Suggested changes to Menhir function

  • I have received a suggestion privately and want to have the say of the community before the team discus it internally, to ensure we take into account everyone's point of view.


    Quote

    When an account moves using the Menhir function, it should not keep the fields & not have them return to res packages to avoid abusing the feature.


    What do you think?


    Is this something we have to look at?


    What would improve, or not, if the resources are not given back to the account when it relocates?


    And another one:


    Quote

    If a new account Menhirs, their pop will drop back to below 200 pop re-entering BP.


    Do you think this would be an improvement on how things are at the moment?


    Any opinion or ideas on what could be the result of it?


    What do you think, would it be better to change it or leave it?

  • Giving back res piles is fine imo. The problem at this moment is that people are menhiring 15-20 times a server with a way too big army for that day to kill little kingdoms.


    - Limit menhir to a server day

    - Limit menhir to a account age(in days)

    - Limit the amounts a acc can menhir.

    - Remove all troops when menhiring


    These 4 are imo the most viable options and won't be too big to implement (i hope lol), while not changing the main intention of menhir.

    That intention was if i'm correct to be able to get friends together closer, if menhir really is used this way then you dont need to menhir multiple times.

  • For me the idea behind menhir is a great one, the problem is the abuse happening because of it ....

    for as long as i played travian, it was always an issue that you had to either choose between your spawn or your team ... menhir was the change that helped fix the dream of having both.


    in BP you get a easy route to L7 fields (with quest rewards) the problem I can see is when people use MA accounts to quickly cash in on endless amounts of resources, pushing their main account massively (via raids)

    or using it kingdom wide and having a huge advantage way too soon in the game


    if you take away the benefits from using it from a MA perspective, a lot of the abuse around it will disappear too


    it used to be that when an account dropped back below 200 pop they would re-enter BP mode, if this happened then they would not be able to be "moved & farmed"

    although I think any remaining res packages would have to disappear after BP ended or the corrupt players would simply wait a week to farm them

  • Menhir and resources packages is nice thing for different tactics of start development


    If you want to block abuses you should make:

    1. Impossible to vacation 1-2 weeks from start server

    2. Impossible to farm resourses from packages (or send by market)


    that is all

  • I agree with the first two options.

  • 1. Each account can jump only once.

    2. Accounts older than X days can't use Menhir.

    3. Only account with spawn village can use Menhir, so having only 1 village isn't enough anymore.

    4.Like old relocation system, The village (Tile) moves completely with all the fields in it.


    whys

    1. Menhir purpose is to allow players join their friends easily. nothing more. one ticket is enough for most players.

    2. to prevent relocating massive armies!
    I think X equal to Beginners Protection time is good which is already based on server speed. 7 days on normal and 4 days on speed.

    3. to prevent moving good tiles :)

    4. to prevent cashing fields. As we can't put Menhir on Croppers and the result of rule 3 there should be no map balance issue here.


    Removing troops or getting nothing after relocation is not good idea because it will slow down real players.

  • Like old relocation system, The village (Tile) moves completely with all the fields in it.

    and moving 15c next to 3x50% crop oases happens again.


    or make it impossible to take the res from the hero inventory in the warhouse/granary
    if you want to build something you dont have the ress/crop for, give a buttom "use respackages" instead

    and what happens when you cancel building?

  • Removing troops or getting nothing after relocation is not good idea because it will slow down real players.

    Or keep troops for first menhir, and remove them the other times you relocate.



    or make it impossible to take the res from the hero inventory in the warhouse/granary
    if you want to build something you dont have the ress/crop for, give a buttom "use respackages" instead

    Interesting thought. This would eliminate the menhir farming.

    • Helpful

    I know that players abuse menhir mechanics in the next ways:


    I. to build a big army, destroy other own villages and relocate as closely as possible to the target for the further strike;

    II. to relocate for switching vacation time (and build crop fields) and vacation bonus time (build resource fields).


    And the right way to use Menhir is to find the kingdom for comfortable gaming. Different players use it because of different reasons:

    1) Members of big teams to relocate to the team's treasuries. Usually, they do it in the first days of the server.

    1A) Some teams decide to stay near 0/0, so such relocations are available on the first day of the server;

    1B) Other teams decide to relocate to one of the far mountains, that's why players wait a few hours/days until dukes and kings will activate treasuries;

    1C) Some landing could fail and teams have to change the start plan. So they have to relocate a few times. Usually, it can take 1-2 weeks from the start of the server, depends on the situation.


    2) Lonely players trying to find an adequate kingdom to play the server to the end. They have to communicate a lot with kings and face stress in this process. To find a friendly kingdom with adequate management is not easy. So this process could take a few days or even weeks from the time of registration (important: not from the time of the start of the server).


    Unknown I would like to advise you to assess initiatives from this topic on how they influence situations, which I described above. For example:


    1) When an account moves using the Menhir function, it should not keep the fields & not have them return to res packages to avoid abusing the feature.


    I. Players will continue to build a big army and relocate to the target. This tactic works well in the middle-/end- game period. Reimbursement of 10th fields\farms will not play a critical role in this scheme.

    Changes will influence: NO.

    II. In the next scheme idea is very close to the previous: to build fields, to relocate, to use pills to build farms, to start a vacation, after the vacation to relocate, to build resource fields, to get x2 resource production bonus.

    Changes will influence: YES, makes scheme not applicable.


    1A) Team's players will relocate to the king ASAP after registration before they will start to build any field. So they will not lose any resources.

    Changes will influence: NO.

    1B) In this case players can come back to guide "Blood's magic", I mean to build farms level 3 and lose some resources from farms. Also, they can register later or wait until new treasuries will be activated. Anyway, leaders of kingdoms (kings and dukes) will lose some resources.

    Changes will influence: YES, insignificantly, negative for honest players.

    1C) Teams, who face challenges due to relocation will not be able to change plans if something will go wrong. For example, two teams decided to settle near one WW mountain. And one of them would like to change plan and relocate to the other mountain. This scenario will destroy the economy of the team if reimbursement will be canceled because players will lose resources for fields, which they built a few days.

    Changes will influence: YES, vastly, negative for honest players.


    2) Lonely players usually play a few days before they agree in the negotiations with kings about relocation. It means that they will lose a lot of resources. And kings will be not motivated to provide Menhir for a relocation because they do not need weak players without resources and field.

    Changes will influence: YES, vastly, negative for honest players.


    The general conclusion, that this initiative will not resolve all abuse schemes and negatively influence honest players.

  • I'm starting to think that I either have rly bad memory or dyslexia.

    probably my explain in first post isn't clear :)

    as result of previous rules there (number 3), only spawn village allowed to relocate so it's always 6444.

    Kings are not allowed to put Menhir on 9c or 15c.


    So that moving 15c/9c tiles to 150% Oasis is not possible.