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Alliance Wars on Merge

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The_MuKu

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Post Wed Sep 28, 2011 4:20 am

Alliance Wars on Merge

To start, let's not make this a debate about whether or not alliance wars are good. I DON'T CARE WHAT YOU THINK ABOUT IT I HAVE SEEN ENOUGH.

The alliance wars feature of Haypi allows an alliance to earn at MOST 16320 pp per day (680 pp per hour for a level 5 mine) from owning a mine. Then any pp gained from killing troops (which is difficult in and of itself given the defense always attacks first/no commanding skill needed of mines) is divided by 10. So killing 10,000 cats, taking no losses will give you 1,000 pp. This makes gaining pp through killing others' troops fairly difficult and with hardly any return on your investment (after you lose the pp for not having a mine for that 15 minutes and then you likely won't take 0 losses because they'll move their troops forward [uh duh]).

Up to this point we have not merged any servers that have had alliance wars from the start. That means that up to this point a server has had equal amounts of time to gain pp through the mines...16k per day. But as merges continue to occur we will get to servers which have had their mine system from the start.

We all know that the "youngest" server in a merge has the disadvantage. That only makes sense as they have been around for less time. But the disadvantage in the mines is one that cannot be overcome by hard playing. With individual pp you can build harder, scout more, etc to ensure more pp gain per day allowing you to catch up to older servers if you try hard (before the merge or after). But the fact that virtually no pp can be gained from actually PLAYING in the mines (all pp is from sitting still), there is no way for younger servers to catch up before the merge.

I play on s84. As an alliance we are ranked first with an army big enough to where no other alliance can attack due to the 1/3 rule. We have 821k pp. We will (eventually, theoretically) merge with s81. The top alliance on s81 has 1400k pp. Assuming both alliances keep a lvl 5 mine throughout this means we will have a 600k deficit when the merge comes. Because you can only gain 16k pp per day this is OVER 35 DAYS of pp we will be behind. We are going to have to keep the top alliances from older servers completely out of the mines for over a month in order to get near the top. That is a little outlandish and I think that there has to be some form of altering the mine pp system or how it will merge before Haypi begins to merge these later servers. I have been trying to think of some things but have yet to find anything good.

Obvious broad-spectrum suggestions include:
Change pp system of mine allowing an alliance to gain pp through work as an alliance not just from sitting in the mines
Alter the pp from a merge--I don't like starting alliances off from 0 as this negates all your hard work in the past, but some sort of system based on how many days older one server is to the next. Similar to how we can adjust prices for inflation in real life.


Ideas?

(Didn't place in suggestions given I don't have a real solid suggestion just a problem)
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Blkprince

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Post Wed Sep 28, 2011 8:49 pm

Re: Alliance Wars on Merge

Well, when a merge happens, there is a lot more competitive alliances fighting for a single server's worth of mines. I recommend that haypi add several more mines to super-servers.
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The_MuKu

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Post Wed Sep 28, 2011 9:28 pm

Re: Alliance Wars on Merge

The number of mine itself doesn't bother me. Encouraging battles is a good thing in my opinion and it just makes alliance war worthwhile (we are supposed to war right?). The problem is there is no real way to make pp to catch up (or at least get closer) before the merge when you can actually knock the other alliance out of the mines.
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Blkprince

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Post Wed Sep 28, 2011 9:32 pm

Re: Alliance Wars on Merge

idk why you're so worried about alliance pp. It is not an indicator of the strength of an alliance
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Zate

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Post Wed Sep 28, 2011 10:01 pm

Re: Alliance Wars on Merge

What? No commanding skills are needed?
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Blkprince

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Post Wed Sep 28, 2011 10:06 pm

Re: Alliance Wars on Merge

It really doesn't require much skill Zate when you look at it as a whole
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Blkprince

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Post Wed Sep 28, 2011 10:11 pm

Re: Alliance Wars on Merge

given the fact that everything is at base stats for mine, it's just a cat on cat battle as blockers are pointless. Esp. when capping an unoccupied mine. The computer auto-targets. It does require some knowledge of the game though. For example an alliance that's defending a mine can beat an attacking alliance that has a larger army if the numbers are close enough.
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GoldenRico

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Post Wed Sep 28, 2011 10:41 pm

Re: Alliance Wars on Merge

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Brah..... Why you mad?

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*Pops Collar*
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K2700

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Post Wed Sep 28, 2011 11:37 pm

Re: Alliance Wars on Merge

Thanks for contributing to the topic rico -.-

OT:

I really don't get what your complaining about here. They might have more prestige, but if your alliance levels are even some what close(which they probably are), then it's not that big of a gap.

The "older server had alliance mines first" is the same as the "older server started earlier then us" disscusion (which I think is basically what your saying here .-.)

When mergers first started s1, s2, s3 and s4 had been around for along time, and this "problem" wasn't that big of a problem.

Yes, alliance mines weren't around back when that first merge happened, but you can still over run the better alliance from s81 even if they started a couple whatever number weeks before you. (don't know exactly when they all started, but new Haypi servers are made generelly fast to accommodate the ever growing player base).

Imagine, no merge has taken place on your server, and an alliance is dominating. You are saying that it is imposible to over take their rank 1 seat. I, and many other players, will say that it IS possible to over take a rank 1 alliance (it's just a bit harder with this system :/). Treat the merge, and the older server alliances that might become rank 1 on the new server, the same way as this scenario.

This merge is meant to put life back into servers that have become inactive, if alliances have to work together to take down a common enemy, or you have to work alone to take down any alliance/player, thats good because it means you have something to work towards and the server has become active again.
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The_MuKu

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Post Thu Sep 29, 2011 1:24 am

Re: Alliance Wars on Merge

I am in fact not worried about becomming number one. My point is that with individual pp you have the opportunity to play the game in a way that allows you to earn pp at your pace. You can play a lot, earn more pp. Warp around, speed build etc. so that you can rise to the top. But in alliance wars there is no way to gain pp aside from holding a mine so it is based PURELY on how long a server has been in existence providing no opportunity for a younger one to catch up. I understand you are able to knock them out of the mines once merge happens. Then you have to keep them out for over a month. Personal pp, if there's somebody 500k pp ahead of me I can fight them and knock them back 200k pp and me up 200k pp then we're separated by 2 days of building. The difference is significantly easier to make up.

The overall point is the mines lack the flexibility to be an integral part of gameplay. They allow very little excitement as you speed build once for a week and then you just have to worry about feeding. There's very little point in attacking other alliances in the mines as it provides no pp in return only a waste on the coins you spent speed building because you have to take losses no matter what (provided you're not commanding against somebody...er...slow). So you have to worry about feeding a large army and it has very little payoff. At least when I feed my troops they get to go farming and hunting and killing.
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