Notes from the Legends on Tour: https://wbb.forum.travian.com/wcf/index.php?lot2019-notes/
Hi everyone, I thought we could maybe start bit of discussion on here about the possible future changes you can read from these Legends on Tour notes. I strongly encourage everyone to read those note as it gives a lot of hints about the future of the game and what the direction is and give some feedback based on them. Tell what you think, maybe TG will listen and make changes if needed
Couple things I personally would like to start with:
Celebration and artwork queue, I guess they are nice for us who have a hard time having timers on and remembering stuff. But the Wave Builder was the one big thing I found out to be just way too good.
When you are manually sending the waves, there is a lot of factors which can go wrong. Attack can hit maybe second or two early or late, you may get snipe gaps between waves and in the worst case, your wave order may mess up for some odd reason and you may find out your hammer will be suddenly landing in 3rd wave even if you sent it first.
With the proposed Wave builder with this balance, you will have to just press one single button to send all waves. Timing one attack compared to waves is significantly easier. So that is an advantage to the Wave Builder. The order of the waves wont mess up with the Wave builder - second advantage. And then you have a 82% chance to success and get all the waves on same second.
If you master the art of sending waves manually, you may start getting towards the 95%+ success rate on getting all 4 waves on the same second. But at the same time you may miss the landing time easier and your order of waves may mess up due to some browser shenanigans I dont understand. I think the Wave Builder in general is a good idea to make ops easier for new players, players with slow PCs and those who play on phone but I think skill should be rewarded a bit more in this case. Maybe lower the chance of getting all waves on the same second towards to the level of an average player? Average player level of balancing could be more like 60% / 20% / 15% / 5% or even 50% / 20% / 20% / 10% (all on same second / 1 wave moved to 2. second / 2 waves / 3 waves on the 2. second) to promote players to learn to send waves manually to get better results. I guess TG wanted to make their own Wave Builder good enough so players would not use the illegal ones but I think if the illegal ones give 100% results, players who want to cheat will use it even with those current balancing numbers.
The idea of 18c is great. But is it enough? I have suggested couple times earlier the idea of having 18c all around the map but the twist being, they are occupied by natars from the beginning. That would mean you have to either settle a village close to one or push hammer from spawn, possibly fight other players for the location and/or use alliance work to clear the small amount of Natars and then chief the cropper. Maybe as an added bonus you could start building great granaries and warehouses without artis (like WW-villages) due to it being a "magical Natarian village" to make it worth the late start.
With the suggested "they all are located on grey area" it is just race to settlers, survive Natars and then zoo up and defend. Who gets the best RNG, who has the closest location etc, you get there, you survive natars, you win. Then it is just all about defending the location. Maybe both of these could be implemented to promote early game war?
I'll add this as bonus as this is more of a suggestion instead of talking about the notes. But it kind of relates to this so..
Egyptians and Huns on the tournament. It will be interesting and I hope Egypt will receive some nerfing after the tournament if not earlier. Playing with the cost of waterworks will not work as the bonus it gives is just absolutely insane and the ROI is too fast. If they want to balance it, they need to start changing the bonus itself. Bonus could be like it will change the 25% oases automatically to 50% ones at level x (so Egypt players could just settle 75% croppers and turn them into 150% -> giving your allies with other tribes the chance to get the better croppers) and putting the bigger focus and benefit for boost villages (25% wood turns to 50% etc). Of course settling 150% croppers with this would not make sense as it would not get any bonuses, but I think the core idea should be more about giving the Egyptians ability to decide their capital location more freely and not have to race to the best 150% croppers and risk your settlers turning back.
Second is the Egypt stone wall considering WW-building. It is too strong with the high WW-deffs. Maybe more like strenght of a gaul wall + roman wall (or something between roman and gaul) deff bonus could work better to give rammers some chance against it.
There is my thoughts as a member of the community, feel free to comment my thoughts or talk about the other things shown in these Legends on Tour notes.