Patch 19.1
Hi everybody,
The game stops for me here, I am very disappointed with the 19.1, I find that the fact of not being able to play to attack the bases with other players removes the human side and mmo of the game for diggers. I'm glad they finally deleted the game with the alt, but I think it was too expensive for those who played without alt and who liked to play to attack the bases to several one in NOD and the other in GDI for example. the game became too solo for me.
It's a pity that because of a few players too imbu who are ready to create 10 accounts to win, it is the majority of players who pay. I'll check back from time to time to see if there are updates to 19.1 that can counter the alts but that can make us play as a team.
Solsibus
The game stops for me here, I am very disappointed with the 19.1, I find that the fact of not being able to play to attack the bases with other players removes the human side and mmo of the game for diggers. I'm glad they finally deleted the game with the alt, but I think it was too expensive for those who played without alt and who liked to play to attack the bases to several one in NOD and the other in GDI for example. the game became too solo for me.
It's a pity that because of a few players too imbu who are ready to create 10 accounts to win, it is the majority of players who pay. I'll check back from time to time to see if there are updates to 19.1 that can counter the alts but that can make us play as a team.
Solsibus
5
Howdy, Stranger!
Replies
The above is from a Dev in a former thread. Now that the new world T-38 has started, many players are seeing how the new patch works. But guys, keep in mind the Devs are still testing it. T-38 is less than one week old. So everyone should continue to give feedback. And if many players are unhappy (this is clear reading the forum), then the Devs should consider making changes to the new formula.
The question is how much should the effect of the new formula be decreased so that it still reduces multi-account behaviour but doesn't nerf teamwork-style digging. It is no fun to solo hit bases half the game and spend the other half sitting near a tunnel exit arguing with your 'teammates' over which outpost belongs to who.
As others have said in reply, team cooperation on tough bases is the best part of this game. There is nothing that is as fun as calling out your sim results, then launching your army with your team-mates looking on. The patch is literally gutting the appeal of the game and FBs are now only a little bit more interesting than farming OPs.
I hope the Developers will re-think the strategy in removing multi-account capability and always keep this game focused on team play concept.
This would be a good decision if it was implemented. Personally, I hate alliances stealing other alliance's kills unless they regularly traded kills. E.g. A member attacks a base but does not kill it, another alliance then takes it. In return that alliance (The one that took the base) weakens another base then lets the other alliance take it. It should only happen if the alliance is an ally to the other.
I once joined Tiberian 38 as my game exclusive alt, and in that game my alliance had an issue with a neighboring alliance. They keep on stealing kills, which is highly frowned by. Resulting them in becoming our enemies. One implementation to fix this is to register the last player and alliance that attacked each specific base. If another player attacks it and he's not part of the alliance, there's a 50% decrease in all looted resources.
There is almost no solution for this, removing this system when both players are in the same alliance will not fix anything because biggest alts abuser use it inside the same alliance.
Activate it only for 2/4 weeks will not fix the problem where players can't help each other during the beginning of the server and I know that this will not stop alliances from using alts after that delay.
Only solution (that other browser games use) : two accounts can play with the same IP adress but these two accounts can't help each other, and account sharing is forbidden.
But they said that they can't do it.
But yes, it's sad to see that after few years, this patch was needed due to the increase of alts abuser...
but please get back nod/gdi base kill's .. it was real fun and attraction.. and i will not 100% agree with the idea, that u can make alt's in same alliance.. u need most of the big and trusted guns from the 1st min as server starts to be really competitive.. and does are proposals.
It means any other idea how to get team based base kill is welcome , at least by me lol as this was an BIG part of fun for a lot of community members (if u need i can ask to spam here).
And note, post started with an good budy leaving, so all is NOT so perfect
And ofc respect to staff to make things happen.. even if does are late haha
I agree it is not perfect, but there seems to be many misconceptions around the new rules too. The loot gained on killing the CY is reduced, but not during the phase where you kill the rest of the base. So, kill everything except the CY as a team! You can still make progress.
Some players play like this (except the balancing part) because they don't know which is better. I mean GDI is better early game because of the Paladin, and Nod is better at late game because of Cobra. I would propose being able to research the opposing faction's MCV to resolve some issues with alt exploitation. With maybe a 10 to 100 times higher price tag.
> There's an easy fix to this. If the base kill penalty was only active during the first 2 weeks of a server, you would nerf alts during the window when they can make a game-changing difference, but you wouldn't wreck team play for the whole server.
This is the most interesting idea anyone has proposed so far, other than changing the modifier itself. I don't agree with @gamerdruid and @AlkalyneD4 that alliances would wait out the first 2 weeks (or 3 or 4). In 4 weeks after server start you should already have four bases on your account. If you want your multi-account alts to still be effective in 4 weeks, you will have to play those accounts normally and keep them growing for an entire month and make sure they get RP for the next base while also keeping your own main account on track. Combine this with morale and that seems like it would be too much work for players to have 5-6 alts or more, unless they are unemployed and do nothing but play this game all day!
From what I've seen on normal or high morale worlds, players that use multi-accounts can only keep them going for the first couple weeks. Afterwards the alts fall behind severely and are dropped. I believe the idea is at least worth testing before players start dismissing it.
A testing strategy would need to involve skilled players who use alts in this way so the PTE would not be a suitable vehicle for testing.