v 1.12 Discussion Thread

DeletedUser

Guest
No, the only way to stop the conquest would be to win the fight with the CS wave
 

DeletedUser

Guest
Firstly, has anybody actually asked for this change? I can see nowhere that they have. Secondly, Grepo have made such a lot of noise about how "THis is NOT TW" and "This is GREPOLIS" and yet here we are with an unwarranted, unrequested update that turns Grepolis into some ghastly hybrid between Grepolis and TW but without the playability of either.

The announcement mentions that this is supposed to help people who don't understand the conquering system. Well bully for them, if they didnt get the old one, do you really think they will get the new one? If you want a game that can be played by people that are of below average intelligence then perhaps you should have come up with online connect four or something. You can't call this a strategy game and then remove any strategy that morons dont understand.

We have hardly any information to go on, the details of the release were not even posted in the announcement, people had to go rushing off elsewhere to find it, and yet we are told that it is imminently to be forced upon us, even in well established worlds.

This will BREAK this game, and it will cause unholy hell on those that have specialised cities, because their researches will all be ruined...assuming that they even want to carry on playing. I for one, won't.

Stop trying to fix something that isnt broken, stop pandering to people that want TW, if they want it that bad, let them go play TW! :pro:

The sheer audacity of taking a game that we love and implementing changes that are unwanted by the masses will ensure the demise of the game. If the developers think there is a depopulation issue with the current worlds now wait until this is implemented. It will be a game killer. We have all seen it before and apparently they have not learnt from mistakes made by other.

failboat_arrival.jpg


P.S. These was compiled by multiple players that enjoy this game, but will NOT support these changes.​
 

DeletedUser

Guest
Here's a scenario of what will be the conquest procedure, from what I can see.

----

First, an attacker must clear a city. We do this all the time, generally, no big deal.

Second, the city has 12 hours to be under revolt, after which the first CS to land conquers it, I think. In this 12-hour period, the player's alliance send support to save the city. That means anyone within 12 hours of the revolting player can send all the defenses it needs - WELL more than one city can produce themselves. I've demonstrated before how many troops an alliance can stick into a city in 12 hours.

Third, attackers will try to clear the city AGAIN as close to the end of the revolt as possible. But, given the level of defense there, it's going to be nearly impossible for one player to clear it out (because, for one, his troops are probably already gone, and for two, defensive troops fight better in mass and behind walls than offensive troops do, plus they can be made faster). So, attacker will want to get his alliance in on the action. Now, conquest is easy with an alliance. Clear the city, slide the cs in, call in support. This way, you have a bunch of people nearby trying to schedule attacks to land on the city as close to the end of the revolt as possible, with the CS landing when the city is cleared (which is speculative and highly reliant on the cooperation of peers, which we know is unreliable).

---

So, what would I do? Well, now, I build mostly offenses, because you have a higher likelihood of breaking a siege with a bunch of light ships than you do defending one with biremes.

But with this system, I'd make all my cities defensive, with huge walls, lots of biremes, and theaters to gain CP.

Because in a one-on-one duel with an active player, I can't beat his defense with offense.

Even 2:1, it's difficult.

And further, I'm going to want lots of defenses to ensure I don't get conquered in that 12-hour time, and I'll want my friends too as well.

Sure, there's room for strategy. But the most basic and simple one is...


TURTLEFEST.

And buy gold for olympic games to expand, because BP won't be cost-effective.
 

DeletedUser

Guest
TURTLEFEST.

And buy gold for olympic games to expand, because BP won't be cost-effective.

Yes, basically it makes a game that already favours defensive strategies even more defensive. It also means that whoever has the largest numbers wins, no skill involved. A single player cannot survive against an alliance. It's whoever is biggest wins.
 

DeletedUser3288

Guest
Yes, basically it makes a game that already favours defensive strategies even more defensive. It also means that whoever has the largest numbers wins, no skill involved. A single player cannot survive against an alliance. It's whoever is biggest wins.

sounds like a stupid change.

The conquest system is fine as it is, there is no need to change it.

As people said this new system just throws tactics out the window.
 

DeletedUser

Guest
Here's a scenario of what will be the conquest procedure, from what I can see.

----

First, an attacker must clear a city. We do this all the time, generally, no big deal.

Second, the city has 12 hours to be under revolt, after which the first CS to land conquers it, I think. In this 12-hour period, the player's alliance send support to save the city. That means anyone within 12 hours of the revolting player can send all the defenses it needs - WELL more than one city can produce themselves. I've demonstrated before how many troops an alliance can stick into a city in 12 hours.

Third, attackers will try to clear the city AGAIN as close to the end of the revolt as possible. But, given the level of defense there, it's going to be nearly impossible for one player to clear it out (because, for one, his troops are probably already gone, and for two, defensive troops fight better in mass and behind walls than offensive troops do, plus they can be made faster). So, attacker will want to get his alliance in on the action. Now, conquest is easy with an alliance. Clear the city, slide the cs in, call in support. This way, you have a bunch of people nearby trying to schedule attacks to land on the city as close to the end of the revolt as possible, with the CS landing when the city is cleared (which is speculative and highly reliant on the cooperation of peers, which we know is unreliable).

---

So, what would I do? Well, now, I build mostly offenses, because you have a higher likelihood of breaking a siege with a bunch of light ships than you do defending one with biremes.

But with this system, I'd make all my cities defensive, with huge walls, lots of biremes, and theaters to gain CP.

Because in a one-on-one duel with an active player, I can't beat his defense with offense.

Even 2:1, it's difficult.

And further, I'm going to want lots of defenses to ensure I don't get conquered in that 12-hour time, and I'll want my friends too as well.

Sure, there's room for strategy. But the most basic and simple one is...


TURTLEFEST.

And buy gold for olympic games to expand, because BP won't be cost-effective.

Think about it in 2x or more speed world... 6 hours long revolt? and in 3x it's a 4 hours revolt?

From the update on for conquering you must have tons and tons of Offensive troops. You have to attack the city you want every, what, 10 minutes? And even after this, it is a simple matter of having an ally on the same island that in a desperate situation send his CS 1 second after the uprising's finished.

And then repeat again and again etc...

If the main reason for this change in the conquering procedure is that the siege is not understood, man... this update is a real big fail for me.
 

DeletedUser

Guest
Firstly, has anybody actually asked for this change? I can see nowhere that they have. Secondly, Grepo have made such a lot of noise about how "THis is NOT TW" and "This is GREPOLIS" and yet here we are with an unwarranted, unrequested update that turns Grepolis into some ghastly hybrid between Grepolis and TW but without the playability of either.​

Amen to that. The origional sytem was perfect it required stratagy to be used by both the attacker and the defender. If some redundant players don't understand it well then they should just go play checkers.

Once more, WHY ON EARTH WOULD THEY CHANGE THE SYTEM?
 

DeletedUser5

Guest
v 1.12 Questions on Revolt

So I can see from reading the Discussion Thread about this topic, that there are many unanswered questions about this conquest change.

However, there is a lot of discussion in the other thread which makes it very difficult to identify the questions which need answering.

At this moment in time, the moderators are unable to answer the questions about this, which you may ask.

So I would like you all to add your questions into this thread, and I will attempt to get answers to these questions as quickly as I can.

Questions only, no discussion. Any discussion that I find will be quickly deleted, and warnings handed out. You have been warned in advance.
 

DeletedUser

Guest
What is the primary motivating factor for this change, and can it be handled in any other, less dramatic, ways (i.e. explaining the system to new players)?
 

DeletedUser

Guest
Please make use of the questions thread, but keep your discussion points here. I have now stickied this thread too as I feel this is a really important issue for the community to have their say on. I will also be updating this thread with full details at some point, once I have clarified them
 

DeletedUser

Guest
Why does this change have to be implemented on existing servers?
 

DeletedUser

Guest
Just to start -


What's going to happen to any cities that are in the process of being conquered?

Does 'couple' actually mean this will be live on all worlds in two weeks?

Was this requested by players or did the devs come up with this on thier own to a problem we identified?

Only the land attack needs to be successful to begin the revolt and start the timer?

Can one player start the revolt and another player land a CS to conquer the city?

Will the times change based on the speed of the server? 12 hours for regular worlds, 6 hours for 2x worlds, 4 hours for 3x worlds?
 

DeletedUser

Guest
If this change is carried out, what will happen if your conquering someone when the update is implemented? What is wrong with the current system that they needed to make a new one?
 

DeletedUser

Guest
Will add my voice to this

You can go ahead and change it for future worlds as people can adapt their strategies for that and specialize their cities to that end, but leave the old system for the old worlds, if the problem is that people don't understand the system suddenly changing it will just bring more confusion.
 

DeletedUser

Guest
So, we have a system that can be a bit confusing for new players but is considered fair by the vast majority of players, its not that hard to figure out and if you can't coordinate with your alliance to stop a conquest then you honestly deserve to be rimmed

And we are going to replace it with a system that gives you an extra 12 hours to get more support so you can't be conquered?

This game already favors defense heavily, and I honestly think some of the offensive units need to get some stat increases, but this is going to turn this game into a big turtle fest

Honestly, if what we know so far is exactly the way the update will turn out to be, once this update comes out I will quit this game and find another game where I can actually attack/conquer people, hopefully the brief tiny little explanation has a lot of things missing that will make the change more acceptable, cause right now it will alter the game too much for me to continue playing
 

DeletedUser

Guest
If everyone quits in disgust leaving no one left to play, will the gray cities increase in strength?
 

DeletedUser

Guest
So, we have a system that can be a bit confusing for new players but is considered fair by the vast majority of players, its not that hard to figure out and if you can't coordinate with your alliance to stop a conquest then you honestly deserve to be rimmed

And we are going to replace it with a system that gives you an extra 12 hours to get more support so you can't be conquered?

This game already favors defense heavily, and I honestly think some of the offensive units need to get some stat increases, but this is going to turn this game into a big turtle fest

Honestly, if what we know so far is exactly the way the update will turn out to be, once this update comes out I will quit this game and find another game where I can actually attack/conquer people, hopefully the brief tiny little explanation has a lot of things missing that will make the change more acceptable, cause right now it will alter the game too much for me to continue playing

Ditto. Not worth playing this game anymore. I'll spend the remainder of my gold, have fun punching a few people in the face and then quit. Thanks for ruining my favorite game Innogames.
 

DeletedUser

Guest
Petition against the universal application of v1.12

(scr) There is great concern amongst the community about the damage v1.12 will do to the game if it is enacted. (scr)

This thread is not for discussion about v1.12, if you want to discuss it, do so here:
Discussion

This thread is to petition so that the update is not enacted on any currently running servers, but only on newly created servers. Only post in this thread to state your agreement with the petition!

Hopefully enough people come forth, and hopefully those in charge of the game listen to us. :pro:

-levache
 
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