[Discussion] Spam

DeletedUser4460

Guest
Define spam?!

This is a general response I often get from players when trying to ask about their ideas how to stop / block / ease the effect of spam attacks, so I thought why not approach the topic in a similar manner... Before any suggestions, please post what does spam mean for you, where is the limit?
Why do we use spam / flash / ping attacks, what it would be like without them?
Which tactics that use spam are necessary and why?
 

Selectron

Citizen
I don’t spam, so I don’t understand why anyone wastes their time doing it. You once said that you use spam, Nori/Morg, so perhaps you can add reasons why it’s done.

There were several people who quit US Dyme because they said it has just turned into a spam war. I know I was the target of an obsessive spammer there. It was just minimum attacks 24/7 -- often times it was just flash attacks, where the attack wasn’t long enough to register on the PC. It just sent notifications to my phone and then stopped. It was creepy because the spamming comes across as an obsessive/compulsive disorder (OCD).

This spammer would throw in an occasional CS to try to conquer a city. But it was so silly, because the CS always came from the same city and it always had just a minimum escort, so the CQ attempt failed every time. I believe the spamming was just meant to be annoying, which is immature and poor game-play.

The other incidence of spam was in US Paros, when I was helping to defend the world wonder cities. This spammer said his purpose was to wear down the players who held those ww cities. Once again, it was just annoying, because he would spam whenever he was online, with just minimum light ship attacks. This guy never sent a CS to try to break a wonder. My attack reports from this spammer would fill up several pages every day. What a silly waste of time, but once again it came across as OCD.

Something needs to be done about the spam. As far as I know, it started to get bad in US Paros and has gotten worse in US Dyme. I know others will agree that it is not worth the time and money to spend on a game where that is allowed to continue.
 

DeletedUser9037

Guest
Define spam?!

This is a general response I often get from players when trying to ask about their ideas how to stop / block / ease the effect of spam attacks, so I thought why not approach the topic in a similar manner... Before any suggestions, please post what does spam mean for you, where is the limit?
Why do we use spam / flash / ping attacks, what it would be like without them?
Which tactics that use spam are necessary and why?

What does spam mean for me? It doesn't happen often to me, I think mainly because I don't really try to annoy people, or get into their heads, I just want to play and have some fun. So I guess below is my response to what I define spam as.

It means a week or more without sleep because the attack alarm goes off every 15 minutes, and the man starts nagging me to go sleep on the couch or in another room because he doesn't want to hear it. When someone that gets up after I go to sleep has nothing better to do during their daytime and my nighttime than to have an empty city, and spell troops into it so they can send 15-20 single troop attacks at me every 15 minutes for 5-6 hours straight every night. But some players do not realize that works both ways, and hey, I have a desk job, and I can set a timer to send attacks every 15 minutes for 8-10 hours a day if I really want to...and I can be stubborn like that if I make my mind up to do it.

I understand that some people have nothing better to do than play because they are retired or do not have a job, or on medical leave, etc., but imo, the spam gets to a point where good players walk away and go to another world because they want to play instead of putting up with some juvenile acting person that just loves to be the most hated person in their world. Or they just quit playing altogether so they don't have to deal with it.

Other spam tactics are used to try to freeze up a players screen so they cannot even get to their overview, because their computer or app is so bogged down with incoming. In a bigger world, during an OP, this even happens with regular attacks if its all directed at one player. I have actually been in a world where there were so many attacks incoming to one player that it froze the whole world up for everyone, and reports were delayed and dropping HOURS after attacks had already landed. That hurt both sides, because a CS could not have been landed at any time since you did not know if the city was actually cleared or not until hours later.

I think its a good tactic in OPs, because it makes a player think there are more large attacks coming to one of their cities than there actually are, and makes them try to figure out if they should send all defense to just that one city, opening up other cities that could have been more protected, or just let it go due to the huge loss of troops that may happen if they were to try to save it. Can't spell every attack, now can you? (Oh, yeah, you can, if you are certain people that seem to have never ending favor because you steal it from everyone in your alliance, lol)

It is also a good tactic when you have a player that has turned yellow in the member list and you want to wake them up and draw their attention back to the game to see if they are paying attention before you throw them to the wolves as an internal, lol.

I do think that in general, it is widely over used and unnecessary. But others would argue...well, it is a war game, right? And yes, I do understand it is a war game, but most spam doesn't actually take any skill to do it, like the late night ones where you just launch a handful of troops or ls and then walk away and do it again later...
 

DeletedUser11525

Guest
Spam attacks to help drain favor and hide real attacks is a reasonable strategy. Just sending continuous spam attacks, just to be annoying, is just giving your opponent free BP with minimal benefit.

Spam spying (lots of small espionage attempts - 1000 silver) doesn't light up the alarm (which doesn't work half the time anyway), but does flood the recipient with reports, and at least has the benefit of draining their cave.
 

DeletedUser15919

Guest
Define spam?!

This is a general response I often get from players when trying to ask about their ideas how to stop / block / ease the effect of spam attacks, so I thought why not approach the topic in a similar manner... Before any suggestions, please post what does spam mean for you, where is the limit?
Why do we use spam / flash / ping attacks, what it would be like without them?
Which tactics that use spam are necessary and why?

Spam in this game takes many forms. The first form I'd discuss is the destructive nature to gaming environment. I have been through World Wonders now multiple times across US & EN servers. In BOTH cases, SPAM or the overwhelming number of minimum attack/support command entries lined up against a single/multiple players on a single city up to multiple cities/island was not only an attempt to freeze/lockout a player from being able to react, it is also a known effective tactic in freezing a Server. Based upon the "ancient" design of Grepolis compared to todays games, the dependency of Grepolis on a web browser refresh is an inherent weakness thoroughly abused by all who are willing & capable.

When a single player at world wonder stage can line up over 100 attacks/supports per city, generally has a size between 75 & 300 cities & is part of an alliance that can be from 35 to 200 members? - you do the exponential nature of the math for the commands & that can be [7500 - 30,000 movements per player, 262,500/1,050,000 to 1,500,000/6,000,000 movements per alliance] Grepolis can't handle that volume & server crashes, dropping the gameplay for everyone intentionally.

Of course, this does not include the number of spy attempts that can be additionally sent for 1,000 silver up to the size a cave holds. I have been recipient to spy bombs in past up to 4500 stacked spies each 1,000. An efficient player keeps several 100,000 silver & up in a cave per city.

You can also introduce resource send commands at minimum amounts, up to the size of the market build per city, to further bog down the command server.

There have been times I have seen it crash the report server from command movements only, resulting in 45 min to 2 hour delivery delay. I have also been locked out of servers completely. If you can't play a game, react in a game environment, you walk away. With the current state of the US Player Base mentally, all efforts should be made to try & stabilize a players experience.

I actively play on Dyme & will comment on the state of things there separately.
 
Last edited by a moderator:

Rodrk

Peltast
I basically agree with HMZepher, she's more or less pointed out the what i would say.

SPAM to SPAM is a loser tactic, however if it's to draw support or hide real attacks its an effective strategy. It's a fine line. I know Morg's whole platform is to stop SPAM. It makes a lot of sense to start where he did by defining it, but the problem is this. It's subjective and there will never be a consensus.

So then you explore remedies to the problem where limits, caps etc are put in place. Grepo cannot handle their own bot detection methods, would this not just be another thing for them to screw up? For a player to be working within the guidelines but suddenly then be not able to send more attacks from hitting some kind of limit?

Finally i'll say that everything that is taking place in recent years is all based on the lowest common denominator. Inno is trying to put solutions in place that keep people playing or lure in new players with less commitment. I.E Nightbonus, Too many Hero's, insane attacker packages, events every month. It's a combination of the above and the countless scenarios of how the game and players are mishandled and mistreated by screwing up peacetime rules, terrible modding/community management, excessive/silly bans, etc.

These measures are not only turning off their remaining dedicated players but are nothing more then a last ditch effort to save a dying game in the US Market instead of addressing the real reasons why people are leaving. If you enjoy night bonus, you don't enjoy grepolis. Limiting SPAM attacks, while likely meant with the best intentions, will just be yet another mess.
 

DeletedUser15522

Guest
Spam. Defined: an unidentified meat in a square can, that somehow, when fried becomes delicious.

However, not effective in any form around here to use.

I have played this game since 2013. I have seen many changes in the game, in gameplay and strategy, and so on. I'm sure others who have been here as long as I have, or longer note these changes as well.

Spamming has changed the game in it's own right. Now, this is a war game of course. Attacking is all part of it. Spam may be different for some in their own definition. To me - spam is hundreds of attacks that have no purpose other than driving a player away. sometimes, in the case of wonders, hundreds of attacks that are needed to clear the city while certainly falls under the category, it's also an exception to the rule; it has purpose, which is to clear a wonder city. However, in either case at times the server just can't handle it which breaks the game for all of us for some time.

HMZephyr, I'm sure you remember in Baris when we locked up the server for over 7? hours I think?

As for regular spam from players who attempt to lock up one player's browser, disabling them from any attempt to fight back, see what's coming, or catch a cs - well there should be a line somewhere. Where that line is I'm not sure; some ops can develop into 100s of attacks. but adding hundreds of attacks, spy reports, trades, that have no real reason to do anything except running a player off the server is the core issue; players will just constantly spam others for days, or even weeks to drive them away. Those players targeted end up going into vm and walking away. Or, they just walk away from their account. While I myself have been a recipient of them in the past, I'm a stubborn old dragonlady so I stayed; but how many good solid players have left over time from this? That is the core issue.

If players are continually ran off from this game, regardless of who they are, who's alliance they're in, or what server, then what is left? I guarantee you, if you look up stats from past servers over the years of the real player accounts and compare them to right now, the drop is quite significant. It will come to that point when no one is left, at some date in this game. It's one thing to attack and play in a war game. We all understand it's 24/7 and the need to be responsive. But the spamming hurts us all as it will soon cause us to end up with just enough players to sit in an ocean and stare at each other with no reds left to hit.
 

DeletedUser4460

Guest
Current situation

The maximum number of attacks a player can send is based solely on their city amount, min 3% of the available population should be sent per attack, thus the maximum is 33 attacks per city. It does not matter how many units we own, how many attacks have been sent already, how many attacks are full or fake - only the city numbers multiplied by 33. Almost zero limits.

Spam attack types / problems:

1 - DDoS /Denial-of-service attack/ once the number of attacks reached a certain number (above 1000 attacks) players get locked out of the game, minimum required cities: 30 (usually alliance level strategy)
2 - TTA /Trigger The Alarm/ flash attacks abuse the players' attack warning system with the purpose to disable / mute alarms, required cities: 1
3 - pings are used to notify team mates (a form of flash attack), required cities: 1
4 - repeated fake and/or real attacks against online players (or their bot) who respond, but the number of attempts provide more chances for error (on both sides) goal is to exhaust players
5 - decoy attacks: multiple attacks from same city to same target in order to prevent spells
6 - HC / harbor checks: minimum unit attacks from same city to different cities
7- stonehail spam to demolish undefended cities

Suggestions / ideas:
in general players who spam should receive shorter or longer attack break periods, alliances in which more players spam the same opponent should receive an alliance level attack cooldown against that player in most serious cases global cooldown (for spamming multiple players) - take away the right of attacks what spammers like to abuse the most
accounts that reached a certain amount of warnings and timeout should be banned

1 - total attack number limit [attack slot]: the maximum number of pending outgoing attacks per player
proposed value: 20 or maximum 2 x city amount (e.g. 50 city player could have 100 outgoing attacks and not 1650 like now)
/this can disable the existence of spam accounts, especially such accounts on the rim/

2 - limit the TTA attacks: if you send a 3rd attack from same city, the first 2 can't be cancelled, from any additional attacks you can only cancel the last
(further limits the ability of spammers to participate in real battles, if they used their attack slots [see A] for spam they have to wait until their spam landed before new attacks)
flash attacks should only trigger the alarm after 30 seconds (increase minimal travel time if necessary) that way perfect timing attempts (cancel / resend commands) should not trigger the alarm, only once if the attack was finalized

3 - pings can be regulated in alliance rules, same alliance attacks should not be considered in spam calculations

4 - introduce attack levels (give weight to attacks): if the target is the same city increase the minimum required attack units by attempts (even if the attack was cancelled)
- 1st level - attack can be 1 unit (regardless available population)
- 2nd level - minimum 3% of the available population /this is the current practice for all attacks/
- 3rd level - minimum 3% of maximum population (~100 units)
- 4th level - minimum 50% of the available population, but 3% of maximum population (~100 units)
- 5th level - and every additional attack minimum 50% of the maximum population (~1500 units)

in general players could send only 1 unit attacks, but would get more and more notifications (delay launch of attacks) if they wanted to keep minimum units for 2nd, 3rd... attacks

flash attacks (cancelled after 30 sec or later = alarm was triggered) should be added as a 1st level attack to the calculation

if the target city is the same 1 hour attack cooldown period required to return to previous level
for example I have 300 units and I attacked 3 times within 1 hour (1 unit, 9 units, 100 units) I can decide to send a 4th attack with 150 units or wait 1 hour to send 100 units again, wait 2 hours and send 9 units, or wait 3 hours and send 1 unit...

the average level & number of attacks in relation with the maximum allowed attack per account against same player during a period (depending on world and unit speed) can determine whether the player is abusing the system or not

formula: (number of attacks / max attack) x (1 / average attack level) >= 0.4 is spam, ~8 hour attack cooldown against the player for first offense
2 cooldown same day against same player result in 24 hours attack cooldown...
if same player was spammed by more members of an alliance, alliance level cooldown

I have 10 cities and sent 10 attacks to same player but to different cities, all 1 unit per attack during the last period (~1 hour) just to annoy him / her
average attack level = 1
number of attacks = 10
attack limit = 20
10/20 x 1/1 = 0.5 /spam/

I have 10 cities and sent 10 full attacks to same player because we had an OP and I'm that aggressive...
average attack level = 5
number of attacks = 10
attack limit = 20
10/20 x 1/5 = 0.1 /not spam/

I have 10 cities and sent 40 fake attacks to same player during an OP
average attack level = 2.5
number of attacks = 40
attack limit = 20
40/20 x 1/2.5 = 0.8 /spam/

I have 100 cities and sent 50 real attacks (level 5) + 50 decoy (level 2) during an OP
average attack level = 3.5
number of attacks = 100
attack limit = 200
100/200 x 1/3.5 = 0.14 /not spam/

I have 100 cities and sent 50 real attacks (level 5) and 150 decoy (level 2.5) during an OP
average attack level = 2.5
number of attacks = 200
attack limit = 200
200/200 x 1/2.5 = 0.4 /spam - potential DDoS/

* the provided numbers are only for example to show how these principles can work in practice, however I would suggest not to share a spam calculation formula what players more likely exploit, rather give guide how to avoid an attack cooldown:
- only attack if you want to engage in battles and have enough units to send
- don't flood a player with small attacks above what is reasonable for decoy purposes
- don't poke a player over and over again if you don't intend to engage in real battle and risk losing 50% or more of your max population per city

5 - limit maximum applicable spells per attack per player (we became masters of favor farming and Heracles favor generation, some players justify spam attacks and DDoS with the high number of possible spells, they argue that if they only sent 1 attack it could lose 50% or more of its population by the landing time, so even if multiple attacks would mean morale decrease of the attacks, it was worth for them to send decoys = spam

6 - only level 1-2 attacks during a longer period from same player (flash attacks or the player refuses to recruit units to keep the population low but doesn't abuse selected players only > attack cooldown too - force these players to spend their time rather with recruitment or planning of a real attempt

G - stone hail should lose effect by the number attempts against same city

Sorry if it is hard to follow, I'm happy to answer any questions...
 
Last edited by a moderator:

DeletedUser5524

Guest
I don’t spam, so I don’t understand why anyone wastes their time doing it. You once said that you use spam, Nori/Morg, so perhaps you can add reasons why it’s done.

There were several people who quit US Dyme because they said it has just turned into a spam war. I know I was the target of an obsessive spammer there. It was just minimum attacks 24/7 -- often times it was just flash attacks, where the attack wasn’t long enough to register on the PC. It just sent notifications to my phone and then stopped. It was creepy because the spamming comes across as an obsessive/compulsive disorder (OCD).

This spammer would throw in an occasional CS to try to conquer a city. But it was so silly, because the CS always came from the same city and it always had just a minimum escort, so the CQ attempt failed every time. I believe the spamming was just meant to be annoying, which is immature and poor game-play.

The other incidence of spam was in US Paros, when I was helping to defend the world wonder cities. This spammer said his purpose was to wear down the players who held those ww cities. Once again, it was just annoying, because he would spam whenever he was online, with just minimum light ship attacks. This guy never sent a CS to try to break a wonder. My attack reports from this spammer would fill up several pages every day. What a silly waste of time, but once again it came across as OCD.

Something needs to be done about the spam. As far as I know, it started to get bad in US Paros and has gotten worse in US Dyme. I know others will agree that it is not worth the time and money to spend on a game where that is allowed to continue.

Not going to comment on your comments on dyme as it will likely just turn into and off topic argument.

As for Paros, this is where spamming gets tricky. It is a legitimate strategy when it comes to wonders even though it is extremely sucky. The case in question here is I believe one caused by Jcoo. I am name dropping him because I am actually going to go out on a limb and say this form of "spam" in a sense was one I support. He was sending about 50+ LS to wonder cities he knew we had stacked with birs to test activity levels and endurance of wonder sitters. This was legit free bp for all who would eat his attacks and contributed nothing more then morale loss to those being hit by his mass attacks. While annoying I think this form of spam is decent during wonders as an active alliance with good directives from leaders can defend it easily. This is of course a criticism of myself as I was the one leading us there. The spam in Paros was not bad at all and not even close in comparison to Dyme. While I will dodge your example of being spammed, the whole idea of sending mass attacks to single players to force them to quit or VM is sickening and a very weak strategy. Every side used it and of course I will be bias and say my side used it to combat it being used against us but likely those on each side will argue in defense of their own.

Spamming is a tough subject as I have seen people accuse others of spamming for sending half/full nukes to multiple cities as an alliance. I don't think this is spamming. To me spamming is sending mass minimal attacks as an alliance with the intention of locking out or forcing a player to quit or VM.

How to combat this... Maybe something like scaling minimum troops for attacking the same city/player? As you increase the number of attacks on a city or player maybe have the minimum number of troops increase as well making less possible commands be sent. Capping outgoing commands may be another fix to prevent mass attacking? This would make each and every command being sent one that makes the player think about how worth their actions are. Maybe even add a delay when the game picks up on a player mass attacking a singular player
 
Last edited by a moderator:

Selectron

Citizen
As for Paros, this is where spamming gets tricky. It is a legitimate strategy when it comes to wonders even though it is extremely sucky. The case in question here is I believe one caused by Jcoo. I am name dropping him because I am actually going to go out on a limb and say this form of "spam" in a sense was one I support. He was sending about 50+ LS to wonder cities he knew we had stacked with birs to test activity levels and endurance of wonder sitters. This was legit free bp for all who would eat his attacks and contributed nothing more then morale loss to those being hit by his mass attacks. While annoying I think this form of spam is decent during wonders as an active alliance with good directives from leaders can defend it easily.
Yes, I have to agree that our leadership team In Paros (you included) handled the spam issue well on the wonders - it was a good team, especially after we were left high and dry without our own ww strategy by our original founder (cough, cough). I'm not sure I agree that the spammer you mentioned did it for the sake of his alliance - since it was not his alliance that won and some say annoying is his middle name - but I see your point that it could be argued to be legitimate spam during ww's.

One problem with these spammers is they do get a lot of BPs and are often ranked high in ABPs. If they continue to spam, especially with light ships, they are bound to find players who are offline, so their BP rank keeps increasing, even if they do give a few free BPs most of the time.
 

Selectron

Citizen
I was going to post this earlier, but the issue of spam is not unique to Grepolis. There are many examples of different types of spam in other games. There are probably many established programming scripts that could be used by Inno to limit the number of attack commands per player.

But another way to handle excessive spam is to use gaming etiquette. I played a world where the founders agreed to stop spamming and the offenders were dealt with within the alliance. It used to be considered cheap and poor gamesmanship to spam, but lately it is the founders themselves who are the worst offenders (e.g. Dyme). Perhaps if all the leaders in Grepolis, including the Player's Council, could convince their own alliance members to stop spamming, it could go a long way toward this effort.

https://en.wikipedia.org/wiki/Spam_(gaming)

https://en.wikipedia.org/wiki/Gaming_etiquette
 

DeletedUser11525

Guest
Instead of adding lots of new restrictions/changes, the best approach from a game perspective is to handle it in the game infrastructure.

As the load on a server increases, multiple operations by a single player (and maybe by alliance) should be deprioritized so that their response time increases while other players are not affected.

So as a player starts launching 100s of attacks, the server only processes them when all other players have had their operations processed, including reports for the defenders (attack reports could be delayed). Their time to launch new attacks/spells will slow from sub-second to many second/minute response, while letting that target continue operating as normal. Similarly, when an alliance starts launching spam attacks, then entire alliance will choke while others aren't.

This doesn't eliminate spam, it will just make it more difficult for the spammer without altering basic game play.

As an added benefit, this could also deter some of the bots that launch and cancel attacks to get around the anit-timer, and execute many other operations in a short period of time.
 
Last edited by a moderator:

DeletedUser11743

Guest
what does spam mean for you, where is the limit?
I think true Spam, unlike this kind of spam, is all about sending loads of pointless attacks at someone with the intention of irritating the said individual, and no strategical purpose. I've heard many justifications for SPAM, such as it's part of the game, it's all about 'demoralizing' the enemy, or fishing for their offline times. Quite frankly, I'm not here to argue whether SPAM is right, because people will have their own opinions on it, I'm here to say what it does. In my books, spam does not include legitimate full forced attacks at a city/player, with the intention of killing their units or preparing for a city conquest. That's different. Your intention is to conquer the city, not annoy the player. What I do can sometimes be referred to as 'Spam', because whenever I CS a city, I make sure to load up all my offensive and defensive units into timed waves, but it's not really the same category. I don't sit and send 340 LS in 10s just because I want to.

Locking a player out of their computer due to SPAM means they cannot effectively respond to what's going on - that's an issue, whether you see SPAM as good or bad.

Why do we use spam / flash / ping attacks, what it would be like without them?

I believe many players would lose a superficial edge they think they got over others in this game. I see spam as a way to intimidate someone, it's kind of cheap when it's not needed. We spam because we can. Whether Spam is right or wrong, it's down right irritating, especially if lasts for days.
I, unlike many others, work, and it becomes very impossible to balance this game when we are under the 'SPAM treatment'. More often than not, this is done by individuals who don't work nor study, who can happily kill a whole day on the game without feeling guilt.

Let's be real -- Grepolis kinda screws our lives up. I stay up pretty late just because I get attacked and want to deal with them, rather than get woken up late at night by the annoying af alarm. Add SPAM to the mix, and you're either going to turn off the alarm and ignore the game or you're going to ignore the world and focus on what's going on in that pixel screen of yours. Either way, you're screwed.

I don't really have anything to suggest in how to fix this issue, because it is an issue, that's why we have the council for that. I'm just here to say it's infuriating, destructive and pretty sad that this is what the game looks like, now. In 2015, SPAM was a foreign concept.
 

DeletedUser10254

Guest
hahahaha all you scrubs crying about spam... be quiet and take it... Nori is literally spamming one of our players for 3 days... you dont like spam then quit, you just mad you not a pro spammer like ME!
smiley_emoticons_hecheln.gif
 

DeletedUser4460

Guest
hahahaha all you scrubs crying about spam... be quiet and take it... Nori is literally spamming one of our players for 3 days... you dont like spam then quit, you just mad you not a pro spammer like ME!
smiley_emoticons_hecheln.gif

Players really quit or leave servers early because they don't think spam battles are fun.
It would be interesting to learn the other side of the story from someone like you who uses spam every day as main strategy to take cities and to see how could you cope with a world where spam attacks are limited... I hope we get the chance :p
 

Selectron

Citizen
Players really quit or leave servers early because they don't think spam battles are fun.
It would be interesting to learn the other side of the story from someone like you who uses spam every day as main strategy to take cities and to see how could you cope with a world where spam attacks are limited... I hope we get the chance :p
How about you, Nori/Morg, you have often been accused of using spam (rightfully or not). How would your game strategy change, if spam attacks are limited? And how would you define spam?
 

DeletedUser4460

Guest
How about you, Nori/Morg, you have often been accused of using spam (rightfully or not). How would your game strategy change, if spam attacks are limited? And how would you define spam?

Spam are all the attacks that could be avoided with a decent strategy and better teamwork.
I have posted above my opinion and ideas. In short I’d limit all type of spams and reward spammers with attack breaks / cooldown.

As for my own spamming habits, I’m guilty in last minute spam attacks during OPs, I call them fireworks... I don’t handle very well the waiting until a CS lands sometimes, but lately I control these urges too. My timing requires multiple attacks from same city and I think that triggers the alarm, I’m not happy about that, because my intention is to reach good times only. Sometimes I spam/flash to prevent someone from golding units until a siege gets stacked.
Other than this I’m a victim... for real. I often have to empty my cities and can not build or farm for hours, or set alarm overnight to make sure I won’t miss a sneaky CS inbetween spams. Often days, weeks pass and once it took 7 months and became a lifestyle. I learned that spam is not the answer, can’t let them get under your skin, but I understand players who try to return the favor.
When I CS someone it is because I found them offline or we had a timed OP, I never spammed anyone into turning their alarm off, actually I like to sit on red islands without sending attacks for days, make sure opponents don’t use LTS and I can surprise them. My game strategy wouldn’t change, I could probably survive on more red islands than before, have more quality time to plan and realize OPs or just simply have more fun.
 

DeletedUser10254

Guest
How about you, Nori/Morg, you have often been accused of using spam (rightfully or not). How would your game strategy change, if spam attacks are limited? And how would you define spam?

as much as she may deny she spams all the time
 
Top