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Feedback Soccer Cup 2020

CrashBoom

Legend
I made my calculation based on space, you made your calculation based on the bonus value. Both are correct but they cover different aspects.

1. You have 4 squares. Either you can place 1 Rousoi Track with 2*3%=6% bonus or 4 lvl2 sentinel outposts (8 daly prizes) resulting 4*4=16% bonus which is 2,6x better but would require 8x more daily prizes on the same size.

2. You want 6% bonus then you can achive it with one Rousoi Track on 4 quares or with 3 sentinel outpost daily prizes on half of the space.
one thing is missing in the calculation
- sentinel outposts give nothing else
- the tracks give happiness

for comparison:
the pirate guard post gives 2% on 2x1 with happiness (in higher eras)
 

DeletedUser9024

Guest
I don't know what's wrong, but every time I try to update the Altar Garden (lv.4) to the Altar of Athena I get this message that says "an internal error occured".
 

xivarmy

Overlord
Perk Creator
% Defense is way better than % Attack for now so it is a good thing that InnoGames doesnt inflate that too quickly

% defense has been available for a much shorter time so people are less likely to have all they want of it. But that doesn't mean it's better.

If you're stacked on attack it'll take a long time before % defense does anything other than help trivial fights be even more trivial.

When you're fighting the tough fights where you're relying on your troops killing enough before they get 2 shot, it'll take defense at least as high as your attack to stop being 2-shot (and honestly significantly higher).

So no, inefficient buildings that add small amounts of defense much less efficiently than sentinel outposts are not *good* buildings imo. Sentinel outposts are interesting and I am trying to accumulate them, but I still don't know that even they are good (in theory I think they are in the right situations but all I've got is theory as my defense is still lower than my attack in all but my least advanced worlds).

I agree sentinel outposts were a mistake but a mistake mandated by the tactician tower mistake :p (i.e. the mistake being offering attack for defending army and defense for attacking army as event stats at all). I gather crossing that line was deemed necessary to stir interest in their economy though.

While I thought the % was too high at first, after extensive work on a damage calculator and thought experiments I believe the sentinel outpost % is at the right spot because % for % you need significantly more defense than attack to make a real difference on the hardest fights. And that their more recent offerings like the RtV and this track are better off ignored if this is the space efficiency you'll have to get most of your defense at (i.e. if the sentinel outpost didn't exist and these buildings were the only way to get defense outside of GBs, my recommendation would be to simply not get defense).
 

Thunderbummy

Marquis
I have said it before and will probably have to say it again since clearly the devs do not listen properly or rather "there are none as deaf as those that don't want to hear". FoE is supposedly a strategy based game and I really resent being offered multiple events where the outcome is solely based on chance. If I wanted to gamble, I would go to a casino therefore no diamonds from me on the live servers for events like this. Here, in the spirit of testing, I will happily spend the free diamonds but when Inno apply their famous percentage chance ethic, it is time for me to not waste money. I am sick to death of being told that the % chance of an item is correct because it resets after every use and if you don't get what you expected, it was just bad luck. Yesterday on a live server, I attacked A GBG sector 10 times with 4 siege camps in support. I wasn't at all surprised to end up with + 8 attrition despite the risk stated being 96% against even 1. When you play the odds like this Inno, I am not giving you my hard earned cash.
 

FalkeNr1

Farmer
i had 72% chance and still lost, i guess wrong players, but 72%? mmh
I think some of you sometimes forget how luck or randomness works. Don't get me wrong, I also think that there are way too many chances and percentages in this event. But it's completely normal to lose even with a 70% chance to win. Even multiple times in a row. I just created a fast little application that is doing the exact same as InGame. Calculating if you win or lose by a win chance of 70% and executing this for 1000 times. And the result is as expected. YES, there are many winning series with more than 10 wins in a row, BUT there are also multiple series with 3-7 losses in a row. That CAN happen. That is randomness.

Nevertheless, I think it's not a good idea to just copy all spots with chances of the previous events and paste them right next to it. Now you have at least doubled the spots where players could NOT WIN. And players will never mind when they win. They just mind when they NOT WIN. I love the idea to train my team before playing tournaments, but training has nothing to do with luck. The more you train the better you get. Why you have not revised the training field and taken out some spots where chances or luck are? Of course, maybe this means adjusting some other aspects of the training field too, but it would have been worth it.
 

Thunderdome

Emperor
So, seeing the new forum layout (feedback for it will be given at another time), I decided to come back "briefly" since I am transitioning from place to place and dealing with the C-19 mess the world's in.

So far, for this event, it's a twist on things. Not only you have to level up your team by obtaining cards, either through quests, buying them, or just by luck (don't think I would want to buy them so I am going to try my hand on just the other two) but you have to play them through with other players in order to win stuff (too bad there isn't a consolation prize for those that lose to be given out).

I am going to play for the duration of the event to see where I am going to go with this (as I know my live city was probably deleted due to inactivity). Might tickle my fancy a bit. Heh heh.
 

Azertonn

Merchant
Don't forget that four level 2 Sentinel Outposts also means obtaining four Outposts, plus four upgrades for them. That's 8 items needed compared to just one.

Fair point and I will conceded that that does mitigate the reduces percent some. However, for the tracks to have any value at all you need at least one end piece or both end pieces to reach max effectiveness. That is a BIG city foot print for a relatively small bonus.

Background:
Sentinel Tower and Olympic Treasury launched Defense for Attacking troops into the game.
Level 10 Olympic Treasury: 10 items, 20 squares, 10-26% bonus (depending on age), 0.5% to 1.3% per square depending on age.
Level 1 Sentinel Outpost: 1 item, 1 square, 2% bonus, 2% per square
Level 2 Sentinel Outpost: 2 items, 1 square, 4% bonus, 4% per square

Example 1:
Lvl 1 Carc, Lvl. Sphen, and one Rous only takes 3 items but 32 squares and only gives get 6% boost while attacking. At 0.187 % per square that is TERRIBLE space use for a fighter.

Example 2:
Lvl. 6 of Carc, Lvl. 1 Sphen, and one Rous takes 8 items and the same 32 squares and gives a sad 14-23% boost while attack. At 0.437% to 0.718% per square that is still does not mach the Treasury let alone the Towers in terms of space use for a fighter.

Example 3:
Lvl. 6 of Carc, Lvl. 1 Sphen, and TEN Rous takes 17 items and the same 68 squares and gives a respectable 68-76% boost while attack. At 1% to 1.117% per square that is still not meeting the Treasury baseline and serious fighters would be better off pursuing Lvl 1 sentinels.

If you upgrade the other side you get benefits but not attack related and it takes even more items to get. It takes 17 items to get close to the Treasury's space efficiency for a fighter and the Treasury only took 10 items. I am not saying this is a BAD building for a fighter if they can get enough Rous Tracks in, but surely is not super exciting. After a series of disappointing event rewards for a fighter trying to maximize their fighting prowess I was seriously hoping for something more inspiring then this. Especially when you add the complexity of the event.

If they increased the defense to attacking troops by just 1% for the Rous track it would dramatically improve the desirability and place it on a more competitive level with the Olympic Treasury.

I apologize for the excessively long post.
 

Azertonn

Merchant
The worst part about this forum is that people bring up the outlier buildings as the norm. (No, 0.5 FP per tile isn't an average building, no 4% defense per tile is NOT the norm)

InnoGames realized that Sentinel outposts were a mistake, they are way too strong. a 1x4 building that provides 3% defense boost is a decent building.

% Defense is way better than % Attack for now so it is a good thing that InnoGames doesnt inflate that too quickly

Surely you are right. However by your own logic this event building is amazing for an FP focused play and mediocre at best for an attack focused player.
Most would agree that the 1FP/4squares is the "norm" for FP production and the FP track is double that. If you reference my recent, lengthy, post I compare the Defense while attacking track to The Olympic Treasure as a more reasonable "norm" and this new one still does not measure up.
 

VDani

Farmer
that's all great -and excuse me for saying this-, but i don't think we should be talking about battle strategies and which def-for-att building is the best and why, and if there's even a need for that. i'm pretty sure the devs will not change that value of the buildings, definitely not drastically. it will not be the best of its kind but still good (just like almost all event buildings the past year, no problem with that actually) and by all means, much better than the good old goods-medals-5fps combo.

and yes, most of Europe calls soccer football. i know it doesn't make sense, since it's a ball that goes around by touching people's feet. :rolleyes:

anyway, i was wondering if there's really a need for playing against other players in the tournament mode, i mean it's practically like playing against npc's, then why not do it with npc's? you play a match against the people on your list of three, but they have no means of creating their own defense team, they don't even know if they had a match, they have nothing to lose or gain by being virtually attacked, what's the point then? it kinda feels like the designers thought 'it should be npcs there but this way it seems more fun i guess? plus i think we are already using all the RNGs there are in Hamburg.'
 

Borowski

Squire
nice idea with this event set building with multiple lvlup options somehow.
but honestly at first sight i dont like the panini-stuff - all this time invest just for the league? (only 10 player will get those extra rewards, right? so let's forget about that...) i'm not sure if i'm really gonna do this...

by the way: league table shows energy drinks what is wrong. if i got everything right, it should be this star-thing (picture on the right)

hehK9Qa.png
 

DeletedUser9608

Guest
Somehow I have 2 Sphendrome level 1s, without having any upgrades for it. This is not the usual way event prizes work. Is it an error?
 
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