| I debated whether to respond to your comment at all. Let me first say that I wish you all the best and hope for your continued success. However, some of what you said feels like you're asserting that "up" is in fact "down". So let me first establish my bona fides with this screenshot that was taken on the 25 of last month: http://imgur.com/a/uv1C6 so you can believe me when I say that I was a pretty good player that spent a lot of time playing your game. > This was implemented directly to combat the prevalence of bots on the EU & NA servers (and the annoyance some players were facing when they were just playing AIs all the time), where you're now not allowed to bot on. Players have the option of choosing whether or not they wish to play against bots, but if they wish not to they can still play on the NA and EU servers. Respectfully, yours is not the first game to have these types of problems. People grief and cheat in every online game where it's possible. Creating bot-only servers will not curtail bot use on non-bot servers. It will instead give people who grief and cheat stronger bots that they can pull down from github or wherever and adapt to play on non-bot servers. They only thing that will stop people from using bots in bot free zones are technological countermeasures. Captchas being the classic example of such technology. > If you dislike the new movement settings, you are able to disable them in the options menu. That fact that you suggest this as a way to address my concerns makes me wonder if you actually play your game outside of testing it to see if a new feature works. When you changed the way players can move you not only changed how I play the game but how everyone else plays against me. Essentially, with this latest revision you've created a substantially different game. Using the option to limit how I move without it changing how my opponent's move would only serve to put me at a disadvantage. It would not roll back the clock to the make the game be like the old game I liked. All of the tactical nuance that the game used to have was based on timing and multitasking. High level gameplay steamed from getting inside your opponent's head and trying to force them into mistakes. The key to doing that was to realize that if an opponent is trying one thing they most likely aren't doing something else. If you could get them to focus on the wrong thing you gained the advantage. In my opinion the old game had a great balance between strategy and execution. If you weren't good at both you couldn't win.
The new control scheme throws that particular balance out window. It's hard to describe in words because it's a million little differences that add up to a whole but suffice it to say that games now to me feel less like a sword fight and more like people running at each other with pots on their heads. |
I think the primary difference is now that moves can be infinitely queued, whereas in the past moving into an enemy's territory took time and concentration. Now, if I know where enemy cities are, I can order them to be attacked within a few seconds. Previously players were required to constantly expend time and concentration on each move, making multitasking and balancing a much more fine dance.
The new system tends to favor troop numbers above all, prioritizing strength over strategy. Before the update, if I had 2/3rds the troops of an average opponent by the time an 8v8 was down to a 1v1, I had about a 50% chance of winning. Now it's _maybe_ a 10% chance.