06.10.2024 - 15:31
The biggest issue with games always seems to play out roughly like this: 1 or 2 players join as Europe 1 or 2 players join in Asia OR 1 player in Euro, 1 in Asia, 1 in Middle East OR something similiar - you get the picture. This means, if one continent allies while the other is infighting, or if Europe/Asia player quickly allies with a Middle East player (or commonly India) they have now 2 teamed and gotten the jump on the other player - they can easily blitz through Eurasia and corner the person(s) who decided to play more competitively. This is a huge cause for leaving and imbalance in games; most people recognize that this is an untenable situation and that they don't stand a chance, so they just surrender or leave. This makes gameplay suck, especially for a long-running game like Afterwind. Why would I willingly spend 1-2 hours playing a game when I see the writing on the wall 5-10 minutes in? I believe that a very simple solution is this: don't just limit the number of alliances, but also allow a setting that peace/alliances cannot be made until a turn of the game creator's decision. Even if players wanted to "silently ally", it would force an element of politics and deception while making play more competitive - you would have to watch your back, or simply fight to gain control of your area. Has this been suggested before? Thoughts, comments, suggestions? Just spitballing here, but it seems like a relatively easy nerf that has a lot of upside imo.
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18.10.2024 - 13:10
Support
---- It's scary how many possible genocidal war lords play this game, and i could be one of them
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