DeletedUser
Guest
That..... is actually pretty cool. :icon_eek:
So this means if I add my brother to connection sharing and yet he doesn't add me, both of us could get in trouble?
The second feature we can reveal is a new achievements system for all players. There will be several achievements that can be earned in a variety of ways. Some will be easy to achieve, while some may only be awarded in rare occurrences. For example, an achievement could be awarded to players who have the endurance to carry on playing again and again even when nobled out of the game.
For example, an achievement could be awarded to players who have the endurance to carry on playing again and again even when nobled out of the game.
Suggestion for new troop type:-
Carrier Pidgeon
Send a carrier pidgeon to another vill in order for them to perform a pre-defined attack/support as soon as they land on your vill that is required to perform the action.
This means for those not being co-played/sat, they can still send orders as they sleep.
This would still make it strategic as the pidgeon would have to be co-ordinated to land at the correct time, but help those that cannot be sat / co-played for some reason
Just an idea
Axillion
nice, in next update why you dont introduce a rule where all players that reach 1.000 villages, they lose all and restart with 1 villages of 120 points in enemy area?
or a rule where if you attack a player and took from him more then 2 villages, you have to gift him all but 1 villages?
or another one, a rule where a tribe is automatically disbanded if it reaches #1 rank?
seriously, i find these rules more intelligent...
nice, in next update why you dont introduce a rule where all players that reach 1.000 villages, they lose all and restart with 1 villages of 120 points in enemy area?
or a rule where if you attack a player and took from him more then 2 villages, you have to gift him all but 1 villages?
or another one, a rule where a tribe is automatically disbanded if it reaches #1 rank?
seriously, i find these rules more intelligent...
The only definite winning condition, as far as I know, is to conquer it all. If you look at the old finished die-staemme worlds, the winners were one player which controlled a majority of the world?
this is from w2 forum:
how can we win if players can continuosly restart, with also achievements that help them.
where players that have been compleatly conquered (no villages, 0 points) can continue to be in the world simply logging on but not restarting (i mean, they can click on world 12, and dont continue when they are in the restart position page).
in w12 we have a player that is doing so, he has no villages from 6-7 months if i well remember, and he will be here forever if he continue to do it every 14 days.
For example, an achievement could be awarded to players who have the endurance to carry on playing again and again even when nobled out of the game.
If you can't noble a player you just rimmed, then you're probably not playing the game right.
Also achievements don't help you at all. They offer no advantages at the game.
Please tell me that that is some sick joke and you really aren't intending to reward people for being bad? That's like a team getting a cup for losing every match of the season. Seriously... you might want to do a survey before such ridiculous ideas are even suggested in something such as this.
Edit: While I'm fine with acheivements per sa, (I really couldnt care one way or the other in general) the one specifically mentioned above I am whole heartedly against.
I'm sorry, but you think it's bad that a player has another go at playing after being nobled?
I'm sorry, but you think it's bad that a player has another go at playing after being nobled?
No, I think it's bad they got themselves nobled in the first place. If a player gets beaten, they shouldn't get an award for being repeatedly getting kicked down even if they pick themselves up each time. The reward for getting kicked down is that (hopefully) they learn from their mistakes. Maybe have an award for improvement, such as reaching a better rank each time.