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Rock.N.Roll
 
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Old #981   2009,November 11th, 15:13   Top Reply With Quote
Since when in war a diversion cost nothing?
Fake limit only cost you 1% percent of your village, wow big deal a village of 9237 need only 92 villager to send in fake. It means sending 1 ram + 43 scout. Weird i dont have problem sending fake ;P
And wow later in the game i will be able to fill the form without all the refresh screen

Btw im playing W40(fake limit) and i'm having fun, playing alone in the rim against a tribe of 46 players. I received very little fake from them since they are pointwhores so Who was saying that its going to give advantage to the noobs ;D

C'mon guys evolve a little!
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Old #982   2009,November 11th, 16:41   Top Reply With Quote
Heh I don't play anymore but frankly from how I see it; putting a fake limit is basically the same as what tw.co.uk did - which was ban attack scripts - that frankly would be a better solution if this is the intended goal.

Attacking before scripts took planning - hence people would 'time' attacks... those wonderful lines of code changed it to a macro - why time? Just send 20k at the guy... best of all, get a bot to do it for you - you don't even need to do it yourself.

Last edited by zhenlan : 2009,November 11th at 16:48.
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Old #983   2009,November 11th, 23:24   Top Reply With Quote
iam against this idea it sucks !
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Old #984   2009,November 12th, 18:48   Top Reply With Quote
Who says fakes cant be sent on a fake limit world? Ive actually seen it to be extremely effective. In a war in which my tribe was losing, we had the everyone coordinate fakes with the real attacks and since everyone only had to send a small number of fakes the faking worked beautifully as they all sent them at times they were supposed to and well the enemy got fooled.

2 days and 10 villages later we were firmly in control. The fake limit improves the quality of fakes sent.
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Old #985   2009,November 12th, 19:06   Top Reply With Quote
Terrible idea. Protects weaker players and punishes the skilled players.

Yes I agree that the ability to mindlessly spam fakes isn't the greatest but I blame that on scripts more than anything else.

If I wanted to play a game that coddles the weak I'd just go join evony. The brutal cutthroat nature of TW is what sets it apart from all the other village building games out there. Don't lose that.
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Old #986   2009,November 13th, 01:22   Top Reply With Quote
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Originally Posted by McGrupp View Post
Terrible idea. Protects weaker players and punishes the skilled players.

Yes I agree that the ability to mindlessly spam fakes isn't the greatest but I blame that on scripts more than anything else.

If I wanted to play a game that coddles the weak I'd just go join evony. The brutal cutthroat nature of TW is what sets it apart from all the other village building games out there. Don't lose that.
>
+1, well said!
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Old #987   2009,November 13th, 01:44   Top Reply With Quote
Quote:
Originally Posted by Yaawn View Post
Who says fakes cant be sent on a fake limit world? Ive actually seen it to be extremely effective. In a war in which my tribe was losing, we had the everyone coordinate fakes with the real attacks and since everyone only had to send a small number of fakes the faking worked beautifully as they all sent them at times they were supposed to and well the enemy got fooled.

2 days and 10 villages later we were firmly in control. The fake limit improves the quality of fakes sent.
>
Quality = Skill
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Old #988   2009,November 14th, 04:04   Top Reply With Quote
Ban fakes scripts! It doesn't matter how clever a player is 10,000 fakes all coming at once can not be analysed. This makes a nonsense of the game since it removes the skill element. That is why it is so popular. The dummy population have no skill and therefore need scripts.
In fact all scripts should be banned!
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Old #989   2009,November 14th, 21:01   Top Reply With Quote
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In fact all scripts should be banned!
>
Are you serious? Seriously dude, do you want to make the game impossible to play beyond a few hundred villages for regular folk who can't afford to go through all their villages indivually?
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Old #990   2009,November 15th, 19:49   Top Reply With Quote
This

Quote:
Originally Posted by McGrupp View Post
Terrible idea. Protects weaker players and punishes the skilled players.

Yes I agree that the ability to mindlessly spam fakes isn't the greatest but I blame that on scripts more than anything else.

If I wanted to play a game that coddles the weak I'd just go join evony. The brutal cutthroat nature of TW is what sets it apart from all the other village building games out there. Don't lose that.
>
Countered by this. The post before.

Quote:
Originally Posted by Yaawn View Post
Who says fakes cant be sent on a fake limit world? Ive actually seen it to be extremely effective. In a war in which my tribe was losing, we had the everyone coordinate fakes with the real attacks and since everyone only had to send a small number of fakes the faking worked beautifully as they all sent them at times they were supposed to and well the enemy got fooled.

2 days and 10 villages later we were firmly in control. The fake limit improves the quality of fakes sent.
>
= McGrupp probably didn't look at what the fake limit does before opening his mouthfingers.

That's another one for the considerably long list.
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Old #991   2009,November 15th, 21:08   Top Reply With Quote
obviously i don't think someone spamming 10k+ attacks randomly should be allowed, but i dont think limiting attacks by farm space is the answer. later in the older worlds everyone knows which vils of their opponents are nukes so sending a fair amount of fakes from your nuke vils is a must and losing that amount of farm space sending a few fakes will kill the strength of the nuke

maybe there is a better way to limit outgoing attacks without using farm space...?

Last edited by dTb- : 2009,November 15th at 21:12.
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Old #992   2009,November 16th, 17:41   Top Reply With Quote
I liked the idea of the origin village column.. No-one ever said why not >.<


Edit - Just read the Quicksilver-ID guide. It's awesome for small amounts of incoming, but could easily be inaccurate for mass-incoming.

For example - Your enemy sends his fakes, and his noble train in the same session, from the same village, simply by using a large number of tabs.

AttackID's probably wouldn't help against that sorta thing. >.<
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Last edited by Domachue : 2009,November 16th at 17:56.
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Old #993   2009,November 16th, 20:29   Top Reply With Quote
Quote:
Originally Posted by Domachue View Post
I liked the idea of the origin village column.. No-one ever said why not >.<


Edit - Just read the Quicksilver-ID guide. It's awesome for small amounts of incoming, but could easily be inaccurate for mass-incoming.

For example - Your enemy sends his fakes, and his noble train in the same session, from the same village, simply by using a large number of tabs.

AttackID's probably wouldn't help against that sorta thing. >.<
>
The entire purpose of using attack IDs is that it eliminates the guesswork from the equation and tells you in absolute certainty what type of attack you are dealing with. However, it only works if you have enough data to work from; if you don't have enough data then it either doesn't help you enough or it doesn't help you at all.

There is no real circumstance in which it gives you ambiguous information.
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Old #994   2009,November 16th, 20:33   Top Reply With Quote
How about having the attackID as a permament column, rather than only visible through the sort script?
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Old #995   2009,November 16th, 21:51   Top Reply With Quote
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How about having the attackID as a permament column, rather than only visible through the sort script?
>
It's always visible in the links of the page. The script simply pulls those values out and lists them separately.

There are arbitrary ids for almost everything that you can link to (players, villages, tribes, mails, reports, commands, forum threads, pages, fields, etc.). Their purpose is to be hidden; that's why they're arbitrary ids.
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