Posts by User12996

    I use Google Chrome now because several places no longer support FF.


    Yes, overall everything works fine but if watching diner water movie and you switch tabs the cinetheater will pause until you come back to the rab.


    If you stay too long on another tab, the game will session out an you will have to close the game tab and go back to the lobby tab to start a new game with new session

    You can have two browsers installed.


    It's more likely a YT change than Ikariam change.

    So far, all is well. I've made it to 4 towns which means I have a town for each of the initial resources.


    This also means it's time to graveyard, so I set my towns to gold mode and I'm going to graveyard them. I might graveyard a few times for more warps, but we'll see. I should also come back to a huge pile of gold for more trade ships, too.


    If I do graveyard for more warps, I'll probably do a pattern of "play during the 7d premium and then graveyard".

    This contradicts your entire statement of how they're coordinating it openly in Perseus' Discord. That implies, by default, that they aren't illegal multis.


    You can't prove that they're using VPNs, if you could, you'd do what I've been telling you: Report them to the GOs.


    A general bank does not imply someone was an illegal multi. A general bank coming out of vmode, being unable to sell troops, and needing to shed troops quickly attacking someone with the Hades miracle active isn't a violation, either.

    I have plenty of experience, but there's a huge difference between stating "You can ignore the IP sharing treaty" and "It's trivial to get two or more different IP addresses to pretend to be different players."


    I'm also extremely doubtful about the amount of illegal multis because of my own experience with the game. I taught my grandparents how to play the game and all they did once they had 4 towns was log on and donate to the sawmill because they were happy to help their grandson lol.


    I also had my whole World of Warcraft guild helping me, too, and based on your criteria for illegal multis, they would've fit the bill because all they did was log on and donate wood (once they had 4-6 established towns), build warehouses, list stuff on the trading post, or buy wood from me at the max price.

    IP sharing doesn't exit for nothing. If you think you can just get away with not using the IP sharing treaty, make two accounts and trade or attack yourself and see how quickly you get banned.

    If you don't IP share your multi and attack or interact with your other account, the system automatically detects it and forwards it to the GOs.


    That's the easiest way to get banned quickly. I dare you to try it and find out how fast it is.

    Again, Crow, what are you accusing them off? If someone built a general bank, and GF made general banks useless, they are going to use them to grind up offensive points.


    Currently, there's no rule against attacking someone who is using Hades, and on top of that, this is a short term problem as the general banks empty themselves out.


    I will say it would make a lot more sense for Hades to only work for the defender's units.


    If you think there's a pushing violation, it should be very easy to determine so just report the players.


    The account from yesterday is just grinding down his troops, he's already down to 750k generals.


    If it's "organized in the Perseus discord channel" that implies that there's at least 2 people coordinating it and thus it doesn't involve an illegal multi because it's more than one player.


    Again, take screenshots, post receipts.


    That does leave open the possibility of pushing, but I'm not familiar with the rules regarding Hades and pushing.


    But if you suspect pushing, you can use the "report player" in game.

    Give the defending side a greater advantage?

    The attacking side only has the power of surprise, it suffers a disadvantage in everything else.


    Unfortunately, it's clear from your comments that you don't understand and that you're full of *snip*. There's nothing wrong with that, it's a free world. You've said enough *snip*today, I'll let it go..

    Yes, the defender should have an even greater advantage. Why shouldn't it?


    Again, your suggestion of reducing the hp/attack of gyros is effectively the same as giving the balloons additional armor. You just don't like that additional armor benefits everyone more.


    I just always side with favoring the defender as they have to react to what the attacker is doing and more defensive options keeps players around longer.

    What bizarre theories? The issue is that in the current system, if gyros have enough attack upgrades, balloons don't attack at all.


    My suggestions are: give the balloons more armor (which forces gyros to get more attack upgrades) or let the balloons attack first, both of which solve the problem, albeit in different ways.


    Personally, I'd feel like it'd be even more interesting if combat went something like 25% of balloons attack, 25% of gyros attack (which may target balloons that already attacked), 25% of balloons attack, 25% of gyros attack, 25% of balloons attack, 25% of gyros attack, but that isn't currently supported in the combat system.


    I can see that as introducing more variance than most players would tolerate.

    The purpose of adding base armor to the balloons is because it increases the number of attack researches the gyros have to do to gap you so they can one shot all of your balloons.


    Giving the balloons 10 base armor means that gyros would need to have +7 your balloon defense instead of the current +5 to one shot all of them. This also fixes the cost tables, too, to balance out the costs a bit better.


    Nerfing gyro damage/hp does the same thing, effectively. For every 5 attack and hp the gyro loses, it's equivalent to giving the balloons 5 armor.


    Again, combat is currently designed to be gyro versus gyro and you have to exhaust your opponents gyros before sending your balloons in.


    I'd still say the more elegant solution is to allow balloons to shoot before gyros because it rewards active play.

    Currently, air combat is not balanced on land, if you haven't developed much, you don't know the combat tricks, it's a shame to explain it to you.

    His combat ability is inversely proportional to the number of comments he writes. Forget him.


    You are right: air combat is not balanced on land. And it's been that way for a long time, though, so I guess GF doesn't give a damn.

    LOL. Always with the insults.


    I know how the combat system works, but thanks. Again, I do feel like the game should favor the defender more which is why I suggested balloons shooting before gyros.

    I see that makes your statement a little clearer, which is unfortunately terrible in its current form, because it makes units and buildings useless.


    I think your suggestion is not a good approach, because then the balloon would always fire 30 cannons, and it would be unbalanced anyway.


    It would be enough to increase the base health a little, and the balloon would immediately be more usable for deployment in more situations, since it would also be usable in the old system.

    It would make combat more interesting because you couldn't just send your mortars until you got rid of all of the balloons, but I doubt it'd be popular.


    I don't believe the solution is more HP, either, if anything, it'd be making the armor upgrade for balloons cheaper or giving balloons some base armor.

    So, according to your argument, it's pointless to keep balloons. It's pointless to rotate steam giants. It's pointless to increase the wall, because in the air it's going to be giro vs giro anyway. When the opponent has 6000 giro and you don't have enough action points to deploy sharks, what's the point of these units in the game?

    Based on your modest approach, you fight with hoplites and gyros.

    You're not taking advantage of the real advantage of balloons that you should have in a battle, and you have no idea about it.


    Currently, air combat is not balanced on land, if you haven't developed much, you don't know the combat tricks, it's a shame to explain it to you.. :)

    I am pointing out that in the current state of the game, it's a gyro versus gyro world. I did not offer any solution to the problem.


    To me, the most obvious solution, is to change the firing order so balloons fire before gyros.