Heck, you could also keep the neighborhoods as they are now but allow players to enable/disable PvP (ofcourse with some timed delay to avoid button-flicking back and forth as a safetynet which would be boring for PvP'ers) but I see that as a less favorable ideal than simply splitting neighborhoods. That's why the parting would be beneficial. It's just a shame when matched with people far out of your league and be expected to set up a functional defense. It would benefit the best of both worlds as those wishing to avoid PvP all together can stay in their neighborhoods (but continue to trade with their guildmates ofcourse) and those interrested in PvP would have their neighborhoods where they can fight people with equal interrest.Ī large reason FoE is so popular from my perspective is that it's the most enjoyable building simulator with exciting advances as an integral part of the gameplay that no other browser based game has delivered in equal quality. I know that the PvP is a strong part of the game, but I'd argue that you could functionally run non-PvP neighborhoods for those interrested. Problem was after that merger of neighborhoods with people WAY out of the league of OUR neighborhood, it all just escalated into us being spam-pillaged. I've tried diplomacy, I've got a pretty sound defensive strategy which has worked in the past. He seems well on his way out of HMA aswell (the problematic guy in particular) which makes it seem futile. and I've got the best aged units defending for me (Iron Age, soon EMA) problem is our neighborhood was merged with people in LMA using those units to attack meaning my Iron Age units are hardly a match. I know how the game works about defense etc.
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