Mintyfresh
Skilled Soldier 18 & Master Commander 21 & 22
- Reaction score
- 4,382
Currently the mid-top level meta is heavily skewed by the size and depth of your inventory. Flag boosting and using a lot of warehouse items to shuffle resources around has become the de-facto strategy for account building to a large degree, while this isnt an issue in itself per-say when combined with large amounts of PP usage it causes extreme imbalance between those who have a lot of flag boosters/wh items and those who only have a few.
While it can be argued that on paper everyone has access to the same opportunities through PP farming on other worlds the reality is that its not often the case. Particularly as you need to understand how exactly best to utilise flagboosters in order to get the most out of them. This is another example of 'pro-player privilege' as they have access to resources/information etc that new players do not. Top players access to large amounts of nobles at much earlier points in the game than has ever been historically possible is highly detrimental to the new player experience. There is also the issue of how incredibly un-fun it is to pop your boosters and then sit there micro minting every 5 minutes for a 48hr+ period of time, nobody enjoys doing that but its mandatory if you want to be competitive.
Therefore i propose that something is done to by the development team
a) Curb the potentially infinite usage of some inventory items that is lopsided to the powerful few
b) Discourage unfun and time-consuming but powerful mechanics
I believe the key-offender is primarily the flagbooster and how strong it is stacked onto a coin flag and secondarily how easy it is to obtain large numbers of warehouse % items, if you utilise a bit of PP in events its very achievable to get 3/4/500% of items with minimal work. I would advocate for the nerfing of flagbooster items and putting a cap on the number of warehouse items a player can store in their inventory. Clever usage of a flagbooster should still be viable but not mandatory. Some potential solutions could be:
1) Flagbooster increases power by 50% not 100%
2) Maximum warehouse items allowed in an inventory is 200%
3) Flagbooster reduced to say 30% but duration increased to 96hrs
The other smaller issue i would like the development team to address is the stacking of defensive boosters (and to a lesser extent offensive boosters) up to unreasonable levels for unreasonable amounts of time. You can obtain (for swords):
30% from paladin
15% from gold Defense booster
15% from sword booster
2% from tribe level that can increase to i think 8%?
I personally feel like that having your units be increased in strength by 62%+ is a little bit extreme, particularly combined with other defensive bonuses like fortification and other paladin perks etc. Given how mobile defensive paladins can be can be a nightmare for attackers to break down defensive walls. Nobody enjoys seeing 20 nukes slam into walls without a wall level drop which doable or the defender with far less commitment than it should be in the current stage of the game. The gradual rise of TW "pp whales" has made defensive buff usage become problematic for the late-game. I would like to see either a softcap on defensive boosts where at a certain stage they get reduced effectiveness or a hardcap of say 50% on all boosts for attackers and defenders. This will once again help the smaller/new players who are much less likely to have access to large banks of inventory items and often get rolled by the powerful inventories that large players obtain and exploit.
Let me know what you think should be done for inventory balance.
While it can be argued that on paper everyone has access to the same opportunities through PP farming on other worlds the reality is that its not often the case. Particularly as you need to understand how exactly best to utilise flagboosters in order to get the most out of them. This is another example of 'pro-player privilege' as they have access to resources/information etc that new players do not. Top players access to large amounts of nobles at much earlier points in the game than has ever been historically possible is highly detrimental to the new player experience. There is also the issue of how incredibly un-fun it is to pop your boosters and then sit there micro minting every 5 minutes for a 48hr+ period of time, nobody enjoys doing that but its mandatory if you want to be competitive.
Therefore i propose that something is done to by the development team
a) Curb the potentially infinite usage of some inventory items that is lopsided to the powerful few
b) Discourage unfun and time-consuming but powerful mechanics
I believe the key-offender is primarily the flagbooster and how strong it is stacked onto a coin flag and secondarily how easy it is to obtain large numbers of warehouse % items, if you utilise a bit of PP in events its very achievable to get 3/4/500% of items with minimal work. I would advocate for the nerfing of flagbooster items and putting a cap on the number of warehouse items a player can store in their inventory. Clever usage of a flagbooster should still be viable but not mandatory. Some potential solutions could be:
1) Flagbooster increases power by 50% not 100%
2) Maximum warehouse items allowed in an inventory is 200%
3) Flagbooster reduced to say 30% but duration increased to 96hrs
The other smaller issue i would like the development team to address is the stacking of defensive boosters (and to a lesser extent offensive boosters) up to unreasonable levels for unreasonable amounts of time. You can obtain (for swords):
30% from paladin
15% from gold Defense booster
15% from sword booster
2% from tribe level that can increase to i think 8%?
I personally feel like that having your units be increased in strength by 62%+ is a little bit extreme, particularly combined with other defensive bonuses like fortification and other paladin perks etc. Given how mobile defensive paladins can be can be a nightmare for attackers to break down defensive walls. Nobody enjoys seeing 20 nukes slam into walls without a wall level drop which doable or the defender with far less commitment than it should be in the current stage of the game. The gradual rise of TW "pp whales" has made defensive buff usage become problematic for the late-game. I would like to see either a softcap on defensive boosts where at a certain stage they get reduced effectiveness or a hardcap of say 50% on all boosts for attackers and defenders. This will once again help the smaller/new players who are much less likely to have access to large banks of inventory items and often get rolled by the powerful inventories that large players obtain and exploit.
Let me know what you think should be done for inventory balance.
P.s. reduce MA cost to 4 pop