DeletedUser
Guest
Lol, Nauz and players like that would be allowed on the tutorial as they stop after start-up so they never would reach a high amount of points like your x number.
Lol, Nauz and players like that would be allowed on the tutorial as they stop after start-up so they never would reach a high amount of points like your x number.
I don't see how TW would make their money if there was a world with free premium. World 1 of .net all you got was a building queue and a notebook. The building queue you had to start paying the 25% for the third building in the queue and so on, so really, not that much of an advantage on that world but moving on.
The only way for new players to learn about the game is to be taught by existing players. There are so many different styles of playing this game and if TW in general tried to teach the new players they'd know one style and the more experienced players would know exactly what they were doing and still have an advantage. You do need some type of tribe where you cannot leave and you are forced to play with the players in your tribe. New players would learn a lot as long as they stayed active and listened to the leaders.
A tutorial world would be good for newbies. I've tracked down the people who were around me, (and didn't consistently play the game after about a day), and I've seen that their first world was the one I'm currently on. I don't think they had a clue how to play the game, yes there is a short tutorial, but a tutorial world?
And on this tutorial world players cannot play if they have exceeded 'x' amount of points in another game world.
2. Playing alongside players much better than you and learning by example.
Right my turn!
Sooo, im a newb (joined 2 weeks after W5 startup), but an active newb, both IG and on the externals.
Now whatever the specifics of the original post, the problem is player numbers... I now play a .net world as well, just for a bit more interaction, especialy on the externals.
I think the comments on the help sections are valid, and should be linked to the guides on the externals. There should be a specific guide in relation to each world, this can be done by staff, or staff can bung some pp to a top player to do them, but there should be a specific guide that talks about the need of farming ect.
I also like the idea of server downtime, maybe instead of having night protection 12-7. Just stop gameplay altogether in that period. Then create a speed world everynow and again to keep the people that work nights interested.
However...
Time and time again I find that the problem is the fact that the more long term players do create there own "elite" group which excludes newbs, again both IG and on the externals to a lesser extent. My plan to overcome this both getting newbs involved IG and on the externals....
Create Tribe quotas based on experiance, no more than 3 players that have been here for over a year (especialy as these probably came from .net as well) no more than 5 players that have been on over 6 months (in addition to the other 3 so you can have 8 6 month plus players. No more than 10 players with over 3 months ( this essentialy limits tribes to 18 players if you want non newbs) then any amount of newbs up to whatever tribe limit the world is on. Then you get a top down learning system automaticaly in new worlds. You dont get elite domination. If the elite want a good tribe they will have to pass their knowledge on. Will also make the externals more interesting!! Of course staff will have to keep an eye on IP's for people just making a new account
Put those all together and it makes it a much more involved experience for the newbs, rather than like me having to spend a couple of months getting good enough and 'in' enough to get any real enjoyment!!
I've thought for quite some time that it would be both more realistic (If I lived in a town and an army was marching towards it, I'd know roughly the size of the army and its makeup long before it actually reached my village) and more enjoyable if all attacks were automatically renamed/tagged with what speed they were. This would remove the need for the defender to spend ridiculous amounts of time tagging attacks as well as make it less important for the defender to have been online when the attacks in question were sent.
Terrible idea [...]
No, its not, it removes the most boring and pointless aspect of late game play, which is mass faking/tagging. No one wants to sit around for hours tagging attacks constantly, and it removes all skill from late game, as all examples I have seen is people just sending mass attacks till someone gets bored of wasting their free time tagging, and quits. Auto tagging would make late game attackers actually think about how to attack, rather than just to try and send the most attacks.
But thats the purpose of late game though, bombard the opponent with so many fakes/nukes that they lose a will to live!
If everything is renamed accordingly then what and why would you be faking at all? I think half the game is won with mind battle rather than troops on the ground.
I do agree no one wants to sit around for hours tagging, but if everything is auto renamed and as another poster mentioned "having auto defend button" then half the game is botted really (Auto-Run, so not much strategy game then). In late game if someone sends 5k attacks on you, you should send back 10k and so on .
Since when is sitting around constantly faking/tagging strategy? Even when tagged you have to be able to defend from them in the same way, its just removing the aspect of late game play that is purely time related rather than skill related.
TheArtistBox said:New players come in and get ABSOLUTELY looked down upon. Even by some of your 'worthy' staff. Yes your STAFF go in on the act.
I've never seen this. At least not by any members of the current staff. I have gone out of my way on several occasions to help out new players and teach them to play. I have long considered that one of the game's largest flaws to be how helpless a new player is against someone who knows what they are doing (ie. I can take on a 30 man tribe and clear over half of them assuming I'm active enough to tag/dodge/backtime.) and have actively sought to correct the issue by helping new players when able.
I help them if they're in my Tribe but do you help EVERYONE?
That would get a bit tiresome wouldn't it? If someone attacks you with spears and stuff, you correct them, sure but do you actually teach new players around you how to play better?