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Forced Teleport Feature

Discussion in 'Ideas + Feature Requests' started by DeliSubs, Jan 27, 2018.

  1. DeliSubs

    DeliSubs Citizen

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    So as someone who doesn't even match a tenth or even a hundreth of any of the top 10 player's mights in Realm 10, I can say with sure certainty that zeroing is a huge problem.

    The issue: Absolutely annihilating a weeks/months worth of troops within 5-15 minutes. P2W players EASILY get bored when they near TH 20-25 and have an abundance of teleports to use or to buy with their amassed gems.

    Players who aren't even over resource capacity get targeted just for having troops. All to get their kill count higher for whatever reasons they need to show off to the world that they threw money at a game to massacre T1-T3 troops while having might 10x/100x/1000x stronger than their targets.

    These types of people will almost **NEVER** hit anyone near, or below their might levels, which is pretty understandable, why pick difficult fights when you can go for people far weaker than yourself?
    [​IMG]
    Look at this. This isn't even fun any more. All this one person ever does is go around and zeroing players for the heck of doing so. There's no other reason. They're bored, and they do this because there is no punishment apart from not being able to shield/teleport for some time, or fear of almost anyone else besides someone with more army strength than them.

    Not that I'm saying that he's the only one doing this. Plenty of others do it as well. But it's not even fun.
    [​IMG]
    ___
    Is there even a point to this?
    Sure, obvious solutions are:
    1. Keep total troop count below your infirmary capacity
    2. Keep shielding
    3. Ask teammates for reinforcements
    4. Rally against the attacker
    1st option wont even be viable for any F2P players growing near or past the 100m might mark because as soon as these guys feel remotely bored/threatened, they'll just prune your troops to oblivion, enough that you won't even be able to fight them in the future.

    2nd option is only temporary. It is not realistic to constantly turtle behind a shield that is in limited supply, no matter how many dragon quests you do when things like this constantly occur. Sure, it's easy to gather them up, but there will come a time when you need to force shields down to help clanmates or other things.

    3rd option isn't always very effective, since people who tend to zero others aim for clans during their peak downtimes, when the stronger members aren't normally online to pick them off one by one without fear of taking heavy losses, even fighting against a majority.

    4th option also ties in with the 3rd one. It is not viable to rally against an enemy that knows that even if a clan combines their troops to throw against their walls, it will not do anything to hurt their troops, besides injuring them.Not only that, rallying gives an easy notification to the clan to defend the person is in, allowing for even stronger reinforcements to come and make their defenses neigh impenetrable.

    ___

    My personal idea would have to be an emergency forced teleport. When a certain amount of damage is accumulated to your wall (durability is determined by wall level), your castle will be forcibly removed an teleported to a random location with a 4hr shield.

    My idea has many flaws in such ways that big clans with extremely strong players (mostly p2w) can just organize a mass teleport into a clan hive and then proceed to forcibly zero everyone and booting them off the tile with my suggested mechanic for the heck of doing so.

    I dont know how to perfectly balance the game, but I do believe something must be changed.
     
    #1 DeliSubs, Jan 27, 2018
    Last edited: Jan 27, 2018
    Karnola likes this.
  2. Karnola

    Karnola Citizen

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    I agree that this issue needs to be dealt with but I am skeptical about the viability of your idea. What I would suggest is to make it a bannable offense if banning is even incorporated.
     
  3. Tiashue

    Specialist

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    A bannable offense for zeroing someone far smaller then you? I’m sorry, but the developers will never do that.

    The reason there are no hit ranges is partly to keep the game social, “we want to reduce the rules in place [for hitting], so that the game remains social” -Derek_ata on July 12th. As a result, they have instituted a cap on loses (injured and kills) when the gap between atker and defender is too large.
     
  4. Karnola

    Karnola Citizen

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    I see. That will be unfortunate for some players.
     
  5. RubberxDucky

    Specialist

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    This is a PvP game after all...
     

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