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Domination: Earth

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Showing content with the highest reputation on 02/19/18 in all areas

  1. I think it's a very important issue you mention there. I will just leave mho here as a high level player. I will stick to a more general explanation/thoughts since this might not be only your problem but a more common issue. First, I have to admit that it can be very very hard to start playing when you have a big player in your "neighborhood". Having the baselevel 10 PvP cap was a nice step in the right direction. There are a few reasons I thought about why a high level player might attack you: He more or less controls the area which took him much time of hard work at this point likely more effort than you put into the game. He might be afraid of you gaining to much power which would result in him losing control or you getting control over him. As a high level player you can make "aggressive negotiations" which means more or less he want's you to sell him or tribute him one of your lands which you might not want to give so he tries to take it by force. You might have attacked an ally of him. Some of us take alliances especially to keep peace very serious. Some of your lands might stand in the way of him and stopped his growth but he doesn't want a alliance for some reason. Maybe he really just likes to conquer lands for fun. More diplomatic options might be very helpful in some of this cases. However, there are a few things I would suggest to you: Think about what you might loose. If he just wants one small land of yours it might be better to let him take it (let him buy it or switch "defend surrounding lands" off for a very short period). This land won't really hurt you much but might save you from many casualties. Only take revenge when you really think you have a chance since it will make your base visible (which might lead to even more damage on your side). Especially if he captured land from you consider to attack this since it is harder to defend a small level 1 land and takes some time to build defence leading to more casualties on his side. Try to contact him. Maybe you'll find him in the forum or the discord and can talk to him about some kind of a peace treaty. Try to find allies! This one is very important if you want to make sure to grow secure and peacefully but also when you are under attack of a "bully". There might be other players in your area who are also under attack by him or are at least afraid of attacks and want to fight with you together for peace or even to conquer some of his lands. There are some tactics how allies can really harm one lonely big player. If nothing helps, don't attack back this makes your base visible but instead of build and repair as many defence as you can and of course recruit more and more soldiers. Go out, take your Super Magnets and collect resources. If he proceeds to attack you he will loose many soldiers for every singe casualty on your side. This might result in him getting out of resources or at least getting tired of loosing so many resources and soldiers for nothing. Also think about which perks might make the most sense in your situation, fortification can be a mighty force. Of course some changes towards those fighting mechanics would me very nice and I am sure @Mr. D will do his best to adjust everything towards a state where everyone can have equally fun as he always does. But let's admit that it wouldn't be fair to take away all of the force of the big players since the most of them are not aggressive and have worked very hard to become the leaders/players in charge for their country or region. But loosing nearly all of your progress in the game is not funny at all. Lastly I want to mention that I was not the nicest or most peaceful player myself in the past but some updates let me focus my gaming more towards traveling, establish new bases and keeping a peaceful relationship to my neighbors. Seeing players leaving the game isn't fun for anyone. Fighting is now more about the Ai and to defend my allies if necessary. But that doesn't mean that I would never tend to "aggressive negotiations" again if some land of another player really bothers me or somehow threatens me.
    2 points
  2. The defence formula should be correct (i.e. no matter how many walls you have only the highest one will count; others are just "backups" ) and I've removed your wall duplicates, so we should be good! Although please post if you manage to build multiple walls on level <100 land again. @Eagle how's the situation now? Can you see your wall in the list of existing buildings?
    2 points
  3. I'd like to have a more clear warehouse design, like pokemon go with one per item, with the current available amount and options to quickly withdraw or delete x of them. ( example ) Having to delete 15 items of different kinds with extra confirmation dialogs each hour is kinda tedious and mostly keeping me from growing my super magnet stash regularly.
    1 point
  4. Hi @DSEGTeam! The problem you're describing is one that I'm quite familiar with myself. Don't worry, I share your pain and one of the reasons combat enhancements are next on my list is to address this issue: "Domination: Earth" is really more about travels than PvP, but some players attack like there's no tomorrow! I'm still working out all the details, as simple daily attack limits may cause even more pain: imagine you having only 3 attacks to retaliate against such an unstoppable force (lands of level 1000+ would take years to destroy!). But something will change in this area, definitely.
    1 point
  5. 1 point
  6. By the way, your land *did* have 3 sandbag walls (even though only 1 is allowed); I believe I've fixed the bug causing this, but I've had to remove your level 1 duplicates. Please let me know if this happens again though and you end up with more buildings than needed!
    1 point
  7. Have the exactly same problem since the update I just installed which solved another problem where I had too much Sandbag Walls
    1 point
  8. 1 point
  9. This is a known bug, Mr. D mentioned it in another post and said that he will fix it soon.
    1 point
  10. That is correct! We have a rule that says "You can either collect or generate resources once every round", i.e. new resources only generate if no other resources were picked up by a land in the same action. And by default capturing a level 100+ land collects/generates resources & damages enemy lands only (so if you didn't want to place any utility structures you could simply select the building at your land's centre and use its small flag button to collect all resources on that land's territory).
    1 point
  11. 1. Mostly to prevent nuisance to other players! For example, hundreds of players appear around London all the time; it could very well be someone's tactics to spam all players they can possibly see until one of them gives up and sells one of their lands. Considering that we don't have any form of black lists yet, the only way to stop an annoying player from spamming you with offers is not to accept their offer and leave it as pending. But if there were no limit they'd still be free to annoy as many people concurrently as they like, while a limit of 5 encourages to issue genuine offers that you actually want to see go through. 2. Dynamic limit sounds reasonable, I can certainly add that! 3. I'm a bit hesitant about that, to be honest! It's annoying enough to end up in a situation where a player who wants one of your lands just doesn't give up and sends the same offer again and again (and you're not interested in selling that land), but having an automated reminder is going to make things even worse. This will have to come with some sort of an "unsubscribe" functionality, which is a bit more complex and will have to wait for me to finish the other core updates planned for the next few weeks. 4. They're still possible to accept! The block applies only to issuing new invitations, not to accepting/declining/withdrawing existing ones.
    1 point
  12. Good to check on this. I'm looking at establishing a base just outside of my 100 km zone and wanted to know how the overlap zone would work. Definitely using nearest base is the most reasonable policy.
    1 point
  13. That's nice to hear, thank you very much ! At the moment it is more about building bases than combat so I'm perfectly fine with it.
    1 point
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