you away. You should just leave such players in peace, and let them be.
Well, and what you do if those people arent builders and you wanna take revenge on them? Well, there is a possibility to force those players to stop the jumping, but its expensive.
Lets just stick to the combat field which was in the first round. There, the active defender even has the possibility to choose the combat size. If he wants to fight with or without wall. But it should be forbidden to choose it every combat round.
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Part of the point of a Town Wall is to give the player and alliance time to react and move troops to defend. Personally I think walls should be much stronger: Mortars can breach a max level wall in one round (maybe only if Forged) and you need to have a level 31 or 32 wall to resist Forged Catapults.