Game improvements

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    • Game improvements

      In the spirit of @Ameno suggestion that alliance leaders' should use the forum to communicate their ideas, these two were given to me by one of our most long standing alliance leaders. He was reluctant to post them himself but asked me to put them forward. See what you all think.

      1. Introduce a dual cap of a maximum of three players per account to stop the multi dual accounts that can completely dominate a server and reduce instances of multiple tech accounts.

      2. Disallow farm lists for the first three months to allow newbies a fighting chance.

      I don't think either of these ideas were put forward at the Munich event so perhaps we could have some feedback from the community and from TG about them?

      Stand out Award 2017 UK
    • Umm... No way I'm agreeing to this.

      I usually play with at least 4 duals at max and depending on everyone's IRL, that may change too.

      And I'm a heavy raider. I start raiding in BP and I dont stop and farm lists enable me to play to the best of my ability.

      Giving newbies a chance is good, but that doesn't mean you should destroy the game for every other vet over here.

      This game has a high learning cap for newbies and even if you did implement the second option, they would still get destroyed by the experienced players.

      All of us here were newbies at one point and I'm sure most of you came from 3.6 or even before that like me. So, you guys know how effing hard it was back in the day to survive. Compared to 3.6, these present rounds pale in comparison. But, we learnt, we persevered and now we're here. Anyone looking to establish themselves in any game, must go through some hard times and some sacrifices. It's like we're spending billions of dollars defending the front door, but you just decide to open the back door for free.

      I really hope this doesn't happen.

      And the in game forums are pretty useless at this point. Everyone uses Skype, Discord or Slack... There is no need for a forum.
      Yes, I've built my fair share of WWs. Won a few, lost a few. Played far too many rounds for far too long. Made a lot friends and enemies.

      Yes, I've played as an anvil and as a hammer. I'm only playing now because of all the friendship I have built over the past ten years. I love Travian but I love the community even more.

      Envy me for I have everything, Fear me for I have nothing to lose.
    • Mercedes wrote:



      1. Introduce a dual cap of a maximum of three players per account to stop the multi dual accounts that can completely dominate a server and reduce instances of multiple tech accounts.
      I've nothing against multi dual account and tbh I dont see how it can reduce multi tech accounts. Mostly how can this rule be enforced? Based on IPs? Personally I log from at least 3 different IPs, home PC, tablet and mobile. Are they going to be considered as 3 different duals?
      Pleased to meet you
      Hope you guess my name
      But what's puzzling you
      Is the nature of my game

      (Symphaty for the Devil, Rolling Stones, ages ago)
    • #1 is plain wrong. Having more duals increases your activity and it's a good strategy, provided people are well coordinated and obey the game rules of 1 acc each.

      What take a strategic move away from a strategic game?


      #2 is also a bit funny, since the noobs you speak of would very likely end up in the same place anyway, you'd just end up enraging a majority of the farming community while giving some newer/less experienced players maybe a day or two more to live.

      Blobfish - si2 2017/18
    • Id like to get a way to show "scouting score". But im not sure how that could be implemented :( Like there are now attackers and defenders properly shown (not all def points to the account being deffed) it would be cool seeing something like that. Not that it would mean much, more like a "feel good stat".

      The score could include the defensive stat, when you kill enemy scouts on their scouting, some ratio of uncovered resourses (but capped so that that only counts once a day per village - so that somoeone doesnt send 10x times on a farm and boosts his score high) and some ratio of uncovered troops.
    • 1. This isn't needed, imo. I think the average number of players on an account is 2-3 already. It gets pretty crowded with more than 3, which in most cases I doubt they mesh flawlessly without overlapping online time and switching villas on each other. Sure the account is more active and probably uses more gold on average, but it no way implies they will dominate anything. You could have 5 dumb-dumbs and 1 guy always cleaning up their mess or 4 guys who can't come to agreement on anything. I've also seen solo and duo accounts that buy a lot more gold. Point is, there is too much variability between players to draw a line and say more than 3 duals is OP..

      2. We didn't have farm lists, or at least not the one-click ones back in the day and people will still farm ruthlessly through report raiding or excel links. Would there be less raiding? Probably, but any player still has risk of falling prey to raiding, whether one is new or not. And yes, there is a steep learning curve for new players and I did suggest a mentorship thing - like an academy players can go through to learn basics, or skip completely if they so choose. And this would be more extensive than the current tutorial as it would be guided by real players.

      3. Just to add:

      I think we need some cap on artworks. Yes there is a 2k cp cap, but I mean a daily usage cap. Or just remove them completely. Turning your house into the Louvre doesn't make you cultured
      ..And that is the Final Word.

      The post was edited 1 time, last by Final Word ().

    • The two changes combined could actually make tech accounts/private farms much more attractive... Rather than reducing it.

      While it's true that most accounts only have 2-3 players on them anyway... A few do have more players, usually to cover every hour so raids can be sent around the clock. Reducing number of duals would mean either less coverage, or that the duals playing would have to spend more time online to raid the same amount. Combined with no farmlist, it could encourage some to have private farms so they don't have to put in more effort to raid the same, or just drop raiding all together and use garages for all their troops.


      Other than that, I think travian is super time-intensive, as all who play can attest to. I think that it's something that scares new players away - and makes many veterans quit when their life situation changes or they just simply burn out. I don't think making changes that make high-level play more time consuming than it already is, is gonna do the game any good.


      Animis opibusque parati

      com8 (F&S beta) and now back to retirement...
    • Final Word wrote:

      3. Just to add:


      I think we need some cap on artworks. Yes there is a 2k cp cap, but I mean a daily usage cap. Or just remove them completely. Turning your house into the Louvre doesn't make you cultured
      The other day I was saying something similar to people.

      I would propose a limit of 3x Artwork use per week. I know the value of an Artwork decreases as you gain villages but we've got people buying and using 25+ Artwork in ~50 days (less when you account for the fact they don't appear until sometime in week 2, I don't recall the specific day off hand). Players who do so have a huge leg up, with 3-4 villages more than even the other top 20 accounts which has a cumulative effect over the course of the server.

      I would also make CP helms not begin appear until the same time as Artwork. Possibly even pushing the day farther out as well.

      Regarding the other ideas. I think accounts over 2-3 duals is rare enough, nor as it has been said does 5 duals mean they will play any better than a 1 person or 2 person account. Depending on the personalities of the people, more can also do more harm than good as has been noted. I did the Org 10x 8ish years ago. We had 20ish duals... it was insanity.

      Getting rid of farm lists for 3mo also reduces the value of gold club and makes it harder for middle skill / time players to compete. The best of the best have always used other tools like sheets to make sure they raided above and beyond others. Sure it would require a bit more work to set up... but they will do it.

      Nice thoughts though. They are aimed at legitimate issues, but I don't think they are good solutions to them.
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      Carni wrote:

      God I would kill to have like 4 of you on every team I play
    • I could suggest something. Make the maps smaller.

      I can understand why it is this big if we're talking about travian pre T4. But there are far few players these days and such large maps hold no meaning other than for players to troll.

      I suggest reducing it from 400/400 to 200/200 ... I really want it to be down to 150/150 but I guess I'm asking for too much.

      If you want increased activity, then reduce the map size so that cowards don't run to the boonies to escape the wrath of the hammers in the spawn area. This is a war game, not sim city.
      Yes, I've built my fair share of WWs. Won a few, lost a few. Played far too many rounds for far too long. Made a lot friends and enemies.

      Yes, I've played as an anvil and as a hammer. I'm only playing now because of all the friendship I have built over the past ten years. I love Travian but I love the community even more.

      Envy me for I have everything, Fear me for I have nothing to lose.
    • KnowToFail wrote:

      Id like to get a way to show "scouting score". But im not sure how that could be implemented :( Like there are now attackers and defenders properly shown (not all def points to the account being deffed) it would be cool seeing something like that. Not that it would mean much, more like a "feel good stat".

      The score could include the defensive stat, when you kill enemy scouts on their scouting, some ratio of uncovered resourses (but capped so that that only counts once a day per village - so that somoeone doesnt send 10x times on a farm and boosts his score high) and some ratio of uncovered troops.
      Not sure how this could be implemented, but I like the idea, especially as i am playing an account just now which is a scout specialist meaning it's unlikely to achieve any significant points/medals, yet it is a valuable strategic account for the alliance
    • Eric Rasputin wrote:

      I could suggest something. Make the maps smaller.

      I can understand why it is this big if we're talking about travian pre T4. But there are far few players these days and such large maps hold no meaning other than for players to troll.

      I suggest reducing it from 400/400 to 200/200 ... I really want it to be down to 150/150 but I guess I'm asking for too much.

      If you want increased activity, then reduce the map size so that cowards don't run to the boonies to escape the wrath of the hammers in the spawn area. This is a war game, not sim city.
      I could have sworn they made a change to some domains servers to run with a smaller map but I can't find the relevant announcement. I know for sure they did a 501x501 on the NYS, down from the classic 801x801. I feel like COM and Arabic servers were exempt from the overall change but again I can't find it so I may as well be making it up :D

      I'll keep searching though. Maybe it was on Facebook and not the forums?


      alestorm wrote:

      KnowToFail wrote:

      Id like to get a way to show "scouting score". But im not sure how that could be implemented :( Like there are now attackers and defenders properly shown (not all def points to the account being deffed) it would be cool seeing something like that. Not that it would mean much, more like a "feel good stat".

      The score could include the defensive stat, when you kill enemy scouts on their scouting, some ratio of uncovered resourses (but capped so that that only counts once a day per village - so that somoeone doesnt send 10x times on a farm and boosts his score high) and some ratio of uncovered troops.
      Not sure how this could be implemented, but I like the idea, especially as i am playing an account just now which is a scout specialist meaning it's unlikely to achieve any significant points/medals, yet it is a valuable strategic account for the alliance
      I missed this suggestion when reading before, but in theory I like it. Regarding implementation, defensive scouts = scouts killed as the method of points. Though this would require removal of them from the defense calculation, which I assume they are currently included in? If scouts could kill other scouts offensively it would be an easy way of calculating points, and actually would make a bit more sense than the magic where by current scouts are completely unscathed. Alternatively it could be based on the number of troops spied on.

      It goes along with my general attitude that "more statistics are good". For instance, rather than using "pop" as the default stat,use something to the effect of "glory" which is dependent on all the other stats like attack, defense and population. Add in more stats for chiefing and buildings (pop) destroyed would also add some other measures for players to compete.

      As was pointed out this is a war game, and statistics are a major element of war. So adding more of those to the game, while not altering the nature of the game does add a useful if subtle layer of additional depth.

      Not to mention personal account statistics. I would gladly pay extra for a "Travian Premium", a version of Travian Plus that includes a whole slew of stats and graphs for your account. How many troops you trained in crop, how many per day, per unit etc. Tracking CP growth, time between villages, more detailed gold use breakdowns etc. All with downloadable csv files and some nice graphs to go along. What is included with Plus is not nearly enough for those of us who plan things down to the smallest of details. I do what I can with a spreadsheet but its not an exact science because every move isn't logged and tracked and it is incredibly frustrating. It wouldn't be for everyone, but its a privilege I would be willing to pay for.
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      Carni wrote:

      God I would kill to have like 4 of you on every team I play
    • BlackBlade wrote:

      alestorm wrote:

      KnowToFail wrote:

      Id like to get a way to show "scouting score". But im not sure how that could be implemented :( Like there are now attackers and defenders properly shown (not all def points to the account being deffed) it would be cool seeing something like that. Not that it would mean much, more like a "feel good stat".

      The score could include the defensive stat, when you kill enemy scouts on their scouting, some ratio of uncovered resourses (but capped so that that only counts once a day per village - so that somoeone doesnt send 10x times on a farm and boosts his score high) and some ratio of uncovered troops.
      Not sure how this could be implemented, but I like the idea, especially as i am playing an account just now which is a scout specialist meaning it's unlikely to achieve any significant points/medals, yet it is a valuable strategic account for the alliance
      I missed this suggestion when reading before, but in theory I like it. Regarding implementation, defensive scouts = scouts killed as the method of points. Though this would require removal of them from the defense calculation, which I assume they are currently included in? If scouts could kill other scouts offensively it would be an easy way of calculating points, and actually would make a bit more sense than the magic where by current scouts are completely unscathed. Alternatively it could be based on the number of troops spied on.
      It goes along with my general attitude that "more statistics are good". For instance, rather than using "pop" as the default stat,use something to the effect of "glory" which is dependent on all the other stats like attack, defense and population. Add in more stats for chiefing and buildings (pop) destroyed would also add some other measures for players to compete.

      As was pointed out this is a war game, and statistics are a major element of war. So adding more of those to the game, while not altering the nature of the game does add a useful if subtle layer of additional depth.
      While I dont agree that attacking scouts should kill defensive scouts, that might be too rough, but I kind of agree. I think right now the scouts killed while scouting are included in the defense points. I imagine, It wouldnt be too hard just "transering" those points to the new statistic. And then on top of that, this is my idea.

      Only one scouting on a non-ally village per day counts towards that score. That would prevent sending 100x waves on a farm to boost your score. Would 100% increase the activitiy of ally scouters, but that is a good thing? Would reward the more proactive scouters.

      Lets just take an example, why not.

      In this case, "Brennus" would get 6 scouting points, because of the defense (6, because 3x2(wheat upkeep)).

      Here is 21452 resourses. I would imagine that 10% (like they would be stored in an oasis) of those resourses could be counted towards the score? Giving me 2145 scouting points for the resourses.

      I also found 1347 wheat/hr worth of troops. Those could be included as a whole, making my final scout score from this scouting 3492.

      There could be an added bonus, if you defend the scouting (all the enemy scouts die). Like, if all of my scouts died here and I wouldnt get any information, he could get like a 2x bonus. 2400 from the killed scouts and then double that for successfull defense?

      What I have no idea how to implement is the scouting for defense (aka. wall, palace, rally point), since if this "formula" would be used, then it would be far superior for stacking scouting points.

      I dont know, just my 2 cents. Would see if active raiders are scouting their farms, who the ally scouters are, would add more competition and make the game more proactive with scoutings.

      Feel free to chip in :)
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    • BlackBlade wrote:

      Eric Rasputin wrote:

      I could suggest something. Make the maps smaller.

      I can understand why it is this big if we're talking about travian pre T4. But there are far few players these days and such large maps hold no meaning other than for players to troll.

      I suggest reducing it from 400/400 to 200/200 ... I really want it to be down to 150/150 but I guess I'm asking for too much.

      If you want increased activity, then reduce the map size so that cowards don't run to the boonies to escape the wrath of the hammers in the spawn area. This is a war game, not sim city.
      I could have sworn they made a change to some domains servers to run with a smaller map but I can't find the relevant announcement. I know for sure they did a 501x501 on the NYS, down from the classic 801x801. I feel like COM and Arabic servers were exempt from the overall change but again I can't find it so I may as well be making it up :D
      I'll keep searching though. Maybe it was on Facebook and not the forums?


      alestorm wrote:


      KnowToFail wrote:

      Id like to get a way to show "scouting score". But im not sure how that could be implemented :( Like there are now attackers and defenders properly shown (not all def points to the account being deffed) it would be cool seeing something like that. Not that it would mean much, more like a "feel good stat".

      The score could include the defensive stat, when you kill enemy scouts on their scouting, some ratio of uncovered resourses (but capped so that that only counts once a day per village - so that somoeone doesnt send 10x times on a farm and boosts his score high) and some ratio of uncovered troops.
      Not sure how this could be implemented, but I like the idea, especially as i am playing an account just now which is a scout specialist meaning it's unlikely to achieve any significant points/medals, yet it is a valuable strategic account for the alliance
      I missed this suggestion when reading before, but in theory I like it. Regarding implementation, defensive scouts = scouts killed as the method of points. Though this would require removal of them from the defense calculation, which I assume they are currently included in? If scouts could kill other scouts offensively it would be an easy way of calculating points, and actually would make a bit more sense than the magic where by current scouts are completely unscathed. Alternatively it could be based on the number of troops spied on.
      It goes along with my general attitude that "more statistics are good". For instance, rather than using "pop" as the default stat,use something to the effect of "glory" which is dependent on all the other stats like attack, defense and population. Add in more stats for chiefing and buildings (pop) destroyed would also add some other measures for players to compete.

      As was pointed out this is a war game, and statistics are a major element of war. So adding more of those to the game, while not altering the nature of the game does add a useful if subtle layer of additional depth.

      Not to mention personal account statistics. I would gladly pay extra for a "Travian Premium", a version of Travian Plus that includes a whole slew of stats and graphs for your account. How many troops you trained in crop, how many per day, per unit etc. Tracking CP growth, time between villages, more detailed gold use breakdowns etc. All with downloadable csv files and some nice graphs to go along. What is included with Plus is not nearly enough for those of us who plan things down to the smallest of details. I do what I can with a spreadsheet but its not an exact science because every move isn't logged and tracked and it is incredibly frustrating. It wouldn't be for everyone, but its a privilege I would be willing to pay for.
      I agree with the Travian Premium thing. I'm no good at math, but I keep a spreadsheet every round I play and I record every hammer and anvil of my enemies, so that when I decide to run ops, I know exactly how much deff will reach in time and from where. I'd like all those graphs and charts too so I know exactly how my account is doing and exactly how to improve it. I especially like the gold usage breakdown. Now I'll know where the 200 gold went in 2 days :(
      Yes, I've built my fair share of WWs. Won a few, lost a few. Played far too many rounds for far too long. Made a lot friends and enemies.

      Yes, I've played as an anvil and as a hammer. I'm only playing now because of all the friendship I have built over the past ten years. I love Travian but I love the community even more.

      Envy me for I have everything, Fear me for I have nothing to lose.
    • iRonik wrote:

      Well I don't get scouting points, it's just too hard to police.


      Spam scouts on an active guys cap oasis and farm the crap out of that due to high res. :/
      Yeah, thats a main problem. But if the guy puts 500-1k scouts from an ally, it stops being "worth it"? It would just add another "mini-game" to the game. Since right now, someone can have 10k scouts, and some defense and he would be low in def rankings and attack rankings but he would be doing A LOT more because he would be scouting enemy hammers, wheat scouting villages, gathering all sorts of intel and it wouldnt show anywhere.

      Many arent bothered by that (myself included) and its 100% not a priority, but it would add a new mini-game for those ally scouters.
    • cris@ wrote:

      Mercedes wrote:

      1. Introduce a dual cap of a maximum of three players per account to stop the multi dual accounts that can completely dominate a server and reduce instances of multiple tech accounts.
      I've nothing against multi dual account and tbh I dont see how it can reduce multi tech accounts. Mostly how can this rule be enforced? Based on IPs? Personally I log from at least 3 different IPs, home PC, tablet and mobile. Are they going to be considered as 3 different duals?
      These weren't my proposals, I just put them forward for someone else who didn't feel comfortable posting them on the forum, but thinking it through I would suggest it's a similar problem to tracking multi's. Those three devices you log in to could just as easily be used to log into three different accounts. How are they tracked and found? Without knowing what tools an MH has at their disposal, it would be impossible to say how it could be policed. I still remember a time when no duals were allowed. But that was a very, very long time ago.

      I think the main issue here is about using IPs to track and police accounts. It's notoriously difficult to do and can send you on total wild goose chases. For example, I once checked IP addresses for two forum accounts that I knew for a fact (I knew the owner) were held by the same person. He used different devices to log in to each, one gave an IP address in the midlands of England, the other in Croatia. Using IPs for any kind of policing is a none starter.

      Stand out Award 2017 UK
    • Mercedes wrote:

      I think the main issue here is about using IPs to track and police accounts. It's notoriously difficult to do and can send you on total wild goose chases. For example, I once checked IP addresses for two forum accounts that I knew for a fact (I knew the owner) were held by the same person. He used different devices to log in to each, one gave an IP address in the midlands of England, the other in Croatia. Using IPs for any kind of policing is a none starter.
      I agree. Altho there are other things that you can track someone. Many websites get your screen-resolution, maybe a MAC-address, alongside online times and you can make a pretty educated assumption. Now the problem here is, that you have to be 100% when you ban someone (having false positives at all is bad) and that can still be hard, unless the person slips up.

      Also, I didnt really look it up, but coul you make Travian unaccessible if the device doesnt provide you with an final IP - aka. prevents Tor users from playing?