Discussion in 'Discussion and Community Feedback' started by JawJaw, May 10, 2019.
Thankyou! Beautiful settings.
- Scavenging: Deactivated
Noobatos that still farms complained to much that they cant grow anymore?
Tech lvl sux and no scaveging sux to and 50 ms train sux to. Can you make one normal world with normal settings for god sake.
What do you mean normal?
Tech units has been around forever and a day. Its very normal.
And getting rid of scavenging would most definitely be normal. It’s a relatively new addition.
150ms train is less normal but not totally unusual.
I love these settings! good job
Don't listen to this batan guy!!!
however i don't really get why you would disable scavenging ever, it just makes early game so much worse. Barbs are super overfarmed by everyone like this and it stretches out village growth alot longer because your hauls will definetly look like this: .
1 suggestion: make barbs at the beginning of a new world already start with lvl 1 pits. Nobody likes seeing these low haul reports. There should also be a Smart-Barbs system which has a higher chance of barbs building pits instead of other buildings.
I have seen in tribal wars 2 that if you send a paladin with your attack barbs then have a % chance to increase 1 level of their pits. I think that would be a cool solution for here aswell.
Alternatively to fix the early farming situation adjust BP.
If someone started at the same time as you there’s no BP. If they start a day later, they have 1 day BP in relation to you. So BP for each player will be in relation to who’s trying to attack.
Would add a little spice to startup and still wouldn’t be unfair on anyone.
Can then add a max BP in relation to others obviously. 6 days would be a good max
Thank you for the feedback so far, guys!
It's 50 ms, not 150
And that is quite normal too
It’s 150ms train...
Tribe limit up to 45? Low tribe limits are lame in my opinion. I don't know how the meta has changed over the years, but I came back for the Tribal Wars I knew and loved. Now its but a shell of itself. BRING BACK BIGGER TRIBE LIMITS X_X
Ah I misunderstood you. In that case, correct. It happened multiple times in the past however
The "tribalwars you know an loved" was huge tribes with huge academy tribes recruiting their ways to controlling continents?
Nah I quite enjoy smaller tribe limits, makes it more about "fighting" your way to an area, instead of "eh, recruit him, and him, and him!
Rune villages... Boooo!
I expect someone can correct me, if i'm wrong; W102 was the last rune village world - On that world, the "algorithm " that worked out the rune village placement worked something like:
Each K will get a fixed amount of rune villages (16?) - IF - The K was populated with villages exceeding a fixed amount or % of villages (in order to prevent runes spawing in K's with 1 village etc).
Will it work like this for W108 too?
If it does, then that sucks, in my view. Look at the map for W102 below. Based on the algorithm above, none of the K's outside of the 4 cores had enough villages to satisfy the condition to spawn rune villages, despite the outer K's (like K46/56) being atleast 80% populated - Ulitmately meaning well over 60% of the world didn't get runes.
So, basically, if you're not in the core, you're at a bit of a disadvantage. Compared to 70% dominance worlds - every village is in the game and "counts" towards the victory.
Wouldn't runes work better if the amount spawned was proportional to the count of villages in a given K?
Obviously, if this is the TW Staff intent for a rune village victory, fair enough. But i'm interested to know how others view Rune victories (i've always observed more of a want for domination) and whether the side-effects, (or intentional effects) of what I outlined above are a good thing or a bad thing for a world.
Spoiler: Map of W102
Thank you for your feedback @HollowBastion and @Olve
The reason that the tribe limit has been lowered is to achieve greater tribal competition on the worlds and make sure they last longer.
The player base has become slightly smaller in the past, and therefore we also need to make the tribes smaller to maintain the same (or even better) level of competition.
Everyone can recruit himself to the top and defeat enemies by simply overpowering them in numbers, it is however a real Tribal Wars skill to overpower them with tactics and smaller resources available to you.
Next to that, if a world is smaller but the tribes remain the same, this will also impact the duration of a world. We want our players to enjoy our game as long as possible!
I hope this clears up this setting?
Is there any chance that you guys can make the barbs that spawn have level 1 pits at the start? It works for speedworlds, so it should be doable right?
@sday03 w104 is the most recent rune village world and the system seems to work quite fine. all the 4 core continents are inhabited with 36 rune villages but I guess all the outer K's are not populated enough to spawn rune villages idk
@Ragestyles We can not. The starting levels are applied to all villages. Not just specific kind of villages. So they'll also start at 26 points
As for the Rune villages (@sday03 ), the system has been improved after world 102, as there was indeed an issue with the distribution of the rune villages.
Ok, that sounds interesting. Can you elaborate on that improvement?
Wondering what the loyalty rate of return is? I thought it used to be listed in world settings but doesn't seem to be anywhere?
1.8 per hour;