church with 5K barbs kinda sucks, churches and barb meta encourage insane barbling and now you are giving 5k barbs to the pp abusers? should be 2k max.
This feedback is inaccurate.
For starters, people who spam pp and barble will not have any barb that will have the time to grow to 2k points let alone 5k. Also churches will not increase the barb meta, it will just make people cluster up, which means you aren't going to noble this bonus pop 10 fields away from your cluster, or a player that is outside of your church radius. Sure you can argue that clustering up means that they will eat all the barbs in their church radius, but again the barbling happens either way, people will just have tighter clusters.
Also the whole " dont noble in my church area " will actually keep more barbs in the world compared to others. If you compare w113 to w114 for example, w114 had a way higher pace of barb eating. When a player is busy spending nobels on players that saves up all the barbs in his cluster, and because of the church meta a tribemate isnt just going to come in and eat them. So you will end up with more barbs than you otherwise think.
For starters, people who spam pp and barble will not have any barb that will have the time to grow to 2k points let alone 5k.
except in the midgame when there will be tons of barbs built up 3-5K points especially on the rim...
i don't really see a benefit to such a high barb growth and the major downside of giving pp spenders an easier time growing and building new clusters, etc.
For starters, people who spam pp and barble will not have any barb that will have the time to grow to 2k points let alone 5k.
except in the midgame when there will be tons of barbs built up 3-5K points especially on the rim...
i don't really see a benefit to such a high barb growth and the major downside of giving pp spenders an easier time growing and building new clusters, etc.
It doesn't encourage people to leave barbs as it still grows slower than player owned village, and the more developed barbs allow for easier formation of new clusters with more developed villages.
I've yet to see a single positive because people aren't leaving barbs because they grow to 5k lmao and churches promote clustering but it's not that bad when you can just jump and grab a 5k village later on.
you can go lok at 118 and 119 and see all the top ranked accounts with plenty of maxed barbs you can grab 500 on 118 and 2k on 119 or any world and see again all you do by increasing the barb development is benefit premium players. heck 117 plenty of players who joined specifically on the rim or moved to the rim and spammed barbs that were 3k.
again I've not seen one reason why it's a good thing to increase the barb points? besides for some reason thinking it doesn't matter or won't have an impact when it clearly will benefit premium players.
but i don't really care you can keep arguing i probably wont play 121 even tho it has churches and uber arrival ill just let the pp whales dominate 121 with all those barbs, because inno constantly makes the weirdest combinations of settings per usual that consistently are benefitting better players or just absolutely stupid overall
Ideal settings for w122
- Building speed: 2
- Unit Speed: 0.5-1
Game:
- Archers: Activated
- Paladin / Statue: Activated, with Skills
- Strongholds : Deactivated
- Bonus Villages: Activated
- Barbarian Villages: Grow to 2000points
- Church and Belief: Deactivated
- Watchtower: Deactivated
- Militia: Activated
- Morale: Activated, points and time based
- Achievements: Activated
- Noble production: Coins
- Technologies: Simple
- Beginners protection:
- Beginners protection ratio: 1:20 for 30 days
Other:
- No night mode
- Choose starting direction: Activated
- Attack timing: Milliseconds (50)
- Fake limit: Deactivated
- Limit Noble man walking distance: 150-200 fields
- Scavenging: Activated
Extra :
- Victory conditions: Runes (a tribe needs to hold 70% of rune villages in each continent for 20 days. Each continent has 49 rune villages)
- Tribe limit: 25-30
- Flags: Activated
- Limited haul: Deactivated
- Support outside Tribe: Über - Arrival (*)
- No Harm: Deactivated
Ideal settings for w122
- Building speed: 2
- Unit Speed: 0.5-1
Game:
- Archers: Activated
- Paladin / Statue: Activated, with Skills
- Strongholds : Deactivated
- Bonus Villages: Activated
- Barbarian Villages: Grow to 2000points
- Church and Belief: Deactivated
- Watchtower: Deactivated
- Militia: Activated
- Morale: Activated, points and time based
- Achievements: Activated
- Noble production: Coins
- Technologies: Simple
- Beginners protection:
- Beginners protection ratio: 1:20 for 30 days
Other:
- No night mode
- Choose starting direction: Activated
- Attack timing: Milliseconds (50)
- Fake limit: Deactivated
- Limit Noble man walking distance: 150-200 fields
- Scavenging: Activated
Extra :
- Victory conditions: Runes (a tribe needs to hold 70% of rune villages in each continent for 20 days. Each continent has 49 rune villages)
- Tribe limit: 25-30
- Flags: Activated
- Limited haul: Deactivated
- Support outside Tribe: Über - Arrival (*)
- No Harm: Deactivated
Ideal settings for w122
- Building speed: 2
- Unit Speed: 0.5-1
Game:
- Archers: Activated
- Paladin / Statue: Activated, with Skills
- Strongholds : Deactivated
- Bonus Villages: Activated
- Barbarian Villages: Grow to 2000points
- Church and Belief: Deactivated
- Watchtower: Deactivated
- Militia: Activated
- Morale: Activated, points and time based
- Achievements: Activated
- Noble production: Coins
- Technologies: Simple
- Beginners protection:
- Beginners protection ratio: 1:20 for 30 days
Other:
- No night mode
- Choose starting direction: Activated
- Attack timing: Milliseconds (50)
- Fake limit: Deactivated
- Limit Noble man walking distance: 150-200 fields
- Scavenging: Activated
Extra :
- Victory conditions: Runes (a tribe needs to hold 70% of rune villages in each continent for 20 days. Each continent has 49 rune villages)
- Tribe limit: 25-30
- Flags: Activated
- Limited haul: Deactivated
- Support outside Tribe: Über - Arrival (*)
- No Harm: Deactivated