Topic: Caps on max # attacks

After taking about 34 or 14 big attacks from one clan i was wandering if there are any rules now or if there will be any rules about a maximum number of attacks done by one clan or one player on one village?

Not that i'm complaining about the outcome or the attacks but these mass attack are ruining the game.
On the normal server there were some complaints from people who saw their village ruined overnight but on the speedserver this is even worse....
Also since most of us are really close ofcourse.


[00:07:49] keebler's Village: Marching to attack Sodom.
[00:10:30] Coldwater: Marching to attack Sodom.
[00:17:01] Training 4 Witches.
[00:19:58] Upgrading a Defense Tower.
[01:00:04] Mongaloids's Village: Marching to attack Sodom.
[01:06:59] Jericho: Marching to attack Sodom.
[01:07:43] Sodom: Returning troops from Patron.
[01:09:50] Puffinville: Marching to attack Sodom.
[01:36:08] Upgrading a Barrack.
[01:45:55] Active effect: Demoralize 2
[01:56:27] Bowser's Castle: Marching to attack Sodom.
[02:39:30] Active effect: Steal maps
[03:44:19] Active effect: Fire weapons 3 (from office desk)
[03:45:00] Active effect: Summon ghosts 2 (from Tyrania)
[07:33:21] Active effect: Sabotage wizards 3
[07:41:14] Active effect: Magical Shield 3 (from office desk)

Attacker:    keebler's Village
Defender:    Sodom
Date:    17.11.2009 21:19
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Dark Warriors    120    15
Wolf Riders    60    10
Witches    65    7
Defending Units
Unit    Amount    died
Witches    125    9
Wolf Riders    448    0
Dark Warriors    554    9
Attacking special units
Sorcerer lvl 3    survived
Sorcerer lvl 6    died

Attacking Units
Unit    Amount    died
Wolf Riders    120    15
Witches    80    11
Dark Warriors    210    24
Defending Units
Unit    Amount    died
Witches    116    10
Wolf Riders    448    10
Dark Warriors    545    8
Attacking special units
Sorcerer lvl 4    survived
Sorcerer lvl 3    survived

Attacker:    Mongaloids's Village
Defender:    Sodom
Date:    17.11.2009 22:11
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Dark Warriors    165    22
Wolf Riders    70    18
Witches    115    16
Defending Units
Unit    Amount    died
Witches    106    12
Wolf Riders    438    0
Dark Warriors    537    24
Attacking special units
Sorcerer lvl 3    survived
Sorcerer lvl 3    died

Attacker:    Jericho
Defender:    Sodom
Date:    17.11.2009 22:30
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Spearmen    340    36
Horsemen    130    24
Archers    200    32
Defending Units
Unit    Amount    died
Witches    94    11
Wolf Riders    438    4
Dark Warriors    513    9
Attacking special units
Wizard lvl 9    died
Wizard lvl 6    survived
Wizard lvl 5    died
Wizard lvl 11    survived

Attacker:    Puffinville
Defender:    Sodom
Date:    17.11.2009 22:46
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Spearmen    109    20
Horsemen    408    44
Archers    700    80
Defending Units
Unit    Amount    died
Witches    83    9
Wolf Riders    434    13
Dark Warriors    504    41
Attacking special units
Wizard lvl 4    died

Attacker:    Tyrania
Defender:    Sodom
Date:    17.11.2009 23:15
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Archers    500    55
Horsemen    420    45
Spearmen    500    54
Defending Units
Unit    Amount    died
Spearmen    220    24
Wolf Riders    421    14
Witches    50    0
Dark Warriors    467    46
Attacking special units
Wizard lvl 5    survived
Wizard lvl 4    died
Wizard lvl 5    survived
Wizard lvl 2    died

Attacker:    keebler's Village
Defender:    Sodom
Date:    17.11.2009 23:50
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Dark Warriors    125    18
Witches    69    7
Wolf Riders    75    8
Defending Units
Unit    Amount    died
Spearmen    181    7
Wolf Riders    262    1
Witches    73    0
Dark Warriors    414    10
Attacking special units
Sorcerer lvl 6    survived

Last one to end this threat with a nice touch....
I attacked...
Attacker:    Sodom
Defender:    keebler's Village
Date:    18.11.2009 00:07
Outcome:    98% victory
Attacking Units
Unit    Amount    died
Wolf Riders    178    2
Defending Units
Unit    Amount    died
Witches    1    1
Dark Warriors    5    2
Temple Sentinels    10    6
Wolf Riders    2    1
Stolen Runes
» 1 Fire rune
» 8 Earth runes
» 7 Wind runes
Stolen Resources
6737 7634 10833 14941 539 1953

Attacker:    Coldwater
Defender:    Sodom
Date:    18.11.2009 01:29
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Wolf Riders    120    15
Witches    80    12
Dark Warriors    210    29
Defending Units
Unit    Amount    died
Spearmen    364    9
Wolf Riders    364    7
Witches    74    5
Dark Warriors    404    9
Attacking special units
Sorcerer lvl 4    died
Sorcerer lvl 3    survived

Attacker:    Fort Knox
Defender:    Sodom
Date:    18.11.2009 02:02
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Horsemen    220    27
Archers    300    44
Spearmen    296    36
Defending Units
Unit    Amount    died
Spearmen    355    22
Wolf Riders    357    10
Witches    69    1
Dark Warriors    395    7
Attacking special units
Wizard lvl 3    died
Wizard lvl 4    survived
Wizard lvl 6    survived
Wizard lvl 8    died

ttacker:    Poppy's Village
Defender:    Sodom
Date:    18.11.2009 02:39
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Spearmen    129    41
Defending Units
Unit    Amount    died
Spearmen    333    6
Wolf Riders    347    0
Witches    68    0
Dark Warriors    350    2
Temple Sentinels    10    0

Attacker:    Jericho
Defender:    Sodom
Date:    18.11.2009 02:43
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Spearmen    340    44
Horsemen    130    21
Archers    200    43
Defending Units
Unit    Amount    died
Spearmen    327    22
Wolf Riders    347    6
Witches    68    0
Dark Warriors    348    15
Temple Sentinels    10    0
Attacking special units
Wizard lvl 6    died
Wizard lvl 11    survived
Wizard lvl 5    died
Wizard lvl 9    survived
demonic

Some better news:
-
Attacker:    Sodom
Defender:    Jericho
Date:    18.11.2009 03:28
Outcome:    97% victory
Attacking Units
Unit    Amount    died
Dark Warriors    49    2
Executioners    20    0
Defending Units
Unit    Amount    died
Citadel Guards    10    10
Stolen Runes
» 7 Wind runes
» 10 Earth runes
Stolen Resources
5254 14804 11320 11126 6612 244



Attacker:    Bowser's Castle
Defender:    Sodom
Date:    18.11.2009 05:12
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Horsemen    160    19
Spearmen    140    22
Archers    160    17
Defending Units
Unit    Amount    died
Spearmen    293    14
Wolf Riders    288    6
Witches    68    0
Dark Warriors    402    1
Executioners    20    0
Attacking special units
Wizard lvl 10    survived
Wizard lvl 8    survived
Wizard lvl 8    died
Wizard lvl 7    survived


Attacker:    Tyrania
Defender:    Sodom
Date:    18.11.2009 06:12
Outcome:    0% victory
Attacking Units
Unit    Amount    died
Archers    500    52
Horsemen    415    47
Spearmen    470    56
Longswordsmen    60    7
Defending Units
Unit    Amount    died
Spearmen    279    36
Wolf Riders    159    7
Witches    68    0
Dark Warriors    407    44
Executioners    20    2
Attacking special units
Wizard lvl 5    died
Wizard lvl 5    survived
Wizard lvl 2    survived
Wizard lvl 4    died

<grinn>

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

Re: Caps on max # attacks

this was suggested but is not yet implemented

Re: Caps on max # attacks

actually no.
what was suggested was a cap on number of attacks from ONE player to SAME player. but one can still be allowed to get 20 people to attack same guy. i believe your pals created this mess, demonic wink

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

Re: Caps on max # attacks

whamra1987 wrote:

actually no.
what was suggested was a cap on number of attacks from ONE player to SAME player. but one can still be allowed to get 20 people to attack same guy. i believe your pals created this mess, demonic wink

What or who did what and why is of no interest here...
I have seen the mess that happened and caused some of the bigger players on stable to leave the game and go into vacation mode, i felt kind of sad that this unbalance could be brought into the game by players.

There is a thing as natural balance wich obvious doesn't work at the server now, therefore i think a maximum number of attacks on one village in a certain amount of time should be implemented.
Let's say a maximum of 10 attacks, perhaps even more refined so that spoof attacks or reconnaisance attacks don't count as a full one.

This game should be about strategy, whits and politics.
If the maximum amount of attacks is not implemented it could mean that any player or clan could be leveled by any other player (regardless of units or skills) if that other player has got more time to spare to send attacks.

Not sure if i make myself clear but i hope you get it big_smile

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

Re: Caps on max # attacks

as much as it sucks, i know, it happened to me as well... i have to disagree here. limiting the number of attacks from one player on another is reasonable. but there ARE reasons for clans to want to destroy a player. it's all game strategy. their reasons might be reasonable and might be right out arrogance wink but in all cases, they have the right to be able to. it's up to the player's clan to properly support the target, which is very doable. if the player belongs to a clan that failed to support him, it was his mistake to join such a weak clan. just like the offending clan can be a bad one and fail to destroy their target. according to the new battle system, destroying a whole army is a lot more difficult, which doesn't leave the target out naked, and makes support easier. if a player fails to defend himself with these conditions, then something is seriously wrong with his game play and/or clan coordination.
and besides, if that limit was imposed, how do you suggest player destruction be? or even just the initial rune taking? a player gets attacked till the maximum cap, his army is still intact due to good defence, then what? he easily retrains back, and the attackers just wasted a day of attacks till the next day? not very ideal.
the other scenario is, he got attacked the maximum cap. no one can attack him again. he becomes free to attack full force all he wants, leaving himself naked for the remainder of the day? also not ideal, but even an outrageous idea to be accepted.
then comes the coding part, and the loophole abusers (ya ya, we all are, no one dare deny!!) that will send the decoys to increase the attacks on someone, having to code what constitutes an attack and what is a decoy, then others sending 30 naked troops to a whole-clan-supported clanmate to also make him reach the cap, then what? preventing clan attacks? asking friendly clans to do it? the list just goes on, and it's a whole year of coding to our dear developer team.... nah, thank you very much. the current system is very idea, and realistic..

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

Re: Caps on max # attacks

I would say instead of a hard number of attacks then a max networth can be taken per day.  With the new battle system runes are much easier to take... which is good.  The issue that is going to happen is that this causes wealth to transfer more rapidly, which is not a good thing for a game like this.

Furthermore, if such a cap is placed, said village will waive those rights when/if they attack someone, either troops/spells/thieves. 

The issue that the speed server is showing is that one group gains a little power over the opposition, the rapid transfer of wealth will create a divide, which with current mechanics of the game the attacked cannot recover.  Esp. when you have an issue such as 7/10 of the game allied together.

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

Re: Caps on max # attacks

Your comments are fair and valid for experienced game players. smile

What about the newbie that does not absorb it all, fails to find chat and forums etc?

There are many on the stable server that after some months only discover these things and choose to go it alone! Experience or no experience a player deserves the same rights as any, clan or no clan!

Re: Caps on max # attacks

actually, a clanless guy gets a warning everytime he loads dolumar. that it's all about clans, and that he needs to find one. this is a game that is all about organization and coordination.
anyways, if he can find chat, he can find the forum. otherwise, there's something seriously wrong with the player tongue

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

Re: Caps on max # attacks

whamra1987 wrote:

actually no.
what was suggested was a cap on number of attacks from ONE player to SAME player. but one can still be allowed to get 20 people to attack same guy. i believe your pals created this mess, demonic wink

hmmmm yeah, or your pals.  Lets just say, frodo, and I think enough is said about that...

Peak sees everything

Re: Caps on max # attacks

a single incident is very different from a whole clan wink

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

11

Re: Caps on max # attacks

Yes - one whole clan on one village is very different than a whole clan on a whole clan.

Whamra did you really think you identity was unknown, with the regiment names you had closen it could only be you.  The amazing thing is that you are so bent on being #1, and loosing that on stable has made you run amok to revenge the loss on speed - I am amazed that you are even allowed to be the admin.  Play or admin - the conflict of interest is crystal clear to everyone, but yourself.

You think that my clan was behind the uprising against you, Whamra on stable, and therefore you are taking it out on me.  Well, I am sorry my friend, but the list of clans that had enough of your abuse of power is loooong.  It was never about TSR, but YOU, and it was not me, but our clan was the biggest. 

Even though you allied with Patron and morph in your quest to take us out as soon as you could, I predict you will not be allowed to grow strong on speed either.  The community has seen what you are about, and it won't let you dominate the board ever again.  I also predict that when you realize this, that this game won't hold you interest any more, and you will leave it completely, as admin and all.

I really enjoyed playing on speed.  I think we had a really great group of players in our clan that I really enjoyed playing with, but the clan is pretty much shredded, and quite frankly, I don't think I can fit it into my life - I have to sleep at night for my job wink - to my friends, that I bailed on, as I had to log of for at least 7 hours, I am truly sorry!  I had 20 minutes to make a quick decision and get ready to leave the hotel.  And sorry Tyranicus, that you got my troops, that was not cool, but I was slightly upset at the time.  wink  - I am glad you did not loose any runes over it, as I am not planing to come back to use them.  Why would I want to play a game in which the admin for the game, has a hard on for me, and has clans lined up to take me out?

Peak sees everything

Re: Caps on max # attacks

Yan, wrong again. Newsflash...it wasn't me either.

Friends are just enemies that haven't attacked yet - Skipper

Re: Caps on max # attacks

I think every one is forgetting this is a speed server with more speed travel times, half building times...I think allowing players to be spread out further in the start of the game would help this. There is no 100% way to just allow everyone to play forever un touched by a nasty war or two. It is a war game. As many of games like this it is the same. In other games as well you can be attacked and killed off. Sucks I know, I have been there. The values are still low compared to what they could be later as stable comparison of building speed. Once the distances of players are moved out some later in time it will change.  It happen to a big percent of everyone at one sever at one point or another of being hit bad.  There needs to be a medium because people are not happy one way or other. They aren't happy if they are sitting only building and they are not happy if they are attacked by more then one person.  Daed said he liked having big wars. I think simply the level of amount of players actually playing and distances starting at the begging of the server kindof made for a major war to break out quickly. There was no problems when people were hit and knocked out on stable? And now there suddenly is a problem for both servers since there is a faster server with lot of spells and things added?

Re: Caps on max # attacks

I have no problem with people being destroyed, although I know it sucks (I've been there in Travian and in other games). What I don't like is that people can be destroyed over night.

Since friday it's not possible to be destroyed in 24 hours; it takes at least 4 days to completely destroy someone now. I believe this is better.

But, most of all, I love big wars between equally sized villages. We are working on a few changes to the honor system that will force players to attack equally sized villages.

More information soon wink

Re: Caps on max # attacks

Daedeloth wrote:

I have no problem with people being destroyed, although I know it sucks (I've been there in Travian and in other games). What I don't like is that people can be destroyed over night.

Since friday it's not possible to be destroyed in 24 hours; it takes at least 4 days to completely destroy someone now. I believe this is better.

But, most of all, I love big wars between equally sized villages. We are working on a few changes to the honor system that will force players to attack equally sized villages.

More information soon wink

B..E..A..U..Tiful!!!!!

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

Re: Caps on max # attacks

to my friends, that I bailed on, as I had to log of for at least 7 hours, I am truly sorry!  I had 20 minutes to make a quick decision and get ready to leave the hotel.  And sorry Tyranicus, that you got my troops, that was not cool, but I was slightly upset at the time.

-Yan

Yan, your actions in game say everything anyone needs to know about you. You abandon your friends in crisis and lash out at anyone who opposes you, using every questionable tactic at your disposal. Your communications with others are devoid of integrity, class or substance, no one can believe anything you say. In short, your departure from Dolumar Speed is one of the few positive outcomes of that early war. You are a poor gamer and few that remain playing will miss you here.

Many people are complaining about the current state of Dolumar. Many people have made suggestions to improve the game. But truly, if you want to improve game play anywhere look to yourself first. Look at your own game and how you treat fellow gamers. Treating others with respect, playing with integrity and some sense of fair play is always a good step in improving any game, anywhere.

Last edited by Tyranicus (2009-11-24 07:38:47)

Re: Caps on max # attacks

he DID have the #1 clan, and by far. he DID have the alliance of badlands and AZ. if i am counting networths right, he DID have more power than the so called "alliance awesome"
let's try to remember the events here, impirian launch on badlands, how many runes were stolen? i will take the extreme case and say a whole village's worth of runes, suddenly, i looked around me, and all badlands pulled gero.
AZ DID get a beating, i admit, they went on vacation very late.
TRT? ganesha and demonic proved to everyone that attacks can be repelled. i went to sleep frustrated by the failure of the offensive. the next day, i woke up, no TRT. wtf?
again, checking the clan logs with allies clans, it was aweful, each time a player loses 10 runes, he pulls a gero. if his neighbour lost 10 runes, he went on vacation. i mean, cmon people! this is what wars are! fight back!
i lost 30+ runes right in the 2nd day after rune stealing was activated... i fought back... but oh well...
i stil believe TRT and co quit, and did not lose.

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

Re: Caps on max # attacks

Well, and there you have it.
Ganesha and i took over 50 incomings that day/night.
I handled all the Impirian attacks and Ganesha took all NBO/KV attacks.

The objections i have are not against any number of attacks but are mostly against the way the incoming attacks cripple any player.
I did not have the possibility to go out and counter (apart from 2 lucky occasions) neither did ganesha.
I know this is team effort but it's also an individual game, having this system rules out the individual since he/she can do no more then wait till the attacks are over, nothing to gain from being attacked, everything to lose and we were just depended on our clanmates for futher support. having that for 24Hrs or more just sucks.... eventually any offensice that size will be succesfull and leaves the attacked player with nothing.... no fun while being attacked and no fun after either.... perhaps a balance where a player could gain from getting attacked would add a little fun, a mousetrap so to say..... where the attacked units could be beaten and the defender would win something.. resources from remaining armor or weapons, perhaps a few runes or something, cadavers could serve as food with the optional cannibalism upgrade wink

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

Re: Caps on max # attacks

We had the idea to give defenders the ability to steal valuables from the battlefield at some stage. We might add it later on. Our first idea was to make a thief action that steals equipment from the last battle. Both defender and attacker can cast this action, but they must have at least one thief in the defenders village.

Re: Caps on max # attacks

That's a good idea...
For example, in ogame the attacker could lose his entire fleet, the fleet would turn into scrap metal, scrap metal could ne salvaged with recyclers, whoever sends the most recycelers firts has got the scrap and wins.
Most of the time the attackers recycecler were not in the position to take most scrap, they just took 50% scrap wich left the defender with a good base to rebuild...
however, when the attacker got defeated he usually ended up with no scrap at all.

Now here's what i suggest, make it so that the attacker also has a lot to lose...
The defender could lose runes and units, the attacker only units.. what if the attackers army could lose some runes in addition to just the units?

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

Re: Caps on max # attacks

Would it be hard to implement such a simple idea to slow down the night intruders smile ?

Let say everyone could announce night in his village which would last for 7h  and it could be done once for 24 hour. During the night everything would go slower for this player, so time for incoming troops would also grow. I am not playing on the speed server and most probably will not, but for thous who play it might help to sleep better smile. From other point of view you can do not announce night so it would come just like summer in Finland no nights at all smile and everyone on full speed 24 h a day smile. In addition withing the night hours some units could have their strength increased some in opposite decreased. Well just an idea

Last edited by Nikolay(Nikola) (2009-11-24 22:42:23)

Re: Caps on max # attacks

Nikolay(Nikola) wrote:

Would it be hard to implement such a simple idea to slow down the night intruders smile ?

Let say everyone could announce night in his village which would last for 7h  and it could be done once for 24 hour. During the night everything would go slower for this player, so time for incoming troops would also grow. I am not playing on the speed server and most probably will not, but for thous who play it might help to sleep better smile. From other point of view you can do not announce night so it would come just like summer in Finland no nights at all smile and everyone on full speed 24 h a day smile. In addition withing the night hours some units could have their strength increased some in opposite decreased. Well just an idea

that could easily get abused

Re: Caps on max # attacks

gero3 wrote:
Nikolay(Nikola) wrote:

Would it be hard to implement such a simple idea to slow down the night intruders smile ?

Let say everyone could announce night in his village which would last for 7h  and it could be done once for 24 hour. During the night everything would go slower for this player, so time for incoming troops would also grow. I am not playing on the speed server and most probably will not, but for thous who play it might help to sleep better smile. From other point of view you can do not announce night so it would come just like summer in Finland no nights at all smile and everyone on full speed 24 h a day smile. In addition withing the night hours some units could have their strength increased some in opposite decreased. Well just an idea

that could easily get abused

yup, and as doom says in another thread for a similar feature, beats the idea of a war game.

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

Re: Caps on max # attacks

I dont know if its been thought of in the past or not, but what about if a defending village repels the attacker a certain amount of troops or maybe a whole unit from the attacker are held as prisoner and can be bought back for a negotiated or set price (runes paid to defender)

just an idea???

Re: Caps on max # attacks

omg flash from the past speed 1!