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Making game viable for the non-whale players Part 1

Wed Aug 23, 2017 3:35 am

Please note these are suggestions to make the game enjoyable/fair for the non-whale characters.

*Non-whale characters include play-for-free players and those that make occasional purchases like the monthly subscription, heroes, and sometimes resources. *Whales of course are players that pay to win making constant money purchases or large purchases from time to time in order to dominate the server.

1) Set limitations on dueling.

THE PROBLEM - High level players run around the server dueling low level players. Some run around hunting down lower level players for fun, others see a lower level player trying to get resources from the markets on the map, so they duel them to get those rare resources for themselves which they already have lots of compared to the lower level player.
If the lower level player agrees, they lose troops and all resources associated with getting those troops (elixir, gold, mithril, blood diamond, crystal, and most importantly TIME), get punished for an hour, lose energy for all heroes and possibly get heroes injured as well (depending on the level it could even take hours to heal these heroes), and of course the super long hospital wait times.

IF FIXED THEN - This is to avoid griefing or harassment (whole new topic to follow at a later date) on the servers.

POSSIBLE SOLUTIONS - Limit automatic duels to players within say 50k power of your level. If the higher level player is more than 50k in power over the lower level player, the lower level player can accept or avoid the duel at no penalty. However, the lower level player would have to actively deny the duel within 10 seconds or risk an automatic duel. So, pay attention! A lower level player can initiate a duel with a higher level player, in this case the duel would be automatic as well.

Initiating a duel SHOULD have an energy cost associated with it. Higher level players know that lower level players have much to lose even if they just run away (One energy point loss for all heroes). The higher level player loses nothing. All benefit to the high level player which is usually a whale.

Solution - the high level player should have some energy loss for initiating a duel, maybe not as much as running away, but at least some for balance. Possibly 3 energy points lost randomly among the higher level player's heroes.

A fun option would be a MOCK duel - where any player can duel another player at no energy and at no troop loss. The kingdom one is part of would not matter.

2) House hopping should be restricted.

THE PROBLEM - The high level whale will notice a lower level player sieging a city (most likely a ghost/dead city). The high level player will see an "opportunity" and will quickly quit their house and join the new house. They will do this during the siege, so that the lower level player can't tell the high level player joined the city. The low level player is "blind" during this 90 second period. With the current working of the revenge system, this make the high level player able to revenge the low level player as much as the high level player wants for the next 24 hours. Low level player has defenses destroyed and plundered thoroughly of all possible defenses. Once the damage is done, the high level player moves back to the original house they were part of and continues to look for future victims.

IF FIXED THEN - It would stop high level players from taking advantage of the system just to plunder low level players making them quit which kills servers and promotes bullying which is rampant in this game.

SOLUTION 1 - Put a timer in place to make it not worth it to House hop for the high level player or whale player in order for them to plunder to their heart's content a low level player. Say, it would take 24 hours (time chosen for the length of time given to revenge another player) from the time you leave a House to join a new one or some other reasonable period of time.

SOLUTION 2 - Put restrictions on joining a new House such as you can revenge if "YOUR CITY" (the high level player's that is) is attacked with the typical 24 hour timer, but can't assist a Housemate in your new House with a revenge on their castle until 24 hours have passed from the time you have joined this new house.

3. Revenge should be reasonable.

THE PROBLEM - Revenge is for a period of 24 hours and they themselves and their house can revenge as much as they want for 24 hours. A low level house will get crushed if they even attempt this on a high level player. However, the whale and high level player will take full advantage of this and fully plunder a low level player. Usually, the high level player will take out the defenses and take the better portion of the resources. Once the defense is gone, many times they have their lower level whales or alt characters plunder thereafter without having to worry about defenses. The high level player and whales get more resources, the low level player gets frustrated and quits.
Additionally, low level players or higher level non-whales in the weaker kingdoms (the ones the whales did not go to) do not have a city and thus have their castles at the base city. So, if they attack a city, they only damage walls (NO resources available). The higher level player and whales seem to ALWAYS have a city, so when they revenge they can plunder as much as they want. The strong get stronger while the weak get weaker, frustrate and quit.

IF FIXED THEN - The low level players would not be plundered thoroughly and have a chance to level and grow, giving them a much better experience than the bully always wins.

SOLUTION - One to One revenge. If you were revenged 3 times, you have 3 revenges you can use within a 24 hour period. So, for every time you are attacked by a player, you or your housemate can attack that player. Unlimited revenge is unreasonable and gives way to bullying. In this way, it promotes strategy to fight back. For example, I want to revenge this player and I have 3 revenges to work with, should I ask my housemate for help because they have some high defenses and then the other 2 revenges I will try myself?

SOLUTION - Reasonable revenge. If someone attacks you and can't take resources from you, as only they can damage your walls should be treated differently than if someone can attack you and can take resources (they have their own city and are not part of the starter/home city). So, an attack that only damages your walls and injures your troops, should allow a revenge only to damage their walls and injure their troops. On the other hand, an attack that damages your walls, injures your troops, and takes resources, should be able to damage their walls, injure their troops, and take their resources. Basically and eye for an eye NOT and eye for the whole body.

4. Deployed troops limits should be enforced.

THE PROBLEM - Whales especially love gold troops as it gives them a tremendous advantage in battle. They love it when they can go above their troops limits and deploy twice the amount of their gold troop limit on the battlefield. The average player does not have the means to do this and essentially, just gets crushed. Again forcing them to hate the game and wanting to quit.

IF FIXED THEN - Strategy, not sheer power will be a greater force in the game. More people will enjoy the game not just a few whales who will make it miserable for all the other players.

SOLUTION - Limit all deployed troops to their current troop limit for that type. If they can deploy a maximum of 100 gold troops units/value, then that is what they are limited to on the battlefield, no matter how many gold troops they have in their inventory/army.

5. Troop borrowing limits.

THE PROBLEM - High level characters and whales will loan a bunch of troops to their housemates. I have seen players that have been loaned so many gold troops that on the battlefield they have attack powers of close to 80k since 11 of their troop units are all gold and the rest high level silver. The average player at that level has maybe 25k to 30k. This is completely unfair and makes people want to quit when say a level 20 player gets challenged by a level 8 player with twice his battle field power do to loaned gold troops.

IF FIXED THEN - Balance the game more towards strategy than outright power. The majority of players will enjoy the game more.

SOLUTION - Limit borrowed troops units to TWO per player. The max that a single player can have loaned out to THAT player is TWO troop units (like two catapults or an archer and a healer unit). Again, it would be nice if deployment restrictions would hold true as well like as stated earlier. If one has a 100 gold troop unit/value that would be the maximum you can deploy on the battlefield for that type.
 
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