Hi guys,
Thanks for your feedback. Just to clarify, this isn't the bash EN thread, nor is it the bash Inno employees thread. Byeordie is right, I dont rule with an iron fist. You guys are here to help me test, and I respect that. However, I don't think it is appropriate for you to bring your misgivings about another community to my door. I'll clean this thread up after I get home, please refrain from spamming what can be exceedingly helpful threads with discussions about other communities.
Thanks
Richard
Sorry Sovereign
Ok, back to topic:
Watchfires and Monastery
InnoGames, I really think that you need to take the watchfires into consideration aswell. The Monastery is not a problem because every player can just aquire 1 at most. Therefore, I honestly think that you should include the monastery into GvG aswell, and also apply the fierce resistance to it, so that it will give +10% attack and +10% defense. Every player can just get one single of it anyway, so that will not cause any problems.
However, the watchfires will cause some problems. The GB change is very good, but it gets sort of "hurt" from the watchfires. If a player has +60% attack and defense from his GBs, and then some additional 30 watchfires, that player will have a total of +60% attack and +180% defense. That
is impossible to defeat when we just have +90% offensive boost. Don't misunderstand me; the GB change is really good, it's the watchfires that creates this imbalance!
A much better choice would be to:
- Change the watchfire bonus to something else; for instance reduced training or healing time etc.
- Offer some kind of refound for watchfires that are sold; for instance some combination of diamonds and medals etc.
In this case,
every player would be able to have a maximum of:
- +70% attack and defense when defeding (2 GBs á 3% @ 10 lvls + monastery 10%).
- +90% attack and defense when attacking (3 GBs á 3% @ 10 lvls).
GB Rebalancing
I think that if they are into this whole process of readjusting some of the GBs, I think that a smart idea would be to reconsider adjustment to a few more GBs. The problem here is that with the "static" system of GB bonuses, it's very hard to balance the production bonus. To solve this, I suggest a more "dynamic" production bonus
Example:
Colosseum gives 9 medals every 24 hour at level 1. In the iron age, that is actually a pretty large amount of medals, however, in later ages this bonus gets worse, actually much worse the longer away from iron age that we come. A solution to this would be to add a dynamic production bonus.
Dynamic production bonus:
Simply a bonus that scales depending on the difference between the GBs era and your era. Basicly every era would get a "GB coefficient" that is used to calculate the actual bonus. So for instance, Colosseum gives 9 medals every 24 hours in iron age, but in early middle age it is increased by 20% and in HMA it is increased by further 20%. Each GB has ofcourse an individual coefficient
Example (Colossuem):
Era | Bonus, level 1 (per day) | Bonus, level 10 (per day) |
BA | 9 medals | 32 medals |
IA | 9 medals | 32 medals |
EMA | 11 medals | 38 medals |
HMA | 13 medals | 46 medals |
LMA | 16 medals | 55 medals |
CA | 19 medals | 66 medals |
InA | 23 medals | 79 medals |
PE | 28 medals | 95 medals |
ME | 34 medals | 114 medals |
Edit:
Note that the dynamic bonus does not scale when you're in an earlier era than the GB is from. So if you are in BA when you build Colosseum, you'll recieve the same as you'd in IA. However, for every era after the GBs era, you'll get an addition increment