1

Onderwerp: Honor reporting

Would it be possible in the attack window to show how much honor is going to be lost, including all modifiers? 

IE, if I am counter attacking and would not lose honor, it would show nothing.. or if a clan mate attacked them earlier it would show that.

I saw a player earlier asking about things like that, and I think making it transparent to them would help out new players.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

2

Re: Honor reporting

Since honor is now based on rune in the two villages, I would say, "No."  I really dislike the idea of someone's rune count being discoverable so easily.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Honor reporting

I love it!  It makes hunting so much more fun tongue

Current Ranking on Speed: #1

Owner of: Property of Tyranicus, Lil' Tyrania, and Baby Villa tongue

4

Re: Honor reporting

From that side of it, yes - I really like it a lot.  But as pointed out here I would like to find a way of protecting smaller players while at the same time not strengthening defense.  Defense is already strong enough that equal sized players have considerable difficulty gaining runes on speed, without chaining attacks.  Masking all honor impacts against a target would go a long way towards correcting that issue.

Doom, I think that reporting honor loss is part of what is breaking speed, at least from the game mechanics side.  I think that more information about the modifiers is going to make a bad situation even worse.  I agree with you that for new players, honor can be problematic to figure out... you can't just tell players to look at their score, multiply, and compare the two any more.  So... perhaps so long as a player's (not village) net is below some base figure (i.e. 1K), they get expanded honor information.  This way, what is supposed to help beginners will help only the beginners.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

5

Re: Honor reporting

in what way honor reporting is breaking speed? i cant really see the connection here

Re: Honor reporting

i agree with hellikin

just that guy... remember him? didn't expect you to...

7

Re: Honor reporting

OK.  I see the point big_smile

What if some amount of ranges were used.  Like a 5-10% up/down was used so that the exact number cannot be discerned, but an attacker can still tell if they are going to lose honor, and how much?

If not I would like to see it moved back to solely based on points.  I assume it was implemented to deter rune storage villages, but if a player cannot find how who they are.... kinda defeats the point.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

8

Re: Honor reporting

i actually dont understand why honor calculation is now based on amount of runes instead of village's networth. recently i managed to get some nice amount of runes and they lie useless in village because of long building times. it will be weeks before i can utilise them. and because of that im weaker in combat? if i could somehow use those runes for my defense then sure, fine. but right now they dont translate into any strength. i could agree to this change in case when i attack. but defend? by getting those runes i only made myself weaker :S

Laatst bewerkt door cleesan (2010-03-04 22:55:58)

9

Re: Honor reporting

What it means is that if you have free runes sitting around, waiting on an upgrade to complete, then a larger player will be able to (all else held constant) run in, grab your runes without any penalty of honor, and then send another attack (or two) and then suffer the honor hit.

When you get larger, it becomes (ironically) increasingly difficult to get runes into your main village.  At this point, on stable anyway, I am still digesting runes that I captured when my net worth was only 10K.  By bringing in runes at a rate faster than I could spend them, I was able to guarantee my ability to grow my village into a position where I can only attack (maybe) 0.10% of the map without honor loss.

If speed's mechanic were moved to stable, I would have a lot more targets, but odds are good that I would have been farmed into nothing.  As it was, I was protected from larger players while at the same time, smaller players than I were protected from me.

Most of the players who have been around for a long time will tell you that information is king... good intel can be much more valuable than runes... to the degree that we will ship massive amounts of runes to even a questionable spy.  With information so important, there are a couple of ways that players mask certain critical information: building lag is one.  This makes your attackers minimum troop estimate low - which can lead to an easy defense victory.  Before the speed honor change, the exact number of runes in a town were impossible to come by.  You could get a general picture, but no exact numbers.  Now, as soon as you have a target where there is any honor loss, you can immediately tell how many runes are in that village.  Further, the mechanic has incentivized larger players into attacking smaller ones exclusively... which is not how the game was originally supposed to work.

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

10

Re: Honor reporting

Okay, but things went a little wrong on speed.
We've had a lot of bad losers who were fine with attacking just could not stand to be attacked.
The result was those players imploded their villages and send runes away to hide them from their attacker.
I for one don't think that's fair, the attacker is in title to his/her runes since they would be won in a fair way.
This causes 5K villages to be attacked by 14K villages without honor loss.
In other words, some of us were chasing runes.
BY the time we arrived at the village the runes got send away again... and due to the pressure we put on them they didn't have time for good communications, so the runes were sent down, and down and down...
Situation as it is now is that there are a few 2k and 4k villages with 100's of runes in them, those villages are being farmed by the same players who reset in the first place.
I know it's all in the game mechanics and not considdered illegal or cheating but it is to my opinion.
Anyways, that's something the original idea would prevent, or at least make it more easy to discover where the runes are.
But it's a bad solution for a bad problem.
Better would be to limit the amount of runes that could be sent off when under attack.

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.