![]() A bit confusing to explain, but essentially if you attack a player your next night bonus will not apply for them. Both players night bonus still apply for all other players on the world, it is only skipped if the players are actively attacking one another. The bonus will still apply for player A attacking player B when their night bonus starts, unless a return attack is sent. If player A sends an attack or has an attack landing on player B in the last 12 (or 24?) hours, the night bonus will not apply for player B attacking player A. To combat this, night bonus can be negated when attacking other players. For example attacking a player right before your night bonus so they don't have a chance to recap. This would cause quite a significant shift in strategy, and of course needs some safeguards to prevent users from abusing it. To avoid surprise 100% defense bonuses on your attacks. I also think a warning when sending attacks would make the system a little more user friendly. (JawJaw was catted to oblivion, but somehow retained rank 1 ) Adding a field in each users profile seems to like the best route for that. Night bonus information would need to public to all players so attacks can be coordinated accordingly. This helps prevent abusing the system to enter night bonus right before attacks land, or after finding out what your enemies online times are. ![]() Once a timezone has been chosen, it cannot be changed for the duration of that world. In the picture below I used 8 hour time frames, but that can of course be adjusted (There could also just be two options, one for North America and one for Europe might work). When a player starts the world, they select their preferred night bonus time frame, much like you would choose your starting direction. Casual 5 started with a night bonus, but it was removed shortly after the world started for this very reason. The current night bonus gives an unfair advantage to players in the selected timezone. net server is that not all players live in the same time zone. I don't think it needs to be argued that these are known issues of sorts, as night bonuses have already existed on various servers/worlds. Without getting too buried in the details, lets just say the current game takes an enormous amount of time to play competitively. When the new player returns and their tribe tells them they somehow need to be online 24/7 to succeed in the game, 9 times out of 10 they quit. Any seasoned player will scavenge TW Stats for any information revealing an enemies online times, then unleash a horde of attacks when they know a player is asleep. New players coming into the game are not yet as addicted to the game as the rest of us, and are not going to set alarms in the middle of the night to send attacks or snipe trains. I believe this issue also greatly impacts new player retention. This in most cases results in players co playing a single account, which arguably gives an advantage against the players that are not co-playing. Tribal Wars requires a larger time commitment than any other game I have ever played.
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