évolution du jeu

  • Quand j'apprends qu'un des plus gros joueurs de ce jeu veut arrêter définitivement ce jeu pare qu'il n'y a aucune évolution, cela pose question. Quand allez-vous vous décider à diversifier le jeu ? Quand allez vous arrêter de créer autant de serveurs qui deviennent inintéressants très vite du fait de la désertion des joueurs !! Il serait grand temps de faire une autre évolution.:?::?::?:

    - un serveur sans achat de turquoises mais avec une évolution plus rapide d'une durée de 6 mois à 1 an puis qui fusionnerait avec les autres par la suite.

    - des fusions progressives. Je suis sur un serveur qui a fusionné au moins 5 fois et c'est toujours la même chose: 2 mois d'agacement avec une débauche d'utilisation des turquoises par certains joueurs qui laminent tout le monde. Puis vient l'ennui et l'agacement. Une solution serait de limiter l'utilisation des turquoises pour les très gros joueurs ou alors de les fusionner ensemble sur un même serveur !

    - Garder les serveurs barbares et les serveurs de paix.

    - Pour l'achat des turquoises, pourquoi ne pas en permettre l'accès uniquement à partir d'un certain nombre de points: par exemple 10 millions de points !

    - Diversifie vos events du weekend: Par exemple: 1 event pour doubler les ressources, un event pour limiter le nombre d'attaques, 1 event où vous donnez des primes de turquoises pour les 10 meilleures attaques .

    - Création de nouveaux niveaux de Barbares jusqu'à 15.

    Et surtout donner une évolution plus raide au début pour éviter le découragement . Il suffit de regarder combien de joueurs viennent et arrêté au bout d'une petite progression !! En moyenne, vous avez entre 3500 et 5000 joueurs qui viennent jeter un œil et tout cela pour arriver à moins de 10 joueurs sur le serveur au bout de 6 mois.


    Et je suis certaine que beaucoup ont encore plein d'idées . .

  • For your information, if you do not know this yet, when servers are first created they are seeded with 'regular' players the way they are seeded with barbarians, just to create a lot of grey inactive cities. Your 3500 to 5000 players are mostly virtual players.

  • Exact GramPa Pat. Je me doute bien qu'il y a un certain nombre qui sont virtuels et ceux qui abandonnent très vite. Il y a aussi des multi comptes. Mais néanmoins, il reste peu de joueurs très rapidement. J'ai donné quelques idées et peut être en avez vous aussi quelques unes ?

  • - un serveur sans achat de turquoises

    If there is a server without turquoises, me and my friends will play


    - Garder les serveurs barbares

    Do you mean the barbarian servers remain barbarian after merging with other servers?


    - Création de nouveaux niveaux de Barbares jusqu'à 15.

    +1


    For inactive players, I think it would be easiest if after 1 month of inactivity they were deleted, including banned accounts.


    ...when servers are first created they are seeded with 'regular' players...

    You're kidding

  • Actually, nevermind, I am very serious. I have chatted with people who were among the very first to start a new server. and they say there are already tens of hundreds of cities that turn grey in a week. Accounts that never go past the first step in development, stuck at 100 points. And there are never enough players online to account for them. They are playerless cities, just like barbarian cities.

    Caramba, I think the developers are very aware that there is nothing they can do to this game that will make it competitive with the newer well-funded war game servers. Even the static ho-hum graphics can not compete with active backgrounds on modern on-line games. And players today want to SEE the battles, in progress, not read about them afterwards. It is just a very stale game overall, that has probably run its course of popularity.

  • ... I have chatted with people who were among the very first to start a new server. and they say there are already tens of hundreds of cities...

    This is absolutely not the truth. When the next server starts, be one of the first and you'll see people coming in gradually. Think about it, what's the point of admins filling the base they have to maintain with dross?

  • Caramba, sorry for the spam in your post. I don't think the founders of the game read the forum. I think the same people are owners, programmers, admins, they don't have physical time to read here. And forums are usually created for that purpose, for mutual help between players. If you want to make sure they read your suggestions, you can email them.

  • Nevermind, there are only two people continuously active in the entire company - they are the founders, the only shareholders, the only managers, and they do most of the work. They maybe have hired a part-time programmer, they were advertising for one a year ago, but almost everything is outsourced to server farms and such. They have occasional helpers from time to time.

    The entire purpose of seeding players is to make the game LOOK like it is really active. It's not. Again, I urge you to keep track of the number of players on line in chat. That statistic supports that there are maybe 1,000 real players at the best of times, and these players are on multiple servers. The game is populated with seeded cities over the first week, then it dies down completely. If they were real players, there would be a continuous stream of new players that go grey a week later throughout the entire server life, and this does not happen. It is true that new players are 'directed' to certain servers through the 'suggested server' prompt when one first joins, but that is supplemented by seeding cities.

    Inactive cities are necessary for a lot of game strategies. Barbarian attacks are limited to five per da per player, but attacks on inactive cities have no limits. Players find their favorite inactive cities to attack, that are the right distance away from them. These cities need to be spread all over the active area of the board (the middle third).

    The game needs seeded inactive cities just as much as the game needs seeded barbarian villages.

  • GramPa Pat,


    I'm really sorry that I don't play on any server at the moment and can't show you why your theory is wrong, I see that you blindly believe in it.


    There is no point in continuing this discussion, we are left with different points of view. I wish you a pleasant game.

  • Actually, nevermind, I am very serious. I have chatted with people who were among the very first to start a new server. and they say there are already tens of hundreds of cities that turn grey in a week. Accounts that never go past the first step in development, stuck at 100 points. And there are never enough players online to account for them. They are playerless cities, just like barbarian cities.

    you have chatted with me about this. as we talked about i was the second player to join the Lacandona server back when it started. and I were the SECOND player on that server.

    we have spoken about this in PM on that exact server and i told you that it is not true. you are mistaken on this one

  • Marlene, because of that information you gave me, I looked at the data deeper. I did not want to mention you specifically in my research, so I am glad you responded, But there are also many first-comers who remark at how quickly the number if 'dead' accounts climb within the first week or so. Players who joined a week after the server just opened, and say they remember hundreds of dead cities ahead of them. They build just a few structures, and they climb rapidly through the rankings.

    You answered the question 'Do they all appear before anyone joins, as part of the original server setup?' The answer is, that the grey cities are not seeded all at once, before the game opens, nor immediately at the beginning, But like barbarians, over time. I have not yet figured out the ratio, but it seems there are a certain number of seeded grey cities for every 'real' new city.


    That is, for every new real player that starts, a certain number of fake cities or 'ghost' cities are also started. There is a constant ratio between new, active players who stay and build, to the total number of grey inactive cities. What I do not yet know, is the question 'Are they linked to the cycle of refreshing barbarian cities, the first attack on a barbarian city and its disappearance by a real player, just the creation of a new city by a real player, or just randomly?' Sort of like the process where by the number of 'refreshed' barbarian cities that are created is determined by the number of barbarian cities that have been attacked and then disappear. A one-to-one ratio. Or is the number of refreshed new barbarian cities independent of the number of fake cities? This is difficult to determine, because one of the first things an real active player does is attack a barbarian city, so of course there is a correlation between number of real active players and number of fake seeded players.

    Note, the cities do not go grey immediately, they take a week to go grey, so it is not as if grey cities pop up all over the board when it is first opened up. They start to show up a week later. In the meantime, they look like regular active cities. But I have noticed, three weeks after a server starts, there is a LOT of grey already on the board.

    The number of cities of 100 points, where someone registers on the server and then does nothing, not even a sun temple, is telling. They do not even click on this flashing jumping orange triangle icon thingy to see what happens? Surely people are more curious than that? Spy on a few 100 point cities to see what is there.

    Also, the number of cities that grow just beyond the 'turquoise for recruiting another player' is, well, interesting, Farming fake referrals for turquoise. Is the time to develop the new city worth it?

    My point is, there are not 3,500 to 5,000 inactive real players every month who just quit. Tens of hundreds if not thousands of those 100 point and low point cities are fake, seeded.


  • I sincerely admire your imagination.


    If there is garbage in your home, you will want to clean it. And you will wish even more that you had not put it there. Same with server data. Believe me, no administrator is gonna fill up the database with garbage by themselves. It's like you taking the trash from the street and bringing it into your home so you have to clean it later. There's no logic in that. Please give me one, just one sensible reason why someone would do that.


    Where grey towns with few points come from. Example: you receive an email about a new server, sign up, wait a few hours to see if your friends will play or not, and if they don't, you leave the server. Or you play for 1-2 days, get bored and leave. Or you play on another server that is talking about the new server, you want to see, and you sign up. There are many different options, but none of them are yours.


    I can only accept this option if I see log files with IP addresses of those accounts, which matches the IP address of the server. I wouldn't even want the mac address, just IP...


    When the next server starts, if you still believe in that, watch and you will see how is wrong your theory.

  • Perhaps you do not understand. There are no IP addresses for barbarian cities, so there would not be IP addresses for ghost cities, No account necessary. They are internally generated. There would be no more 'garbage clutter' for these cities than for barbarian cities.

    Grey inactive cities play a very important part in this game. Troop walking, for instance. The tutorial would be incomplete without them, as many players following the tutorial attack grey cities when the request comes up. In the beginning, there are not enough real players that are not under beginner protection that a player could attack to fulfill the request. These 'seeded' cities are crucial to the smooth flow of the game. They are, in essence, level 1 barbarian cities that never move during the entire game, that you can attack as many times as you want, but do not give amber.

    1 in 5 of these cities do not even have a sun temple in them. That is not 'playing for 1 or 2 days', not 'waiting for your friends to show up', that is not clicking at all. The start screen shows and then you log off. Really? 1 in 5 logins to the server do that?

  • There are no IP addresses for barbarian cities, so there would not be IP addresses for ghost cities, No account necessary. They are internally generated. There would be no more 'garbage clutter' for these cities than for barbarian cities.


    Are you saying this because you've seen the code they are generated with? Or the code that imports them into the database? Or the log files?


    I can't argue with a person who has no arguments, only blind faith. You probably feel the same way. So I suggest we go back to ancient times and solve the dispute in a duel :) . Please confirm if you agree to play on the next server 1:1 - without a tribe, protection, 100% survivors, a white flag. We will end 1 month after the server starts. Do you agree? ;)

  • I have news for you - there are no log files. At least no good ones. The game knows nothing much except real time.

    I am saying this as a coder and a game designer, who looks at the game and figures out how it is constructed and how it must have been coded. There are industry standards that are usually followed.

    I am playing o the last servers I will ever be on, waiting for them to play out, This game no longer interests me, it is outdated and lackluster in performance.

  • Which is the point I made - the game has run its course of popularity. There are very few players left who respect the game any more. It is populated by players who want to do nothing but destroy the enjoyment of other players, and prey on weak players. That makes for pointless conversations.