Olympus World Feedback Thread

Jimothy5

Chiliarch
I'm not sure if this has been mentioned but the fact that attacks on an alliance owned temple can be spelled pretty much infinitely is outrageous. Every CS my alliance has sent to temple steal attempts has been seastormed until the entire LS escort has been killed and it will bounce regardless of the timings.
127 will be my last olympus world unless this is fixed.

I am going to expand on this and tell a little story as well. This will sound a lot like me just whining (and it might be), but this issue is essentially game breaking for 127 at this point.

We lined up a timed OP on the o45 portal temple. If I may say so myself, it was a well planned and well executed OP. The temple had some low amount of DLU and about 4200 biremes + ~800 fireships. We lined up 30+ LS nukes within 2 hours TT, sent them at a time when most of the target alliance should be offline (they were mostly offline). I would say it took the not-so-slim-shady MRA (Shadow alliances) about 1 hour from initial launch to notice the OP. The CS was timed to the nukes, with a TT of approximately 1:31 (and hidden with Helmet of Invisibility from launch). Our timings were actually quite good for this op.

The target alliance started stacking more biremes, and at some point it was up to I think 6k birs. In fact, we quite easily cleared the stack regardless. My best timed LS nuke landed 4 seconds before the CS and it was already clear. We had at least 4-5 more LS nukes landing within 3 seconds of the CS.
HOWEVER, because they had the ability to endlessly spell the CS attack, they simply rotated players and continuously purified and Seastormed the escort of the CS. Even with our CS driver just watching the game screen to constantly cast another spell on the CS attack, it was simply not possible to save the CS escort. Credit to the Shadow people to getting a bit smarter with the tactics and timing several seastorms seconds after someone casting a purification (good utilization of a broken game mechanic). This is an utterly ridiculous and completely broken game mechanic.

Because of the fact that they only had to target spells on the CS, they actually were not even forced to actually play the game of Grepolis to save the temple. They did not have to try and snipe our CS with either birs beforehand or timed Myths afterwards. In fact, they just had to shuffle people in and out of the alliance until the escort was blown apart. They simply did not have to play the actual game to defend the CS, which is the most broken aspect of this game mechanic.....

The fact of the matter is that it becomes an unreasonably difficult to plan an OP to take a temple from another top level team. Unless there is a 10 minute CS to the temple (rare, and should not be a prerequisite to take a temple), it is almost guaranteed that the defending alliance can neutralize a CS before it ever gets close to landing.

If a defending alliance can already see the units in each attack and support, in addition to seeing which attacks are actually conquests, there is NO REASON to allow that team to also spell said attacks. If they have all the info needed to appropriately snipe/defend a CS attempt, there is no logical reason they should also be able to spell attacks, much less without limits or even cooldowns.

In terms of spells during a siege, I do not mind that part so much because only the person who sent the CS can cast spells, creating a bottleneck on how many spells can be cast, even if there is a good favor farming system in place. Although, if players cannot cast spells on incoming attacks to a siege on a city, there is no reason for this to happen on temple conquests.....

In my opinion, fixing this issue is fairly simple. Either disable spells on incoming attacks to temples (for balancing, even the players sending attacks should not be allowed to cast spells), or limit them the same way negative spells on actual cities are limited (based on world speed). Honestly, it is confounding that this ability was even included in the game in the first place.

Edited to correct details of the OP that I had slightly wrong.
 
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Myrddin Emyrs

Phrourach
My feedback on olympus, easy its ****, good way to kill the game, go back to opening worlds with different settings either conquest worlds or your revolt worlds and have different speed settings and leave it as it is but make the world end goals longer to get too, wouldnt mind playing in a world with large alliances and longer playing time with more players able to play for longer
 

Sylteagurk

Taxiarch
Please make it so portals are easier to challange than having 60 people rotate in from other alliances and spam spell the **** out of everything :)
 

Hydna

Grepolis Team
I am going to expand on this and tell a little story as well. This will sound a lot like me just whining (and it might be), but this issue is essentially game breaking for 127 at this point.

We lined up a timed OP on the o45 portal temple. If I may say so myself, it was a well planned and well executed OP. The temple had some low amount of DLU and about 4200 biremes + ~800 fireships. We lined up 30+ LS nukes within 2 hours TT, sent them at a time when most of the target alliance should be offline (they were mostly offline). I would say it took the not-so-slim-shady MRA (Shadow alliances) about 1 hour from initial launch to notice the OP. The CS was timed to the nukes, with a TT of approximately 1:31 (and hidden with Helmet of Invisibility from launch). Our timings were actually quite good for this op.

The target alliance started stacking more biremes, and at some point it was up to I think 6k birs. In fact, we quite easily cleared the stack regardless. My best timed LS nuke landed 4 seconds before the CS and it was already clear. We had at least 4-5 more LS nukes landing within 3 seconds of the CS.
HOWEVER, because they had the ability to endlessly spell the CS attack, they simply rotated players and continuously purified and Seastormed the escort of the CS. Even with our CS driver just watching the game screen to constantly cast another spell on the CS attack, it was simply not possible to save the CS escort. Credit to the Shadow people to getting a bit smarter with the tactics and timing several seastorms seconds after someone casting a purification (good utilization of a broken game mechanic). This is an utterly ridiculous and completely broken game mechanic.

Because of the fact that they only had to target spells on the CS, they actually were not even forced to actually play the game of Grepolis to save the temple. They did not have to try and snipe our CS with either birs beforehand or timed Myths afterwards. In fact, they just had to shuffle people in and out of the alliance until the escort was blown apart. They simply did not have to play the actual game to defend the CS, which is the most broken aspect of this game mechanic.....

The fact of the matter is that it becomes an unreasonably difficult to plan an OP to take a temple from another top level team. Unless there is a 10 minute CS to the temple (rare, and should not be a prerequisite to take a temple), it is almost guaranteed that the defending alliance can neutralize a CS before it ever gets close to landing.

If a defending alliance can already see the units in each attack and support, in addition to seeing which attacks are actually conquests, there is NO REASON to allow that team to also spell said attacks. If they have all the info needed to appropriately snipe/defend a CS attempt, there is no logical reason they should also be able to spell attacks, much less without limits or even cooldowns.

In terms of spells during a siege, I do not mind that part so much because only the person who sent the CS can cast spells, creating a bottleneck on how many spells can be cast, even if there is a good favor farming system in place. Although, if players cannot cast spells on incoming attacks to a siege on a city, there is no reason for this to happen on temple conquests.....

In my opinion, fixing this issue is fairly simple. Either disable spells on incoming attacks to temples (for balancing, even the players sending attacks should not be allowed to cast spells), or limit them the same way negative spells on actual cities are limited (based on world speed). Honestly, it is confounding that this ability was even included in the game in the first place.

Edited to correct details of the OP that I had slightly wrong.
Thanks for sharing this. Our developers are reading all the feedback and I have asked them to specifically look at this situation.
 

curadh

Phrourach
Any news on an Olympus revolt server or are developers to busy still learning to tell the time and how to put more bugs in the game?
 

DeletedUser41523

Guest
Any news on an Olympus revolt server or are developers to busy still learning to tell the time and how to put more bugs in the game?

trust me as is Revolt players got the better end of the stick.
 

RobGG1

Hipparchus
Since the last two servers created are both Wonders end game, is it fair to assume that the Olympus end game is being put back on the shelf?

(Asking for a friend who questions the need to spend more time learning a new strategy for the game.....)
 

pyro freak

Hipparchus
As the #1 player leading the #1 alliance in the first Olympus world, here is my feedback:

1. I definitely agree with others that attempting to steal a temple is nearly impossible due to the fact that everyone in the alliance can cast spells on any of the incoming attacks, including the CS attack. A possible solution would be to make it where you can't cast spells on a CS attack.

2. I also agree that the temples are completely unbalanced. As others have mentioned, a 6% Medusa buff is trash compared to a 10% LS buff.

3. The number of units in Olympus should NOT decrease after the second and third re-spawn. This made it extremely easy to clear Olympus the second and third time. If anything, it should be the other way around. The first time Olympus spawns, it should have a bit less units. The second time, it should have 25-50% more units, and the third time, it should have 50-100% more units. Perhaps my numbers are too high, but you get the general idea.

4. Add a minimum troop limit when attacking a temple. The fact that people can attack temples with 1 ls or 1 bir is extremely annoying. I'm having to go through 600+ reports a day from all the spam attacks. If people were forced to use at least 10 ls to attack a temple, just like it is when attacking players, that would make it a bit less appealing for people to send that many spam attacks.

5. *This might be a bug* Currently, if you have the temple info window open and are trying to scroll down to click an incoming attacks, every time an attack or support lands on the temple, it scrolls you all the way up. This was extremely annoying. When we were taking Olympus, it made it very difficult to scroll down and click on incoming attacks because we had supports and attacks landing like every 5 seconds which meant every 5 seconds it would scroll my window all the way to the top.

(I will edit this if I can think of anything else)
 

1saaa

Strategos
4. I think a population limit would work better in this case. Their is no strategic value to spamming HC's in temples if you're already aware of what is inside. To add onto this maybe adding another inbox for temple reports may help reduce the annoyance of spam reports?
 

DeletedUser55224

Guest
revolt olympus seems better. Send an attack revolt temple like a aplayer city or clear olympus an send cs. First guy will always get better end of stick or leave it like a ghost where whenever a cs wins a battle the temple changes hands. Cooldown for changing hands may be nice
 

Jimothy5

Chiliarch
Temple stacks should be tweaked. Why are all the defense stacks the same? it is very boring cleaning them out tbh. super weak to blunt damage. I get the idea of throwing offensive units in there to boost the BP tradeoff in the initial clearings, but it is just too easy to BP farm these things already.

The small temples have a god for no reason. I suggest that small and large temple neural units stack be based on the GOD of the temple. this will actually add some flavor to the small temple stage. The link to the theme is literally sitting right there. IDK why this even needs to be suggested hahahahaha

It's okay if the defense values in temples is not balanced (because they already are), but at least mix it up and throw in the myths of the god for that temple, why else is there even a favor system in the game lol
I'll give some example stacks, but for the most part I will leave ratios of units vague so that the devs can play around with defensive values and what weaknesses each temple could have.

Example stacks:
Poseidon - a bunch of hydras in the harbor. a small herd of cyclops and lets say a swordsmen heavy DLU stack of mixed swords/archer/hoplite.

Hades - Erinyes and heavy on Cerbs with an additional DLU stack of 3/1 archer/chariot. Maybe a 4/1 ratio of triremes to LS in the harbor (I get that kinda vibe from Hades but you grepo devs go wild and do you)

Athena - Pegs and centaurs, and a small amount of swords. Biremes and triremes defending (she is the smart god) with a smallish amount of LS for BP balancing if you want.

Artemis - BOARS and some griffins and a chariot stack. Naval defense is maybe 3/1 trireme to fireship (gotta use em sometime lol)

Zeus - small amount of manti and some minotaur with a 2/1 chariot/archer DLU stack. Bireme stack, no other naval units.

Hera - some small number of harpies, a bunch of medusa, and a bit of just swords and archers. Naval defense can be 3/1/1 ratio of Bireme/LS/FS

there is plenty of ways to tweak these hypothetical stacks. These are right off the top of my head with a light bit of random reasoning behind them. Either way, i think it would be an improvement and make the endgame less bland.

For Olympus you could even go Myth only defense with a mix of all the myth units in the game, because Olympus is kinda for all of them.... Add some spice to this endgame please!
 

Sylteagurk

Taxiarch
Can we make Temples a worse source of bp plxxx, you can get extremly big by just farming temples for easy bp. Nobody fights we just PvE cuz its way more efficient.

Edit: I would rather the units in temple gave no or very little bp
 

DeletedUser55224

Guest
solution at this point: Make sure u siege olympus first :)
 

Lethal-Bacon

Polemarch
Can we make Temples a worse source of bp plxxx, you can get extremly big by just farming temples for easy bp. Nobody fights we just PvE cuz its way more efficient.

Edit: I would rather the units in temple gave no or very little bp

that is the entire point of this type of endgame.

WW is simple sim fest who can push resources fastest to build wonders, Domination is fight for % cities while olympus is PvE, farming temples, taking your own ocean before olympus comes to clear it, hold it and win it while other alliances try to break your siege on it, its quite simple so get used to it.

P.S. @IRSDIVISION sux.
 

Shuri2060

Strategos
It is an absolute nightmare spelling commands when there are 500+ incomings to a temple.

Please improve the UI to make it easier to navigate. It would also be nice if exact arrival time could be displayed in temple window commands as well as countdown timer.
 

OutOfCharacters

Phrourach
The random nature of Olympus spawns needs improvement. Both 127 and 128 have exhibited the same issue, with spawns seeming "stuck" in one area. In 128, with 4 core oceans, so far Olympus has spawned 3 times in or on the fringes of O55 (counting southeast corner of 54 as the fringe), and hasn't landed in a single other core ocean. The 4th spawn was far west O35 near O25, away from all contenders.

If you assume there are multiple contenders for Olympus, most likely they reside in the 4 core oceans. Random placement this lopsided doesn't promote true competition on a level playing field. Consecutive random drops need to assure a broader distribution of locations among the core.

There are many ways you could do this-- e.g., if it drops in one ocean, it has to land in the other core 3 oceans (in random order of course) before all 4 are back in the random pool again...and not all right on the edge of that first core ocean lol. Or maybe spread the drop spots equidistant between the large temples (not on them), again, can't land in a spot it already has, unless it's landed in all of them first.

Landing in oceans beyond the core 4 would be relevant if worlds were bigger. At the current player counts, extending it to non-core oceans can add to the lopsidedness too easily.

For example, in 128, only one alliance has had "proximity favor" due to random drops so far--75% of the drops. If it lands in a non-core ocean for the next drop, then it's a level playing field for that 5th drop, but it will end a two-horse race with 2 drops being a level playing field, and 3 favoring one alliance. This is a meaningful game-changer that is de-motivating for players and worth revisiting.
 
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