DeletedUser4460
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Morale is a feature which compensates for the disadvantage a small player faces when being attacked by a larger player. It is a World setting. (from WIKI)
After the re-balance morale became a standard feature for every new world - players have started to adapt to the new challenge and tend to exploit its possibilities.
What is your experience?
What kind of changes would you suggest to improve morale system?
This topic is part of an ongoing discussion in Player Council, your feedback would be extremely helpful!
After the re-balance morale became a standard feature for every new world - players have started to adapt to the new challenge and tend to exploit its possibilities.
What is your experience?
What kind of changes would you suggest to improve morale system?
This topic is part of an ongoing discussion in Player Council, your feedback would be extremely helpful!
This topic is in the intersection of game design & support related issues. We have had an interesting debate about it already without a conclusion - some think it is fun and smart, others think it is a problem that should be fixed, recently a player was banned supposedly for abusing low morale tactics (fair play rule) on one of the markets that we represent.
It is common that players, alliances take advantage of low morale, for example:
It is common that players, alliances take advantage of low morale, for example:
- on conquest worlds morale applies to active sieges therefore low morale CS drivers (LMD) only keep a safe city in alliance core and always swap their 2nd cities to get near targets, their teammate(s) can spare ~50% support on low morale sieges and become more offensive, when the enemy city was taken the LMD gives the new city to a teammate. LMDs often get resources to rebuild faster and have nothing else to do than be available to send a CS anytime and click the attack button.
- low & high morale cooperation of 2 or few players who use the LM player almost as the extension of their bigger account(s) for every conquest get much higher BP ratios and can be more aggressive
- low morale on enemy island: LM players get strategically important cities on enemy islands and serious amount of long term defense from teammate(s), it can become unnecessarily hard to remove them, they don't have any small players' disadvantage, morale works rather as small players' advantage in later stages of the game and is in contradiction with its original purpose
- low morale and spam: there are precedents when LM players only keep an account to spam a certain group, they can send up to 33 attacks from a single city over and over again with minimal effort (spelled units), can get long term support too and regular players have no chance to fight them, they might take the spam city then the LM spammer pops up on a new island and start this all over again - it is a very debatable strategy with the sole purpose to force some players into quitting. Often we never find out whose friend is the LM spammer, where the long term support came from.
- these strategies seem to became viral since the morale is now a standard feature of all worlds
- the possibility of a low and high morale player cooperation and alliance strategies encourage some players to create real multiaccounts
- support response can be fair play ban however none of these strategies violate any concrete rules rather exploit the game given possibilities and only selected players may be banned despite how widespread the problem is
- increased pressure on support team: players report each other more and more as these tactics spread, but we don't know what is allowed and where is the limit