Topic: Finished

Hey,
I know most of you dont know me, since i haven't been playing here for long, but i'm gonna be leaving here soon...
This game has far too many instabilities for me to continue playing it. I admit that this game has great potential in its gameplay and strategy, but as of right now, the requirements for advancement , although slightly hindering to larger players, has also lead to the downfall of new players who have started to join.
On top of the foundation's instability, the community on Dolumar is far too small for such a system to last over any period of time. Due to the small community, the 2 groups (known as 'duchies' and everyone one else ) are put against each other, and no matter how much you try, there is no way for 'everyone else' to win. No amount of strategy or planning can bring you out of an 10:1 outnumbering. These forces, along with the games systems, make it impossible to be a game that is enjoyed by anyone who is not part of the 'duchies', causing more havoc for everyone else.

I'm not saying that wanting to win is bad.... they are playing the game it should be. BUT, when there is no force able to rival it, THAT is when the instability causes the issues.

I have been told that the game is also ruined by admins and mods, but i do not have enough information on this to know if it has also aided to these continuous downfalls.


Dolumar has a lot of growing up to do, before it can be considered to be a long-term game for anyone to play, and I'm not willing to waste my time, or money, on this growing process while such instabilities occur.

I may be preaching to the choir, but it has to be said.


I may check back every few months to see how things are changing, but for now, goodbye

Re: Finished

I love the fact that Dolumar is chancing end growing every day.
I wouldn't want it any other way smile

Me and myself hate vmode

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I understand your position. We are, indeed, still dealing with "big versus small" issues. I'm sorry to hear you're leaving, but please understand we are actually trying to make the game as good as possible smile

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Lol... i understand.

I would have loved to sit and play though this, and fight til the end about 3 years ago in my 'gaming' era tongue But right now, i'm focusing on 2-3 games that i give full into (as a gamer), and i expect to get good results. I saw dolumar as a growth in progress, and i thought i'd give it a shot, but it is apparent to me, that i dont have the time to PLAY such a game right now.

I'm not saying you guys all suck, and you think its good. I'm just saying that right now, i don think i'm ready to have to deal with the issues as well, as a player

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I agree with most of Empires comments.

I also have to stress to the developers that this game is currently unplayable the way the top clans have set themselves up.  Practically all are in an alliance and therefore do multi attacks on smaller players and clans just starting out.  I dont know if you have noticed, but there really doesn't seem to be many ACTIVE players or clans.  They have all quit or gone in vacation mode.  Unfortunately, I too will be quitting this game.

I only hope something is resolved because the developers obviously put a lot of work into this and it would be a shame to have it fail.

ps. buying 35 runes at a time is also a bad idea.

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Hi,

We are pushing the following two updates to fix these issues... or at least a bit.

1. New players will spawn further from eachother now, this will prevent player concentration like now.

2. A player cannot lose more than 25% of its runes in a single day (24 hours). Also, the more runes were stolen from a player, the harder it will become to steal more. This should prevent villages whipes overnight.

Please share any ideas you have about these changes. Mind that these changes aren't implemented yet.

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How about making it impossible for multi attacks...unless a village is inactive for 3/4 days.  It might not be something you can prevent by system fix, but a way to report attacks might be needed and then punishments given out...for example, they have to give back what was taken plus 25%.

If I lost 25% of my runes every 24 hours, I wouldn't be able to stay in the game very long.  And with the cost of replacing troops so high, the loss of resources, etc, how can you hope to rebuild with huge daily attacks.

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One of my clan members just quit the game.  The others will likely follow suit or go in vacation mode.

This is what we have to deal with...

[02:11:18] bleu_eye's Dorp: Marching to attack Hawkeye's Nest.
[02:13:35] tammeken's Dorp: Marching to attack Hawkeye's Nest.
[02:27:09] utah's Dorp: Marching to attack Hawkeye's Nest

From a clan that spouts this...

I say, The New Black Order was made by a handful of brave men. Warriors, willing to give their lives for what seems to have become a forgotten word: honor.

I would like to play the game.  I would like to see Dolumar do well.  Unfortunately, you'll end up with 200 players killing off all the newbies...all the time.

Re: Finished

how much runes do you loose?

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disallow multi attacks? but you can have as many armies as you want in support. how is it fair to only allow ONE person to attack you when you have 4 people defending you? what? disallow support then? what would make the game a teem-play game then? :S
and what about those attacks coming from different clans?

just that guy... remember him? didn't expect you to...

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Well, if you are part of a NEW SMALL clan, very little support is available...and not everyone is in a clan.  Even if you are in a clan, doesn't mean you can call in support in time.  What good is support if a clan consists of 4 people worth 2000 pts against a clan of 20 worth 5000+ points.

You can keep things the way they are, and see how many continue to play.  Have you looked at the clan ranking lately?  Half the clans are empty or on vacation.

I do not have as 'many armies as you want for support'.  That is just an incorrect statement.

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i too believe there is a major problem with newbie obliteration early in their beginnings.
In regards to the above posts, if a limit on attacks is made relative to the players size, then i feel there needs to be a max # of troops able to defend the village (from an ouside source). In other words... say, because of a players size, a max # of troops that can march on a player in 1 day is 500, then the max # of troops that can be used for defense at that village should be 50% more than the attacking force. (eg 750 total) So if a player has the capacity to train 400 troops, then his alliance can only support him with 350 troops. The number is a random number.... because i dont believe that if there is a limit of attacks that the defense should be free to defend with whatever they wish... but at the same time, i feel that if they coordinate it properly, the defense should be able to end with a 0% victory (tie), thus having no rune losses....
So i guess the BEST way to do it, is for the alliance to only be able to support as much as the attacker is sending....if the attack is 100 troops, then the clan can only send 100 troops....





As to a personal solution....(Please do not consider this advertising)I encountered this problem in ideas when attempting to figure a solution for my game, and my solution was tiered protection. I will describe my idea below, and then the parts that would suit dolumar better can be extracted from it:

Protection is by Tiers. You cannot attack those people in tiers that are under you, unless they have forfeited their tier protection rights. However, for example: if a Tier 1 player attacks a player above T1 protection, they forfeit all of their Tier protection rights, and are open to all attacks, but a T3 player, cannot attack the T1 player, unless they have given up these rights.
NEWB Protection: First off, there is a solid period of protection (varies between 3-5 days...haven't decided yet). During this period no one can attack this village.
Tier 1 protection: This is the lowest tier. No one can attack these players, unless they are also in Tier 1. This was averaged out to having the basics of 1 military building of each, and a solid resource base
Tier 2 protection: This player would have a fair number of troops, but not all that many. Their focus would still be resource structures
etc etc.
You go into the next tier once you reach a certain level point-wise. If you are destroyed enough in points, then you will return to a lower tier to help protect yourself.
My plan was to go up to T4, and anyone above that would be in T5.

Possible Dolumar tweaks: The NEWB Protection Can be canceled and traded in for a small rune bonus (depending on how much time is left).

I would say that T1 would be having each resource building lvl 2, and having full military buildings at lvl 1 (full capacity). I'm not all that familiar with the point system of dolumar, so i cant really suggest other point values to the other tiers.
Another tier option for Dolumar, is by the # of runes you have in your village (used and not)...This would allow for an even growth of players, since its obvious that whoever has the runes will dominate in the game. making a Tiered protection based on runes will allow for an even growth of players.


of course, having tiers, would allow players to watch and pounce on players as soon as they  enter into another tier. My response to that concern, is that the tiers are made to separate players that could obliterate them.... if a player is attacked when they progress into the next tier, they should be strong enough to defend themselves from any attacks within that tier. Of course, a T5 emergence could be met with sudden hostility in search for runes... but you have had 4 tiers to gather allies and friends for protection.
Also, to help stop the instability of T5 battles (new T5's vs big T5's) would be to increase the effects of Honor ONLY in T5 battles (eg if you are attacking a t2 person who gave up protection by attacking you, your honor can not go down). The tier scenario would make honor only applicable in the 5th tier. But even then, i believe that the lower in score your opponent is, the more severely your honor should be damaged.


That is a quick overview, mainly because i have to start a test now tongue If you have any more questions as to the details of how my system was set up (with point values and such), just lemme know.

Re: Finished

To me, I don't think anything short of drastically changing game play, or self restraint in alliance awesome is going to really save the server.  I don't want one, and the other is impossible.

Any sort of "noob" protection is just going to save a player till they are large enough to be a farm, then knocked down, build up, knocked down.  I don't know how to fix speed server.  Most of the ideas I have seen or thought of help prevent the problem, but won't fix it.

The parallels from what happened in the now beta server, and the speed server are uncanny.  One group takes lions share of the server net worth.  This group, will continue playing normally, hitting targets in their honor range to grow... as most player do.  Then, with enough sass from the farm base they will begin to try to self regulate... to play fair.  However even with this regulation the smaller farm base cannot support the larger groups' rate of growth.  Once the smaller players realize they are farms, they will start to leave (the count from today that I know of, is 17).

The only real difference here is that alliance awesome is more than one clan.  With this in mind in fighting will occur once the convenient farms quit.  I would think that Imp, being the largest out group of alliance awesome will be the first singled out.  This will repeat so on till just a couple clans hold most of the share.

As this progresses the farm base will continue to become frustrated, knowing they can't really fight back.  They will either play because they really want to build that village, or quit.

Anyway, that is my speed server prediction... based on the beta server events.  Only here it will happen faster, with people jumping to stable, like most beta farms quit when stable was released.

Last edited by DoomPope (2009-11-19 22:01:56)

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Finished

As for players not in the 'Alliance', they have limited targets too:
1.  Many villages are abandoned and under 1000 pts in value
2.  Too risky to attack a member of an 'Alliance' clan as they don't just retaliate one on one, it is multi attacks.

Therefore, lots of players just sit and wait, hoping they can build up enough resources to scout without getting attacked in the meantime.  Because people cannot do anything but sit and wait, they lose interest.

The dolumar playing area may have increased, the the number of targets hasn't.  So people spawning in the middle of nowhere also have to rely on scouting...which frankly is expensive and takes too long.

Dolumar has great potential, but poor gamesmanship and poorer attitudes by some make it very hard to stick it out.

Please..Daedaloth....do something to save your game....like many, I wish it to succeed.

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I would almost suggest having 'barbarian' villages.... that seems to help a LOT of games handle the low # of players....perhaps make it so that when a player makes an account, a barbarian village is made in there general area.... or something along the lines of that, so that there are more targets than just the players. If the players are your only targets, then your player structure, and thus your foundation of the game, will implode on itself. Barbarians dont support the game.... thus they make PERFECT targets big_smile (they also dont whine and complain about bein attacked, although i think that would be an awesome feature tongue)

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I have to agree completely with Aegis.

I have restarted a couple time, and really love the game, when certain clan alliances up there aren't trying to absolutely ruin the game for everyone other than their selfish unhonorable selves. Other than them, the game plays fine for me. Sure imporvements could be had, but unfortunately 'they' are making it necessary for what should be unessasary new rules to the game.

But I feel that the main gripe is really people should just know to pick on someone thier own size. How to make fair rules and gameplay changes to support that... I don't know. But I think it is only right to attack villages in your same value range. I hold to this now, but find me and my clan members attacked by players many times our size. I have been in other clans that were completely destroyed by the top clans all workign together. Which is rediculous of them.

There are so many aspects of this game that I love. And I just hope I will be able to keep playing.

And also, its is very hard to find someone that is appropriate for me to attack. Either they are in a larger clan, and from experience I know that if I even do just one single attack as appropriate, their clan and all their high alliance clans will not only bombard me to nothing, but take out my clan members too... Then the large number of people just quitting cause of the ame problems. And more importantly the massive number of players in vacation mode. I am pretty sure that there are not that many people actually on vacation all the time. Its just extremely stupid. But whatever, I'm tired of trying to think of this now and just want to try to play. But this is definetely the last attempt I am making.

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We are working on these issues, tweaking the honour system and adding a few extra penalties for "unhonourable attacks". As soon as we have something solid, we'll post it here to discuss.

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Well, 5 active clans. 

I wonder which one will fall next?
tic toc tic toc

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.