no loss of full FPsWith the removal of the level cap it will be possible that Great Buildings can produce more than 10 Forge Points which would be impossible to collect right now. Therefore more than 10 Forge Points can be collected now if the player has 10 or less Forge Points, also when using Forge Points from inventory (so no loss of Forge Points anymore). If the player already has more than 10 Forge Points collected he can not collect more.
no they are underpowered (at least the fighting part)... The new level up are not overpowered ...
we worked hard for the power last year: 150% attacking bonusif a player earns extremely power with them, he must worked very hard for them and then its right now
Ex, I want to grow Zeus GB, all my neighbors are in ME or PME, my guild the same..from where do I get plans?
Market
This is more of a suggestion. It would be great if we could have some sort of "extended market" where players could trade more "exclusive" items with each other. Currently I'm mostly thinking about blueprints, for instance if player A has gotten blueprint #3 to CDM and player B has gotten blueprint #5 to Alcatraz they can trade these blueprints with each other.
More things could be added to this market, for instance, medals, diamonds, FP-packages etc. What I mean with this market is simply a market that has no interaction with any bot-merchants at all, it's just the players that acts in this market, and here they would be able to trade things with each other. One more example, let's say that player A is looking for a final blueprint to Zeus, and player B has this blueprint. Then player A can put up a trade like [1 blueprint -> 100 diamonds]. Player A will get 100 diamonds from player B, and player B will get 1 blueprint for half the price.
...Also, apparently, there is now a 20-FP-cap für the bar?! Why? With Hagia Sophia, Castel del Monte and Cape Canaveral at high levels plus shrines and an advanced guild level it should be easy to surpass 30 FPs in one sweep. What good is that cap if accumulation stops at 10 anyway?
~Edit:
Ah, okay, byeordie. Never mind, then ^^
who knows ?Especially if you compare it to cap canaveral for example, you still win 1pf/level, thus the bonus increase remains the same.
...Also, apparently, there is now a 20-FP-cap für the bar?! Why? With Hagia Sophia, Castel del Monte and Cape Canaveral at high levels plus shrines and an advanced guild level it should be easy to surpass 30 FPs in one sweep. What good is that cap if accumulation stops at 10 anyway?
~Edit:
Ah, okay, byeordie. Never mind, then ^^
if it starts becoming a problem, they will probably implement a method to prevent overpowered players from attacking anyone who doesn't have, for instance, a score within a certain range. If I know anything about coding (and I do. I took a beginner course to computer science and programming via MIT open courseware), it should be easy to implement such a thing, assuming the project didn't get to be in too much disarray, was programmed efficiently to begin with, etc.• The Hall of Fame power output has been changed
ok, I can see how the need for the nerf can be expressed, although I don't specifically agree with it, but 2 questions remain
1) what of those players who bought diamonds to buy HoFs BECAUSE of their greatness, do they now deserve some sort of refund for the false advertising that got them to break out their wallets in the first place?
2) why is it that the amounts at each given level still seem to be out of balance, with several earlier ages benefitting from a significant gap over the previous age while later ages gaps are much smaller? ... I'd insist even if you believe the awards are too large that the balance still requires fixing into something more progressive and fluid
• Great Building Improvements
Improvements? seriously? lol where to start?
While I understand completely the need to generate revenue and encouraging serious diamond buying is your only source. This can be so totally abused as to unbalance the game entirely. I've seen it happen in other games where they threw off the balance with a money grab, generated serious short-term revenues while alienating the largest portion of the player base, with the majority of the player base gone the heavy cash players had no one to lord over and also vacated leaving revenue at 0. the game died. this has even been a trend amongst certain MMOs which has begged the question if it was intended, a last ditch cash grab before a planned closing of a project the developers no longer cared for .... Understanding that powerhouse players tend to group together let's explore some of the possibilities shall we. One of my favorites is the Alcatraz level (ungodly) producing hundreds of units per day. Several worlds already have trouble with 2-4 mil point players in level 10+? 15+? guilds holding vast swaths of the Iron Age GvG map. Younger or fledgling guilds often have serious difficulty competing and starting to level their guild (but the Hof now, yea not since the nerf ...) and this could make it nearly impossible for them. It becomes join with the powerhouse guilds or go away. A mechanism to stop players from competing on maps too far below their level could possibly prevent this however ... but is it worth the coding to implement if a simpler solution was present and available? Or perhaps players attaining all 3 combat buildings at level, oh lets say 100 dare not think 1000 , what's to prevent them from being able to (with their hundreds of free rogues per day) mash auto with a wicked grin and tear up 40-50 sectors by themselves in PME GvG in an hour or 2? Why have a plunder mechanism at all when with both defense GB at level 100+ and 100 watchfires you defense is completely impenetrable? Now combine all the above problems and tell me exactly how this is an improvement ... I can see clearly how it can generate revenue, but only in the short term, imo this implementation will be the beginning of the end. A wise man once told me that a locked door is only there to keep an honest man honest. I think the same can be said of caps.
no loss of full FPs
but we still lose half FPs
each time we reach 10 because we collect FP from any building the timer restart after spending them
good case: only a few minutes. bad case if you don't look at the timer almost an hour. so on average: half an hour.
even if you wait for the next full FP in the bar you lose that time on the building you want to collect.
so the timer should only stop and after spending the FPs continue from that point
no they are underpowered (at least the fighting part)
we worked hard for the power last year: 150% attacking bonus
then suddenly: 150% is 90%
now we need to reach level 49 on all 3 GBs to reach that power again
(assuming the increase of 1% every 2 levels. but it can be lower on higher levels and so we need even more levels)
don't cry over spilled milk. It is only half of a point and frankly if you are careful, it could even be that much on average. At least you don't lose anything more than at most half a point on average.
math is funnyAt least you don't lose anything more than at most half a point on average.