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This is not up for debate, we need a way to protect the new players because frankly i can only hold 20 troops where as my opponent can steamroll me with 300 or more. If SHK wants more players this maybe the best solution which has been done in other mmos before for this exact reason. I think the fact that somebody can attack me when i'm at under 500 points and they're at over 60,000 is just absurd and ridiculous to the point where as people who are new to this game may quit. This would greatly balance the game between the veterans and the newbies of this game and would further encourage new players because they will feel safer.
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How about there's a certain limit on who can attack who (like a points limit) that way people may battle only with who they're at par with. Hey i got an idea that may be a compromise. SH3 is a bomb, and this game doesn't in its current state warrant investment. I've played SH since the first one, but you guys are really stuffing it this go round. So, why bother.Īt this point, you've got a tough sell. As a newer player, or an established player under simultaneous attack, there is little to nothing you can do to save what you've built. We're used to combat games, but we're not used to nor willing to accept the negation of long term cumulative effort by an uncounterable circumstance. This just served to prove the suspicion, and my brother threw in the towel as a pointless endeavor (uninstalled the game before I even managed to phone him). Now as I observed so did my brother, our efforts are easily destroyed, so long term investment in the game is pointless. An enemy house was scoping my brother's initial town, best built one, and attacked, the Parish Steward razed his town to avoid the enemy getting a foot hold in the parish. I noted I was being scouted and attacked at this time. The sitaution was my LL after losing the 7 cities left my brother & I with no LL for a day or so. The example I'll give, and this is a chain of correspondence in game. This would again be an opportunity for intervention, more detail to battles and less incidence of catastrophic loss which WILL cost you many potential customers. It makes sense where siege is involved because siege engines were built onsite, not pushed across the countryside. Second, so that a city isn't destroyed in an instant, the battles should last longer. For newer players they probably can't ID their towns nor defend and their only chance of survival is assistance by LL, faction or house. Once the attacks are launched, the city is toast since ID doesn't stop them. I watched a player (my LL) have 7 fully built cities destroyed over 3 hours.
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By "asset volatility" I mean how easy it is to capture or raze a town, destroying weeks or even months of a player's invested time within hours, often while they are offline and there is no chance to even watch let alone respond.įor one, having a way to intercept an incoming attack by your own or another player's action to break up multi-wave city killer assaults.