Leofwine
Guest
I indeed am still co playing an account (not this one). I will be more than excited to meet you. Still doesnt change the fact that you were boosted early game
What do you call this guy then?
![5084345ea2394e849cc489311c5cf82b.png](https://i.gyazo.com/5084345ea2394e849cc489311c5cf82b.png)
I indeed am still co playing an account (not this one). I will be more than excited to meet you. Still doesnt change the fact that you were boosted early game
By this reasoning having multiple accounts should not be against the rules either, since it's not too difficult to use a different IP address for each one making intent impossible to prove.
- Make an account to transport free resources to a friend
- Make an account, defend the village against anyone else but let a friend free farm 100k resources off you
- Make an account, build up an optimal village and use it to clear one or two other players so a friend can noble their villages and yours, gaining millions resources' worth of advantage compared to folk spending their own troops to conquer less optimal villages
Only the first one can be easily policed and controlled, but they are all clearly and obviously push accounts. Can we be honest enough to acknowledge that fact? Heck, the third one is probably the most egregious one of them all.
So the question is simply does difficulty in policing something mean that it shouldn't be a rule at all? If you reckon that the answer should be yes then Innogames may as well allow folk to have multiple accounts. At least that way they'd get more money, we'd get slightly bigger worlds and folk who are solo players or new to the game would not suffer the further disadvantage of legal push accounts.
In the end tw has evolved into a game with a culture as such where the most optimum and efficient strategies have always been pursuing while staying within the realms of legality, stretching as far back as those guys who we all know who jerk off over start up( start up king himself tom), this is hardly a new phenomenon of unethical behaviour.
Correct me if im wrong .
Yes, there's that attitude that if it's not explicitly against the game rules then it's okay or even the 'best' way to play; which gets us more lying, spying, tribe-hopping, gang-banging, backstabbing, recruit to kick and noble, merge-to-win players than we'd probably likeFunnily enough, some of people who use that reasoning in the case of legal push accounts would simultaneously condemn many of these other legal gameplay tactics.
So I figure early game account merges should be explicitly against the game rules, even if it's possible that convoluted workarounds might be devised (just as they can for having multiple accounts). I mean they pretty obviously are push accounts... but they're not illegal so of course plenty of folk are going to do it. It's the "smart" way to play. But I'd wager that most of those people would not do it if it was clearly and explicitly against the rules, even if a convoluted workaround were possible.
And you're right that things like scripts can also help out with gameplay; but A) they are at least theoretically available to hard-googling new players even from day one, unlike legal push accounts; B) since the introduction of loot assistant the advantage is minimal if not non-existent in the early game, which is when new players either decide they like the game or get discouraged and quit; and most importantly C) scripts probably increase the number of active accounts by reducing player fatigue and hence departure rates whereas push villages explicitly reduce account numbers both by making coplaying more beneficial/common and by discouraging new players with a bigger performance gap sooner.
While this example may indeed be ludicrous, this is something I've actually seen many times by people I've nobled, this is the flaw i think of making judgement calls on what is right/wrong based on personal ethics.
You also stated how some accounts are 'obviously' push accounts...
This used to be the effective strategy. A few members tried to counter the argument stating it doesn't defend against trains or 2 enemy players working together with 2 nobles. I want to address this because it is too much of a surface level reaction.Nobody is getting rimmed while they're asleep before trains. You can't get cleared if your troops are out farming overnight. If you're playing smart your immediate neighbours won't get the chance to research cats, let alone demo your village.
While I understand being rimmed is disappointing, it is part of the learning curve for many. Frankly if nobody got the disappoint we wouldn't have much of a game.![]()
What's to stop me from cheating and contributing to the problem now if Innogames doesn't address the P2W issue? I'm not going to purely for reasons that I don't want to lose the respect and trust that I have from many players. I'd bet there are plenty here who would though.I don't feel like playing ethically or contributing to improve issues because my efforts are undermined by P2W and the ability to buy power.
Another statement I have been seeing a lot lately that bothers me.Beside I am not sure about killing game with pay to win mechanic, after all pay to win worlds were usually quite bigger then worlds like w100
What you are referring to with respect to instant gratification and the desire to get more points faster has to do with a dopamine response. Pretty much all games are based on a reward system. Today with flashy games and pay to win features(mircotransactions/freemium gaming) across all platforms, it's organically difficult for an 'old' game to become highly popular. Nobody is spending 100's of dollars or rushing to play the original Zelda, Mario or Mike Tyson's punch out.
I'm picking this line specifically because while it's common, I wonder HOW true it is for TW?it's organically difficult for an 'old' game to become highly popular.
Think about it, so many of us have been here for 10 or more years when there are far more flashy, new games coming out each year. Something kept us here but new players don't get the same feeling?
I'm informed there is a photo of an exposed nipple which belongs to one of the top 25. Does that help?
Just like everything in this world, Tribal Wars has a life cycle and expiry date. It is surprising that it has lasted as long as it has, in large part due to a small but rabid fanbase. Nothing, not pay to win, not new gimmicks, not a re-skin is going to change that. These sorts of games are simply not popular anymore and have pitiful lifecycles.
The reason that I've been here for so long has little to do with getting internet friends. I've always had very few friends in this game and never wanted them. For me, Tribal Wars has always been business, about pushing the game engine as far as I possibly can, being part of the best tribes, about proving to myself that I am one of the best. Having played since world 1, doing well on W100 is meaningless to me. That's what makes me sad about the game. I could quit, but what else would I do?
I was obsessed with Populous The Beginning and StarCraft before that, I'd just find something else to fill the void. I'd advise others to do the same after W100.
I appreciate the deeper post. I definitely understand the dopamine response system on a basic level and have looked at it from gambling addiction and depression perspectives. Not so familiar with "social peer bonding" but it's something I'm going to look into.P.S. I'm not disagreeing with you but rather challenge you to view the decline from a different perspective with respect to human behavior and what motivates us.
The other could be due to oxytocin bonds and dopamine response we receive from the network. We've all developed friends with respect to fighting/supporting/sitting each other and it actually creates a chemical bond in our brains. Unless we are whalecoming people into 'our tight little circle' on skype, it will be difficult to create loyalty. This is problematic over the internet since the oxytocin response is much larger when the physical contact in peer social networking (IRL) is present. The strongest type of reinforcement we can get online is via skype voice/video chat, sending images of who we are and when coupled with something such as alcohol consumption, the response is stronger.
This is kind of a deep topic with respect to psychology and neurochemistry but it's highly fundamental.
Do you not feel like P2W has diminished the value in "proving you are the best" because players can get a boost to their start up and give them an unfair advantage that *should* snowball them into the later stages? Sure skill still wins out and all that but winning just doesn't carry the same credit as it used to. It undermines a whole portion of the player base who play for this achievement type reason.For me, Tribal Wars has always been business, about pushing the game engine as far as I possibly can, being part of the best tribes, about proving to myself that I am one of the best. Having played since world 1, doing well on W100 is meaningless to me. That's what makes me sad about the game. I could quit, but what else would I do?
who we all know who jerk off over start up( start up king himself tom)
Do you not feel like P2W has diminished the value in "proving you are the best" because players can get a boost to their start up and give them an unfair advantage that *should* snowball them into the later stages? Sure skill still wins out and all that but winning just doesn't carry the same credit as it used to. It undermines a whole portion of the player base who play for this achievement type reason.
I won't waste my time trying to convince someone with religious belief that the game is dead. I don't think it will return to it's peak but I sure as hell think it can sustain a high level again. It would just take time and persistent effort to build it back up. There is value in the game model that I don't think you can get anywhere else. While that might not be the case for you, I've looked around for a long while trying to find that value in an alternative and I'm still here.