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Rejected Proposals for improvement

  • Thread starter DeletedUser10302
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DeletedUser10302

Guest
Dear FOE animators.

We are a number of dedicated and loyal players of this great game and we wonder about our desire to continue our adventures with you.

But why, are you probably asking? You do however the maximum to enrich, to evolve the game, to make it more pleasant and more stimulating, the innovations are regular and ingenious often.

But, there is a mainspring essential to the game that no technical improvement or innovation can replace!

And I explain, for each player, the main engine is to win a day, to have a chance to win even temporarily victory.

And I come to the facts!

The GcG is today (in any case on Rugnir in the french worlds), dominated by the same guild for more than two years. There is no doubt that this guild includes good players, who have been able to optimize rules and flaws of the game, with the effect of locking all opportunities and envy for other guilds. Congratulations to them, but the characteristic of a championship or a competition whatever it is is to renew itself, to start again regularly, in fact, an eternal questioning


How to change and put back a little competition in the game?


We have different proposals:

1) The calculation of the resource cost of a seat or of the possession of a sector could be calculated not according to the sectors owned on the map of the age, but according to all the sectors at any age .

This will make the guilds hog the cards more expensive and give other guilds the means to pay (relatively) less for their implantation on an era.

This would enhance the role of the "farmers" and make their participation and strategy more essential to achieve the goal of winning guilds.

This modification could be (in a logic of test) put in place first in TA which is the "zone" of meeting all the guilds and whose resource is abundant (medals).

In a second, the extension of this practice may be extended to other ages.


2) The current rules allow guilds to forbid areas to other guilds (shields) and at the same time to reserve others (NPCs inland).

This has the effect of reducing the size of the card for all players and thus "spoil / spoiler the game The spirit seems to us contrary to the game, as a kind of practice of the" scorched earth ".

We propose that these sectors become landed for all guilds after a certain delay (1 day / 1 week to be defined). This could be reserved for ages in which military units are airborne (eg from the Modern). There would be both a coherence with the technologies, the strategies of these ages and the way to differentiate them from other ages.

3) We believe that alliances in the game must be valued and not be the result of secret dealings between guilds.

Declaring an ally for two guilds could result in benefits: like pooling the fighting, reducing the cost of resource exchanges or sharing victory points, but also disadvantages such as the impossibility of attacking to protect sectors and share loss of victory points (to be seen and defined) in order to thwart the exchanges of sectors between friendly guilds to protect themselves, and also the farming of champions or advanced troops (the two cancers of the game).


4) The strength of FOE is the interaction between players and between guilds.

We propose to set up a guild council by world (a bit like a UN council) in which a representative guild player would be mandated to discuss "the order of the world".

Guilds can be present according to the seniority criteria or the number of players who compose it, we could even give access to this organization through the guild level for example at the 30th release of the feature (UN)

We move from a logic purely "law of the jungle", ie war as the sole means of exchange between guild to a diplomatic logic.

This will not prevent a guild from preferring the war to the diplomatic path and so it would keep the aspect "playful fight" for those who prefer it. We are convinced that this will bring the game a unique dimension in the world of online social games.



5) We think that it is necessary to make the GcG a real confrontation of Guilds. That is to say, to avoid that fake guilds who are "kids" of the main guilds intervene in the game.

We therefore propose that the threshold of three members to intervene in the GcG game be restored. This would allow a real strategy of guile and not an optimization contrary to the spirit of the game.



All these proposals are first tracks but they must be discussed and modified before the game loses its interest definitely and for many of us.

Thank you for your feedback.


Nichoko from Nikailai Guild Bios
 
This suggestion has been closed. Votes are no longer accepted.

Sl8yer

Regent
It is not because there are changes in GvG that we can not propose others!

True, but how big do you think the chance is they will listen to those at the moment, while they are still figuring out how the curent changes will effect the game?

BTW, you still have 4 more guildmembers to support this.
 

DeletedUser10246

Guest
True, but how big do you think the chance is they will listen to those at the moment, while they are still figuring out how the curent changes will effect the game?
For example, the 6 changes (00h00, 04h00, 08h00, 12h00, 16h00, 20h00).
A maximum of people would have been concerned. why not apply them, test them?
 

Sl8yer

Regent
For example, the 6 changes (00h00, 04h00, 08h00, 12h00, 16h00, 20h00).
A maximum of people would have been concerned. why not apply them, test them?

It is a work in progress. They are testing their own ideas? No way they will devert from those just to please you.
 

DeletedUser10246

Guest
It is a work in progress. They are testing their own ideas? No way they will devert from those just to please you.
The goal of any company is to satisfy its customers and to please them.
the times when you could choose the color of your car, provided it is black (H.FORD), have disappeared. Let's go ahead and shake the beast
 

Natalia1

Squire
Folks your suggestions might be good, but they are very hard to understand. I really tried to read and follow what you are saying, but after one paragraph I just gave up. You need that proposal edited by someone who actually speaks English
 

DeletedUser10246

Guest
Folks your suggestions might be good, but they are very hard to understand. I really tried to read and follow what you are saying, but after one paragraph I just gave up. You need that proposal edited by someone who actually speaks English
ok, we'll try to do that
 

DeletedUser10246

Guest
Dear entertainers,

We are a significant group of players dedicated and loyal to this great game, thus we are wondering wether we shall continue our long-lasting journey with you.Maybe you are wondering why? You are doing also a lot in order to improve, upgrade, raise the interest and enhance our beloved game.

Innovations are coming at a regular pace for our best interest, they are usually highly appreciated.

Though there is a key element in the game which cannot be replaced by a technical or innovative element.

For each players, the goal is one day to have a taste, be it temporary touch of victory.

There I m coming to the facts,

The GvG is today, (at least on Rugnir in the French worlds), dominated by the same guild for more than 2 years now. Of course that guild includes talented players, who have been able to optimize the rules and breach of the game, but this has a consequence to lock any opportunities and will to go on for the other players.

Good for them, but a competition, at any level shall remain fair or the interest if fading.

How to change that and keep the game interest going on?

We have different proposals:

  1. The calculation of the cost in asset of a blockade or the possession of a sector could be calculated in relation to all the sectors, regardless of their age, instead of the age of the sectors on the map.
This will increase the cost of the map for the guilds, and would allow the other guild the possibility to pay less for a setup at a given era.

This would reinforce the role of the farmers and would increase their strategical value to reach the objective of getting guilds.


This modification could be (as a test) first setup in AA, which is the meeting area of all the guilds, with large amount of medals.

In a second stage, this modification could be applied to other era.


  1. The actual rules allow to the guilds to block some squares to other guilds (shields) and at the same time to book other squares. (NPC inside the lands)
This has a consequence of decreasing the size of the map and so the interest for all the players.

It seems to us opposite to the game spirit.


We propose that these sectors become “landed” for all the guilds after a given countdown in days/week, to be defined. This could be reserved for ages when military units are airborne.

(i.e. the Modern)

This would be aligned with the technology, the strategy of these ages, and a way to make them different from the other ages.



  1. We believe that alliances in the game must be evaluated I a way in order not to be the result of secret deals between guilds.
Being allied for two guilds could be of several advantages :

Gather the fights, decrease the costs of exchanged assets or share the victory points, but also inconveniences, such as no possibility to attack for sector protection, and share the loss of the victory points. This with the aim to block the exchange of sectors between friendly guilds that protect themselves, as well as the raise of champions or advanced troops. (the 2 game killings)



  1. The FOE strength lies in the communication between players and guilds.
We propose to create a “guild counsel” per world. Based like the U.N. assembly.

In which each guild would nominated her ambassador to discuss about the “world order”

Guilds could be elected in relation to their experience (senority) and the amount of members in the guild, or giving the access to the guild counsel after reaching a level. i.e. 30th.


We would then shift from a logical of anarchy, with the war as sole mean of exchange, to a logical of diplomacy.


This will not affect any guild to remain ion a war mode, and keep the entertainment intact, if it is the preferred way of action.


We are convinced this improvement will bring a new dimension within the online games.


  1. We think it is mandatory to use the GvG as a real guild ground of action.
Meaning to avoid “childrens” guild to act for their “parent” guilds.


We then submit that the stage of 3 members be re-effective agin, in order to act in the game.

That would allow a real strategy instead of going against the game spirit.



Above proposals are first trials and shall be discussed and commented, tried at least, before the game loses more of its interest for all of us here.


We remain available for your valuable feedback,


Kind regards,
 

Sl8yer

Regent
Dear entertainers,

We are a significant group of players dedicated and loyal to this great game, thus we are wondering wether we shall continue our long-lasting journey with you.Maybe you are wondering why? You are doing also a lot in order to improve, upgrade, raise the interest and enhance our beloved game.

Innovations are coming at a regular pace for our best interest, they are usually highly appreciated.

Though there is a key element in the game which cannot be replaced by a technical or innovative element.

For each players, the goal is one day to have a taste, be it temporary touch of victory.

There I m coming to the facts,

The GvG is today, (at least on Rugnir in the French worlds), dominated by the same guild for more than 2 years now. Of course that guild includes talented players, who have been able to optimize the rules and breach of the game, but this has a consequence to lock any opportunities and will to go on for the other players.

Good for them, but a competition, at any level shall remain fair or the interest if fading.

How to change that and keep the game interest going on?

We have different proposals:

  1. The calculation of the cost in asset of a blockade or the possession of a sector could be calculated in relation to all the sectors, regardless of their age, instead of the age of the sectors on the map.
This will increase the cost of the map for the guilds, and would allow the other guild the possibility to pay less for a setup at a given era.

This would reinforce the role of the farmers and would increase their strategical value to reach the objective of getting guilds.


This modification could be (as a test) first setup in AA, which is the meeting area of all the guilds, with large amount of medals.

In a second stage, this modification could be applied to other era.


  1. The actual rules allow to the guilds to block some squares to other guilds (shields) and at the same time to book other squares. (NPC inside the lands)
This has a consequence of decreasing the size of the map and so the interest for all the players.

It seems to us opposite to the game spirit.


We propose that these sectors become “landed” for all the guilds after a given countdown in days/week, to be defined. This could be reserved for ages when military units are airborne.

(i.e. the Modern)

This would be aligned with the technology, the strategy of these ages, and a way to make them different from the other ages.



  1. We believe that alliances in the game must be evaluated I a way in order not to be the result of secret deals between guilds.
Being allied for two guilds could be of several advantages :

Gather the fights, decrease the costs of exchanged assets or share the victory points, but also inconveniences, such as no possibility to attack for sector protection, and share the loss of the victory points. This with the aim to block the exchange of sectors between friendly guilds that protect themselves, as well as the raise of champions or advanced troops. (the 2 game killings)



  1. The FOE strength lies in the communication between players and guilds.
We propose to create a “guild counsel” per world. Based like the U.N. assembly.

In which each guild would nominated her ambassador to discuss about the “world order”

Guilds could be elected in relation to their experience (senority) and the amount of members in the guild, or giving the access to the guild counsel after reaching a level. i.e. 30th.


We would then shift from a logical of anarchy, with the war as sole mean of exchange, to a logical of diplomacy.


This will not affect any guild to remain ion a war mode, and keep the entertainment intact, if it is the preferred way of action.


We are convinced this improvement will bring a new dimension within the online games.


  1. We think it is mandatory to use the GvG as a real guild ground of action.
Meaning to avoid “childrens” guild to act for their “parent” guilds.


We then submit that the stage of 3 members be re-effective agin, in order to act in the game.

That would allow a real strategy instead of going against the game spirit.



Above proposals are first trials and shall be discussed and commented, tried at least, before the game loses more of its interest for all of us here.


We remain available for your valuable feedback,


Kind regards,

You can hardly call this much better. Why not put it on the French forum?
 
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