Discussion: fake limit

DeletedUser

Guest
Again, some reasoning behind this would be helpful.

I can only put it down to personal preferences. I just don't think it's a good thing, as I see it as a nerf, and nerfs in the context of the current discussion imo are a bad thing.
 

DeletedUser

Guest
Fake limits = changing world setups = stupid idea = some idiot sitting in an office needs to do some research before even suggesting it.

Discussions about this on skype have given me the following conclusions:

1) A lot of top players aren't going to play worlds which have fake limits, and will delete on worlds which change to it.
2) There is not really any reason to change any worlds currently - fakes are part of the fun. If you can't fake so much because you have to send above 1 ram each time, it just means you are wasting excess troops and so is pointless faking at all. Which takes away from the fun.
3) It is unfair on those who chose to play a world seriously because of its settings being preferable to other worlds, only to then see the settings get changed and ruin the ideal worlds they are playing.
 

modesty

Guest
The fake limit are not a big change. The biggest change they have done during my time of playing was to change to global storage of bundles in academys. That was a big strategy change since it made it possible for you to send a nobletrain 100+ hours away and within a few hours you could start nobling in the new established area instead of spending days moving bundles into the area. It also took away the joy of stealing bundles from enemy since the first thing you checked back then was how many bundles was stored in that village academy. Moving bundles was a big part of the game back then and also very timeconsuming since you easily ran out of traders when the distance was to far. And it was not fun nobling a village where the previous owner had bundle transfer 100+ hours away (I don't remember the amount of traders needed to transport a bundle but it was less then the total amount of resources in a bundle but the time where longer for them to move the bundle between the academys).

Next big step was to allow scripts and I think that was a must as it was with the global storage of bundles. The time maintaining your account increase with the number of villages even if you have a good organization with groups for everything. It was when the fake script begun to be a must to use that it became an issue. Now it is easy for the attacker to send fakes at random with just a few clicks no thinking involved... before that you had to put in the co-ordinates manualy or use the history and scoll a few villages at a time. I say that the attacker now able to send many times more attacks in shorter time but the time to label attacks have not decreased the same. Yeah you have the attack renamer script but it's still more clicks to rename an attack then sending one attack.

Defender
Method used on big amount of inbound
1. Click attack (New tab) This is done a several not renamed attacks
2. Click tab
3. Click rename script
4. Click type
5. Close tab
(6). Update the Incoming Page

Alt Method
1. Click Incoming page
2. Click Attack
3. Click Rename Script
4. Click Type


Observe that it doesn't include the sort script who adds a few more clicks. Or any comparison between a few tabs to figure out what it is in the attack if it's not obvious.
Another note is that if the attacks are to close to hit you are not able to manage much before the incoming page updates and updates and updates. A feature like the not down counting Command page overview should be a great implementation for alternative incoming page.

The attacker

Got to rally point
1. Click fake script
2. Click attack
3. Click OK
4. Maybe change village

The difference between the attacker and defender is that the defender actually have to do an evaluation of every attack renamed meanwhile the attacker just have to concentrate on how fast he can click the combination of Fake-Attack-OK and maybe he is not even sitting there...

Anyways changes of gameplay just forces players to figure out a new strategy. And it's not always a bad thing.

I'm hardly faking myself I don't have to since I can send cats from every village of mine. And that means 2k+ demolishing attacks that will be above the 1% fake limit. The "fakes" I'm sending are disguise or timed scoutings but instead of one scout I can increase that since it often doesn't matter it will hopefully mean less attacks in the end for me to send but from more villages.
 

walleye

Guest
Fake limits = changing world setups = stupid idea = some idiot sitting in an office needs to do some research before even suggesting it.


it isnt a new rule. there have been about 5 worlds with it implemented, maybe more. a lot of people like the rule. end of. the question is, do enough people like it?
 
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Randalthor78

Active Member
Reaction score
4
I am agreeing a little with Modesty here that since the scrips its has evolved to a faking frenzy. You can now easy send 20k fakes very very fast and make defending a game of marking incomings fast enough. There is no skill involved in faking a target to he quits due to no sleep in real life for the last 2 weeks. I could live with a faking limit and a change of strategy myself.

I still voted No because of the way this rule was set up maybe i miss understood it but here is why:
I don't know if this 1% rule will take affect right at the start or when you hit 10 villages or when you hit 1 mill points. So my concern is at the early stages of a the game namely the start up. As i understood the rule it is that 1% of your points not 1% of farm space witch makes it a little better. But still the amounts of troops you will have to send to scout/farm people in the beginning would be very hi. Lets look at some numbers:

at 2000 points on a non growing barb world you would have to send 20 LC to farm a player of 26 points witch is to many if you farm regularly. later as you grow this number will be worse and worse. I know many people think this is stupid and say why not farm bigger players. I know i can that but if you had my luck and landed where i did in UK W3 you would have 50 26 pointers as i have and then you would have to farm some of them if not all.

Another reason is if you have some real life at all you tend to set up some quick links or bookmark farming to save some time and still play the game you like. this is a lot of work to set up and as you grow with this rule you would have to constantly change this as you don't have the troops to set them up as how they would look with a fully built village. And that would mean that you need to change them all the time and when you have 100-150 links or bookmarks that would take as much time as manual farming. I know many people would have to quit if this was that case and thats why i voted no.
If i have not understood correctly please say so :)
 

DeletedUser

Guest
That still wont help the 3 weeks until it goes barb. I usually noble before they go barb

You don't send escorts with your nobles? Noblemen take up 100 space, remember? :icon_wink:


Oh, Love the newsletter. Thanks for trying to correct it :)
 

DeletedUser

Guest
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!
 

DeletedUser

Guest
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.
 
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DeletedUser

Guest
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.
 

DeletedUser

Guest
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.
 

DeletedUser

Guest
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!
 

DeletedUser

Guest
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
 

DeletedUser

Guest
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!
 

Therin

Contributing Poster
Reaction score
18
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?
 

DeletedUser

Guest
This

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.

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.
 

DeletedUser

Guest
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...?
 
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