DeletedUser41523
Guest
Least with the revamp morale won't be as hard to deal with.
On devblog they didn't say there would be absolutely no inactive morale - just that from now on the 'majority' of worlds released on all servers will be active morale. Now whether 'majority' means once every 3 worlds there's an inactive morale world, or whether it means once every 100 worlds there's an inactive morale world, is another question.
While it's still going to be irritating for those who prefer inactive morale worlds, the proposed to morale mean that it should only affect the earlier stages of the game. Once a player has 11 cities, it is impossible for them to benefit from morale, no matter the size difference.
I don't know if they have something else in mind, but the biggest flaw I can see with this proposed change to morale is that it doesn't really do much to curb what is probably morale's biggest issue: its exploitation via low-morale drivers in conquest worlds. It does mean that low-morale drivers can't afford to grow much even if all other players are much bigger, but it doesn't prevent the abuse by any means.
Exactly - i avoid morale and i cannot believe that inno would just bring in something like that with no consultation at all. If it was genuinely just to help small players short term i don't really mind. I agree with that concept anyway but that is not what happens.
Well, the new system is a little better than before, as it means that you don't get morale issues all the way into the late game when players have tens of cities each. So it does act as an early protection scheme to help newer/smaller players grow a bit before they can be hammered with impunity. It's just that it hasn't solved the most common abuse of the system.
Having said that, I believe that this change is only meant to be the first stage in the changes to morale, so it is highly possible that the developers have something lined up to reduce/prevent the abuse via low-morale drivers, that they will bring out in a future update. We can only hope.
Yeah. It's definitely a pain, especially for conquest players. It isn't quite such a pain on revolt worlds, although moving a small player into the enemy core can cause issues if done with lots of support. I would prefer that they kept a decent proportion of worlds as having inactive morale, no matter the changes they make to the morale active worlds.Well we have to wait and see to an extent but we can't have all morale worlds and then they are all open to abuse. To me its premature.
My question is how will the devs work around low morale CS drivers?
Yeah I actually feel that alliance caps are pointless tbh. Olous was proof that the wonder updates were more just a minor set back than a real fix...and I figured out how to get around them within days of them being enacted. I'm a pretty slow learner, so if I've done it, pretty much everyone either already knows or will catch on pretty quick.
I think just doing away with the cap at this point is the best idea. Let groups who want to MRA make an MRA and let tight elite groups do what they want. The only difference between no cap and a 35 cap is the alliance branch count.
Well bear in mind my feelings on this stem from the end game being terrible and needing to be scraped anyways. Personally I don't feel there's a need for a "winner". Because there's really no good end game idea that measures a proper winner.
On Olous the two horses in the race used mass resource shipping. Those that weren't in the mains sent to players on the wonder islands. Everyone in the main was favor farming everyone out of it. Taking the shared master away helps, I agree. But it doesn't change the fact that everyone hates this end game. It's like putting a bandaid on a stab wound.