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Feedback Summer Event 2024

joyfulrider

Marquis
In the PVP Arena the age of the opponents is displayed but that does not mean that the player will be using units of that age in their defending army. Fight a player in AF, or OF, and chances are that you will face Hovers. My SAT defending army is 8 SAJM Gliders.
It's like telling,
"You are the father of the child but not the real father"
 

majorstrike

Merchant
In the PVP Arena the age of the opponents is displayed but that does not mean that the player will be using units of that age in their defending army. Fight a player in AF, or OF, and chances are that you will face Hovers. My SAT defending army is 8 SAJM Gliders.
Then why this is not considered as misleading. "It does not mean" no, it does mean that age player belongs to that age and player should battle against them. I got three choice of players in PvP, one is above my age, second is my age and third one is one age below my age. This three players classification doesn't make any sense. Is it added for fun?
 
Then why this is not considered as misleading. "It does not mean" no, it does mean that age player belongs to that age and player should battle against them. I got three choice of players in PvP, one is above my age, second is my age and third one is one age below my age. This three players classification doesn't make any sense. Is it added for fun?
There is nothing misleading at all. Just because a player is in a particular age does not mean that they will be using units from their age in their defending army. They can easily choose units from earlier ages or, in some instances, units from ages higher than the one that they are in. The same thing applies to city defense. My main city is in SAT but I use two bronze age Spearfighters for my city defense. I also have a city in Progressive Era where I use Oceanic Future Eels as defenders. I don't play in the PvP Towers but, if I recall correctly, players are limited to using only units assigned to the particular Tower's age. In the PVP Arena there are no restrictions on the age of the units used.
 
[...]I don't play in the PvP Towers but, if I recall correctly, players are limited to using only units assigned to the particular Tower's age. [...]
That is not strictly correct.
What happen is that the battle is counted in the tower of the age your unit are from. Rogues don't count since they have no age. Not sure what happen if you have troops from multiple ages, probably the highest one, but I never checked.
 
A proposed solution for win x battles without losing while GbG is off: make QI battle count for win/losses.

Added benefit incentivize QI participation.

BTW on one of the defeat x units I tried to use QI battles. It works, but in a strange way, the count seems off. If I won a battle against 5 or 7 enemies I see the counter go up by just 2 or 3 units in the task. I didn't notice it previously because usually I do many battles in a row, without checking the task after each battle.
Are QI battles not supposed to count at all for defeated units or is there a bug with the counter in the quest?
 
Difficult to follow what you are saying.

SAT?? I think it is space age titan, my in-game friends used in the conversation very recently (I Initially thought like Saturday) but which one you are mentioning I am not very sure.

NPC???

matchups???

Refreshing matchups???
Your oponent is usually a player in PvP arena.

There are a few exceptions:
  • In the higherst era (currently SAT) the hard enemy is an NPC because no player can be from one era above the maximum.
  • In EMA the easy enemy is from IA. Since player in IA cannot access PvP feature those are all NPC
  • In any era if there is only a small number of player or none* in that era you will occasionaly get NPC.

* enemy cannot be from your guild or your friends list. So add active PvP players from a specific era to your friend to reduce the list. If the server is not that active in PvP you can even get NPC quite frequently. You are never matched with players that were kicked out of PvP due to inactivity in the feature (2 weeks).
 

Kronan

Regent
I don't play in the PvP Towers but, if I recall correctly, players are limited to using only units assigned to the particular Tower's age.

Correct AFAIK, too. Let's say your townhall is Future. If you use all FE warriors to raid the hood, then you would be represented in the FE tower only.

However, if you have Arctic Future, or Oceanic Future warriors, and you use them offensively to raid the hood, then you will show up in the AF or OF tower for that fight, and not the FE tower. Same rule applies to GE, GbG fighting too.

So essentially, if ANY single warrior is higher than your townhall era or other warriors in your attacking 8 army, you show up in that warriors's era tower, regardless of the other 7. It takes the highest era warrior you have used in each fight you do, and that's which tower ranking you land in.
In the PVP Arena there are no restrictions on the age of the units used.

Correct, AFAIK, again. Mix and match all you want to make your 8. I've seen some people use the Native American warriors (Brave Warrior and Mounted Brave warrior) from the Industrial Era for their "LAST STAND" special attribute, while their townhall era is PME, or higher.
 

Deleted User - 57457

Guest
In addition to the definition you should provide proof that such definition does apply in the specific case.
Otherwise the discussion on the definition is irrelevant.

The definition you gave says there are three type of exploit:
  • using a bug - HAU doesn't seems to be a bug or it would have been fixed by now
  • using a glitch - HAU doesn't seems to be a glitch. Exception someone is using HAU (=Hover Tank!) in IA / EMA, but it was not replicated consistengly. It might apply to those cases
  • using elemts [...] not intended by game's designed - could be if you can show proof of what game designer intended, like some offical response on HAU complain.

HAU are a fact of the game and you should take it into account.
  • If you are in an eraly era (up to CA) you can expect people from your era to have units from the next one. -> maybe attack only previous era adversaries when you cannot loose.
  • If you attack someone from InA to OF (I'm not sure where it stops) expect some people to OF troops. -> move fast in the eras or do HAU so you have the same advantage
  • If you are VF or above there are no HAU to have, except from the new event buildings (for now light and fast unit only). -> attack only previous era adveraries when you cannot loose.

BTW the HAU are not 10x stronger they have attack that are not over 100 and your troops should have 20 or even 40. So x2 to x5 depending on your era and troop choice. They do have abilities that can make a huge difference, hence manual combat vs automation. Get a bigger A/D bonus.

I don't see anyone complaining when PvP enemes have lower era units or an incomplete roster.

Another reason not to age up too much is that medals costs is lower for additional attempt. And each Rival seems to require us to buy more and more GE and PvP attempts.

I would like to see more balancing between the number of doubloons provided in the rush quests vs the daily quests. I think the rush quest amount is too low, even if the total isn't bad.
Very well let's break it down:

Intentions: the devs where designing the game with the intention to grand acces to units from 8 ages ahead. If a very specific steps where undertaken and followed w/o the slightest deviation from it..? Hmmm, sure, sure let's ignore the logic and demand a written and signed Q&A from the devs handed over by @Juber if getting advanced units where intentional game design or not. It's very obviously not intentionally but having a low priority if any to be patched. Much like the CF situation which got only patched many years later with the 2k abort quest limit per day.

As for a substantial advantage. Let's use an objective measurement cause whatever is substantial or not subjective rather than objective and verifiable. GbG attrition provides in this case a clear, straight forward and verifiable answer. Most players can not beat armies of their own age, using own age units, when those armies are x3-4 consistently and reliable and I'm very generous here as it's more applicable to SAAB or other great GbG ages. Everyone knows this fact, everyone has experienced and read other's experiences with it. Which is extremely verifiable. If anyone has prove to disprove this with unedited raw footage of consecutive victories against armies of the same age of the units used that are x4 stronger than theirs it'll be invaluable. Anyhow, it's safe to say that x4 stronger units are practically unbeatable when having comparable bonuses. Thus very applicable as a substantial advantage.
For Industrial era units vs OF:

Breach loader (artillery)
18att/9def
Turtle (artillery)
170att/160def
(9,44x stronger att / 17,77x stronger def)
Jeager (light)
28/37
Manta (light)
190/170 (6,79x/4,6 stronger)
Howitzer (heavy)
35/35
Crab mech (heavy)
210/130 (6x / 3,71x)
Lancer (fast)
40/40
Eel (fast)
180/150 (4,5x/3,75x stronger)

Excluding the exceptionally high advantage the turtle brings gives us an average of:
5,76x/4,02x stronger units compared to industrial era. So, it's very safe to say it's a substantial advantage.

Regarding later ages' HAU, they're not part of this balance issue. As it's compromising the balance of ages between CO to OF. Which significantly compromising the balance of the PvP arena and in its extension the rivals and the summer event for those affected by it.
Like I said. The best solution it to tolerate the exploit but with restrictions. Like it was done with the CF exploit. Which got patched with a generous cap of 2k daily abort quests. With regards to HAU, best would to make the system not allowing HAU that are 2 ages or further than the own age, to be used in defence. This would still grant significant advantages in GbG but doesn't compromise the PvP-arena/Rivals/Event balance as significantly.
 
Very well let's break it down:

Intentions: the devs where designing the game with the intention to grand acces to units from 8 ages ahead. If a very specific steps where undertaken and followed w/o the slightest deviation from it..? Hmmm, sure, sure let's ignore the logic and demand a written and signed Q&A from the devs handed over by @Juber if getting advanced units where intentional game design or not. It's very obviously not intentionally but having a low priority if any to be patched. Much like the CF situation which got only patched many years later with the 2k abort quest limit per day.

As for a substantial advantage. Let's use an objective measurement cause whatever is substantial or not subjective rather than objective and verifiable. GbG attrition provides in this case a clear, straight forward and verifiable answer. Most players can not beat armies of their own age, using own age units, when those armies are x3-4 consistently and reliable and I'm very generous here as it's more applicable to SAAB or other great GbG ages. Everyone knows this fact, everyone has experienced and read other's experiences with it. Which is extremely verifiable. If anyone has prove to disprove this with unedited raw footage of consecutive victories against armies of the same age of the units used that are x4 stronger than theirs it'll be invaluable. Anyhow, it's safe to say that x4 stronger units are practically unbeatable when having comparable bonuses. Thus very applicable as a substantial advantage.
For Industrial era units vs OF:

Breach loader (artillery)
18att/9def
Turtle (artillery)
170att/160def
(9,44x stronger att / 17,77x stronger def)
Jeager (light)
28/37
Manta (light)
190/170 (6,79x/4,6 stronger)
Howitzer (heavy)
35/35
Crab mech (heavy)
210/130 (6x / 3,71x)
Lancer (fast)
40/40
Eel (fast)
180/150 (4,5x/3,75x stronger)

Excluding the exceptionally high advantage the turtle brings gives us an average of:
5,76x/4,02x stronger units compared to industrial era. So, it's very safe to say it's a substantial advantage.

Regarding later ages' HAU, they're not part of this balance issue. As it's compromising the balance of ages between CO to OF. Which significantly compromising the balance of the PvP arena and in its extension the rivals and the summer event for those affected by it.
Like I said. The best solution it to tolerate the exploit but with restrictions. Like it was done with the CF exploit. Which got patched with a generous cap of 2k daily abort quests. With regards to HAU, best would to make the system not allowing HAU that are 2 ages or further than the own age, to be used in defence. This would still grant significant advantages in GbG but doesn't compromise the PvP-arena/Rivals/Event balance as significantly.
I used HAUs in my main city for almost a year then aged up. I use them now in a secondary city that is in PE. I fully agree that Indy/PE units are hopelessly outmatched by AF Raiders or OF Turturrets. Also, I understand the frustration that players would have trying to win a battle - to complete a challenge - against a neighbor only to come up against HAUs. So, while waiting for INNO to do something (which may or may not happen) if I were in a lower age, and did not have HAUs, I would "scout" my neighborhood as soon as it resets. Attacking all neighbors upon reset will identify the neighbors that are using HAUs. Then, come quest time, I would know who to avoid.
 
If a very specific steps where undertaken and followed w/o the slightest deviation from it..?
Incorrect. You will stumble on HAU in IA by just advancing on the world map. You don't actually need a guide.
There are multiple paths to HAU.
You might need the guide to be able to get the most of HAU because some quests appear only if you negotiate certain provinces, etc. But you get unit in the oher option too. It's just that people prefer Hover tanks.

Intentions: the devs where designing the game with the intention to grand acces to units from 8 ages ahead.
The dev don't seems to care if you have units from the following eras. I cannot know if they expected poeple to find a path to OF units by staying so far behind, but HAU as a general concept seems to have been either intentional or not considered at all (so used as the ddesign expected knut not to the extreme level it is used).

BTW dev might consider this an incentive to make people move on with their era.
There are multiple clues that dev wish us to age up:
  • Removal of autocomplete for GE related task in BA
  • Introduction of AD task in Rival with no alternative
  • AB test of tutorial quet line that pushed player to age much more quickly and included some feature like AD opening in later eras. Removed because it was not working as expected.
  • Answer given in forum to bugs about quest that cannot be completed in certain era: you can always age up.
Much like the CF situation which got only patched many years later with the 2k abort quest limit per day.
The fix done doesn't bloack the exploit. It just limit how much you can gain. You still can have a positive coin and supply flow + other reward. You just cannot continue till you pass out from clicking.

On live we will probably have the GbG pause inverted from where we got it on beta. So 2 Rival with GbG and one without. At least this was the pattern with previous event.

BTW you are in SAT, so you already applied the age up solution for yourself.

----------

My problem with Rival is that the last one had too many production linke to current era.
In the second it was managable because they where all 8-hours.
But the third one introduced different production time AND a lot of 24-hours from our current era.
At the same time the update for live (tomorrow?) will REMOVE the Finish All Supply Production from Polynesian.

I hope they don't do additional changes because those in the pipe line will already make Rival much hurder even if they don't change any quest.

To mitigate the difficulty of Rival, Inno should publish the quest line in advance so even casual players will know what they are getting into.
Most era don't have small production building and they take a lot of time to construct.
Also it would help if the pumpkin had a different icon for each production so once production is completed we can know which was set for what production lenght. We can do it for regular production building and other event building that have multiple options, but not for the pumpkin (Browser only).
 
Summer event is a good thing, please don't change anything. I think it's really good that there is no shuffle on the dragon board, so you can win a lot of prizes (also with the Boost Bounty Amplifier)! The cannon is also great - it's perfect for removing the shuffle from a board with a calendar key on it! The Spyglass is also great and prevents the shuffle button from being caught unintentionally. All in all, these 3 new boosts improve the game experience immensely.
 
The ascendant building of the summer event (those 1x1 buildings active for 10 days) give a small bonus to QI.
But isn't the bonus so small (3-4%) that it's lost in rounding of the troop attack value, unless we use them in mass?
 

CrashBoom

Legend
The ascendant building of the summer event (those 1x1 buildings active for 10 days) give a small bonus to QI.
But isn't the bonus so small (3-4%) that it's lost in rounding of the troop attack value, unless we use them in mass?
yes 3% is nothing

many players use artillery which have 4 attack

so you would need 5 of them if you don't have anything else
5 = 15% . which makes 4.6 rounded up to 5
4 would only be 12% = 4.48 still round down to 4

now if you would use light or fast units then those have 9 attack
there you would only need 2 buildings = 6%
makes 9.54 rounded to 10
 
Means units above your current age, which can be obtained from the Story Quest line in certain limited circumstances. There is a guide to them posted to the US Forum.
 
But then it wouldn't be a challenge, now would it :D
Sure it would, I'd have to reopen pvp which I don't do normally, set a defending army, do all those fights, then remember to undo my defending army because pvp can go back to the swamp from which it came. The remembering part is the biggest challenge.
 
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