DeletedUser
Guest
--> NO WHERE HAVE I SAID GIFTING IS CHEATING <--
Let's start by saying I'm not blaming those taking the villages: gifts are the most efficient form of growth. It's essentially a free village, already built to a decent standard -- what's not to like?
However one could argue they are ruining this world, if we take a look at the top 10 and their ennoblements for example:
1 Nibbler - 4.7k gift
2 misschiff - 2.4k gift
3 Cero Puccol - 2.5k not-a-gift
4 jmaxspeed - 3.1k gift
5 gotcha! - 2.3k not-a-gift
6 pizzahappy - 3.1k barb (no oda/odd gain - restarted gift?)
7 PintoMcGuinness - 473 barb
8 FatIgor - 502 barb
9 I Blame Your Mother - 1.9k cheap village (could be a gift)
10 Bazza The Brave - 506 barb
So except for 2, everything else is either a gift(probably) or a small barb. The ~500 point barbs is a valid strategy on this world, and it gives no hugely unfair advantage - it's available to everyone and it also gives a subpar village. Those who are able to find people to gift them cheap, easy village on the whole though are doing much, much better than those who have nobled barbs. The options so far ultimately seem to come down to: take a risk on a player, find a gift, or noble a small barb. The gifting is the best of both worlds, as it allows the no-troop-losses of the small barb, and more than likely a much better build than some random player. There is no down side to it.
Hence I'd like to put forward the argument that gifts will ultimately ruin this world, or at least the early world portion of it. I also reiterate it is not the players who are taking the gifts fault, the blame lies entirely with those giving the gifts. They are the people unbalancing the world, only a poor player would refuse a gift due to pride and hence it's a decision pretty much already made up for most people -- take it if it is offered. On the other hand, those giving the gifts are making an active choice to give away their village, and in some cases are continuing to build it up after deciding to leave the world, this is wrong and unbalances the world. It borders on cheating, and could destroy what was supposed to be a balanced world. So my main issue with the gifting culture I think this early portion of the game will have a problem with is not that it happens, it is that even after deciding the gift shall be made in the future players continue to build up the village for others until nobled. How is this any different to me starting two accounts, building them up simultaneously and then nobling one of them?
The settings of this world make it virtually impossible for a player who tries to take a village by force to keep up with one receiving gifts, for example. On a regular world, as you can farm, players will have more sizeable troop counts and hence be able to attack "juicy" targets, which allows them more to keep up with those eating gifts, yet here it is an either-or decision between decent village or high troop count (you can maintain a decent one, just not a high one). Furthermore this world's troop counts seem to be more d-heavy than on a regular world, further reducing the ability to clear a decent target.
Ultimately those who get given gifts for whatever reason should be able to excel against the others who do not, this will lead to what was intended to be a more balanced world becoming unbalanced in another direction.
What are others opinions on this?
Let's start by saying I'm not blaming those taking the villages: gifts are the most efficient form of growth. It's essentially a free village, already built to a decent standard -- what's not to like?
However one could argue they are ruining this world, if we take a look at the top 10 and their ennoblements for example:
1 Nibbler - 4.7k gift
2 misschiff - 2.4k gift
3 Cero Puccol - 2.5k not-a-gift
4 jmaxspeed - 3.1k gift
5 gotcha! - 2.3k not-a-gift
6 pizzahappy - 3.1k barb (no oda/odd gain - restarted gift?)
7 PintoMcGuinness - 473 barb
8 FatIgor - 502 barb
9 I Blame Your Mother - 1.9k cheap village (could be a gift)
10 Bazza The Brave - 506 barb
So except for 2, everything else is either a gift(probably) or a small barb. The ~500 point barbs is a valid strategy on this world, and it gives no hugely unfair advantage - it's available to everyone and it also gives a subpar village. Those who are able to find people to gift them cheap, easy village on the whole though are doing much, much better than those who have nobled barbs. The options so far ultimately seem to come down to: take a risk on a player, find a gift, or noble a small barb. The gifting is the best of both worlds, as it allows the no-troop-losses of the small barb, and more than likely a much better build than some random player. There is no down side to it.
Hence I'd like to put forward the argument that gifts will ultimately ruin this world, or at least the early world portion of it. I also reiterate it is not the players who are taking the gifts fault, the blame lies entirely with those giving the gifts. They are the people unbalancing the world, only a poor player would refuse a gift due to pride and hence it's a decision pretty much already made up for most people -- take it if it is offered. On the other hand, those giving the gifts are making an active choice to give away their village, and in some cases are continuing to build it up after deciding to leave the world, this is wrong and unbalances the world. It borders on cheating, and could destroy what was supposed to be a balanced world. So my main issue with the gifting culture I think this early portion of the game will have a problem with is not that it happens, it is that even after deciding the gift shall be made in the future players continue to build up the village for others until nobled. How is this any different to me starting two accounts, building them up simultaneously and then nobling one of them?
The settings of this world make it virtually impossible for a player who tries to take a village by force to keep up with one receiving gifts, for example. On a regular world, as you can farm, players will have more sizeable troop counts and hence be able to attack "juicy" targets, which allows them more to keep up with those eating gifts, yet here it is an either-or decision between decent village or high troop count (you can maintain a decent one, just not a high one). Furthermore this world's troop counts seem to be more d-heavy than on a regular world, further reducing the ability to clear a decent target.
Ultimately those who get given gifts for whatever reason should be able to excel against the others who do not, this will lead to what was intended to be a more balanced world becoming unbalanced in another direction.
What are others opinions on this?
Last edited by a moderator: