Sorry for being provocative, but I see no other way to start brains working (again). So, why limiting strategic players, doing quests, and favour the "shooters"? Officially, Forge of Empires is announced as "City Building Strategy Game", not as "Ego Shooter". So, a limit of fights would be fair as well. Why "discriminating" all "farmers" and not the (4+ siege camp) fighters who do 10k fights within one GbG season, ending up with about 17.500 fp, 25.000 goods and 2.500 diamonds (within less time than questers)? By the way, there exist bots for automatic GbG fighting as well. Why cannot the increasing amount of supplies and coins in SA:AB (and SA:AV) be "reduced" by an introduction of the Non-Birthday-Quest, that exists in all earlier eras? As far as I can remember, this upcoming problem was mentioned in view of the lack of this quest when SA:AB started. Is this the "oath of disclosure" (I hope this is the correct English expression) by InnoGames in view of bots, scripts, recorders? Is it possible that the "great new code" for "bot detection" that lead to the (removed) delay was just a counter for (done and/or aborted) quests? At least this is what I read between the lines. Thank you for your understanding on this matter, and our sincerest apologies for the confusion and frustration that this event has caused. Therefore, it is very much a regrettable outcome and one that we are working on fixing immediately. Complete 20 quests consecutively without an abort inbetween, will immediately abort this side quest even if it gives 200 diamonds. The aim of this improvement was to impose a limit on exploits, not affect the everyday activities of players trying to enjoy the game. New or edited side quests to increase challenge level does not have to be always related to population, but to bring another task other than simply collect x of this resource, spend y of that resource. Due to unexpected circumstances, this then led to many players believing this was an intended feature.Īgain, we would like to express this was not intended. Unfortunately, as a byproduct, there was a technical issue that caused a slowdown during reoccurring quests. This week, we moved forward with an update that sets a limit on Quest Aborts to prevent this exploit, and the impact it has on our servers. To provide some context, for transparency purposes, we have been collecting feedback on quest abort exploits, and trying to figure out a way to tackle this. However, yesterday I discovered that I had not seen/paid attention to all the early Story Quest 'training' missions. but not trying to race ahead to Iron Age. Please be aware, that this is a technical issue and not something that was ever part of our design. 1 Hello all.I was rather aggressive in progressing through Bronze age, building, trading, completing tech tree. We would like to clarify a misconception that has arisen regarding the slowdown that occurs during reoccurring quests.
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