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Feedback Fort Battle Balancing Event

Bob Baumeister

Active Member
815 of the 30k evidently are.
Nope. 30k were.

Colorado having a massive 11% of its userbase active is unprecedented in these times.
By your logic we would have to take the overall signups to calculate the percentage. Or do you really think that the number of signups on Colorado was only 13055 aka much less then on Kansas?

That's just one more example of people trying to hammer statistics into what they want to prove.
 

Victor Kruger

Well-Known Member
815 of the 30k evidently are.

Sure was very happy with my year fun on LV, dont have to worry about any grinding, plenty of fresh meat, plenty of old meat to gind in to the dust too. Even hooked up with some returning players hadnt seen for a decade so great decision to terrorise the neighbourhood for a while.. almost Casino movie scene fun at times Said day 1 opening duel fun would be done in 6 and about another 6 for FF.

PvP dueling of worth ended around the 6 mths mark, FF taking a little bit longer to catch up and then slow down again due to FF being slow burn first few months until built. Easter things dropped right off on the dueling front so was spot on im my guesstimation,

I gotta admit tho I had a whale of a time & best fun dueling in many years, hate mail, lots of highway robbery & banditry kitted out in mostly shop stuff or v old sets,... was very nostalgic for me.

M will have the same MO re pvp but i suspect with even more players for a while at least.. make the tutorial optional opt out and maybe even more vets would bother.
 

lulumcnoob

Well-Known Member
Interestingly new worlds actually seem to get more signups these days, than they did when the game was arguably in its peak:

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What I am talking about, though, is player retention - we get the players in but can't keep them. losing 90+% of the playerbase within the first year is not what we should be seeing.
I hypothesise this is because the, formerly award winning, PvP isn't functional anymore, without years of player-run infrastructure in place, like Colorado has - and even then it's just the fort battles that barely work. Duelling is only viable in the first few months of a world.


Sure was very happy with my year fun on LV, dont have to worry about any grinding, plenty of fresh meat, plenty of old meat to gind in to the dust too. Even hooked up with some returning players hadnt seen for a decade so great decision to terrorise the neighbourhood for a while.. almost Casino movie scene fun at times Said day 1 opening duel fun would be done in 6 and about another 6 for FF.

PvP dueling of worth ended around the 6 mths mark, FF taking a little bit longer to catch up and then slow down again due to FF being slow burn first few months until built. Easter things dropped right off on the dueling front so was spot on im my guesstimation,

I gotta admit tho I had a whale of a time & best fun dueling in many years, hate mail, lots of highway robbery & banditry kitted out in mostly shop stuff or v old sets,... was very nostalgic for me.

M will have the same MO re pvp but i suspect with even more players for a while at least.. make the tutorial optional opt out and maybe even more vets would bother.
I was right there with you, but I only lasted as long as the first tombola.
The game was great at the start of a new world, it was The-West in its purest form - now there's the "updated" shop clothes which are all level based, which ruins that classic feel for me, got no interest in that mess now. Don't want to invest money into a character that has less than a year of gametime and will never be allowed to migrate.
 
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JWillow

Well-Known Member
Interestingly new worlds actually seem to get more signups these days, than they did when the game was arguably in its peak:
Most likely what you are seeing is players from other worlds and even different markets, making toons on new worlds to take advantage of possible trade deals during christmas.

Are you able to check if a clear drop off of activity happens after christmas sale has ended?

As even deadish world come alive a small amount around events, but nothing like during christmas sale.
 

asdf124

Well-Known Member
I think the biggest issue right now after drama is incentive for players to fort fight, people aren't fort fighting due to getting a better deal with church building. At least that's in Arizona, colorado etc might have some players. How about at least up to 30k experience per fort fight?
 

Goober Pyle

The West Team
Fort Balancing Strategist
I think the biggest issue right now after drama is incentive for players to fort fight, people aren't fort fighting due to getting a better deal with church building. At least that's in Arizona, colorado etc might have some players. How about at least up to 30k experience per fort fight?
You have to be very careful with the unintended consequences of inspiring people to spam dig.

Personally I would like to see a XP award for everybody that is show a function of the total number of participants (like event currency) times the number of rounds the fight lasts. A full large (145+120) lasting 55 rounds giving out about 60 KHP sounds about right to me, say xp=4x265x55=58,300 on top of the 6k normal xp

A 50 round full medium at 96v80
4x176x50=35,200

While a spam dig that lasts 5 rounds of 20 defending 5 -> 4x25x5= 500
 

Annie-Bell

Well-Known Member
Interesting about ff frequency/numbers of AZ and Vegas. From more general feeling, there is a significant amount of remaining player base in AZ or colo and to lesser degree, fairbanks of players that have never really ventured to the newer-ish worlds or played actively (ida, juraez, kansas, vegas). There is another significant collection of players that play these later worlds who tend to pack up and head to new world when opens, then next,, leaving significant dop in player base and ff activity behind so same comparison of AZ/Vegas will look significant different in 2 months. .

Inno did good call and migrated dutch players to AZ (not as great o migrate to deadish worlds and idaho the w1 players of 14 years on 4 year world still waiting to see what means) In AZ one side was consistently strong remained long standing, other side of 3 alliances worked hard to build up and boy do they hurt in damage but did great job, the dutch players coming there benefited hat world, tho defends do tend to be easier for both sides.

Also surprising amount that spread thoughout all using different toon names (which is another factor is if inno ever combines but agree should) So in looking at asdf's data , in 2 months from now AZ numbers have loyal player base and likely wont experience big drop with opening M world. The newer-ish worlds consistently see drop each year as new opens, so can see why ask is for every 2 year opening worlds.

Colo unique as heavily inno directed, but allows the 2 groups to come together, enjoy new game friendships, and learn from each other and alot activity. AZ is 100% player directed.

One thing would like to add on wtth new levels is .. agree with above to make ff a desired choice to ff rather then chuchbuild. Has been stated for years, as other ideas as well .. but inceease oveall xp reward perhaps (6K xp for damagers if full battle is regular), but also to address the long long disparity of tanks if lucky might dodge 100000 dodgs but only get half or third of xp from ff's tho there every time. Adds up after every ff for year so tanks going to ff's may consider building church
 

RaiderTr

Well-Known Member
*cough* TW is a very old browsergame that is dying a slow death. Of course user numbers decline.
And AFAIK the reason why Kansas had more signups was people joining from other regions.
Except I ain't talking about a usual decline here.

From 30-35k to 15k is a huge and quite unusual drop.
Besides I used plural as in "ones"
Like Idaho (once), Juarez.
 

Goober Pyle

The West Team
Fort Balancing Strategist
I had figured Syntex was going to post this, but I will:

Total voters: 698
Abstentions: 102

Q1: Would you like to see this event run on your world?
Yes: 496 (71%)
No: 202 (29%)
(62%/25%/13% with abstentions)

Q2: If Question 1 fails to pass would you be interested in an alternative event limited to testing different Fort Battle Caps and Fort Tower Levels on your world?
Yes: 474 (68%)
No: 224 (32%)
(59%/28%/13% with abstentions)
 

asdf124

Well-Known Member
You have to be very careful with the unintended consequences of inspiring people to spam dig.

Personally I would like to see a XP award for everybody that is show a function of the total number of participants (like event currency) times the number of rounds the fight lasts. A full large (145+120) lasting 55 rounds giving out about 60 KHP sounds about right to me, say xp=4x265x55=58,300 on top of the 6k normal xp

A 50 round full medium at 96v80
4x176x50=35,200

While a spam dig that lasts 5 rounds of 20 defending 5 -> 4x25x5= 500
We can also make it different where the number of participants need to be 92 to give 1% wisdom potion, 2% if you get 120 participants, and 5% if you get 260 participants. Flat out experience can be too strong for lower levels (some people could be annoyed and the exp bonus would be insane, I personally wouldn't mind either approaches.)

This benefits higher levels more than lower levels though.
 

Annie-Bell

Well-Known Member
AZ inno directed awesomia - stated in saloon red letter, looks like no red letter recieved by participants pls look into

also.. keep posting thoughts .. tanks calculations in ff's fraction of damagers (6K) even if crazy amount dodges, adds up if only 2or 3K xp for tanks would luv to see background calculations looked at,

also ... increase xp and bonds to promo ff activity as way for players to increase xp (ultimately levels). And even bonus for attacking side to promo digging, in worlds, hopefully decrease inno awesomia which tends to be same results and lower attendance

also , look at closing up some worlds that have no/little activity and get them to go bit more active worlds.
 

Annie-Bell

Well-Known Member
thank you .. wantt players to keep coming to battles even awesomia if reward.. please see AZ and Briscoe awesomia as well
 

gatos

New Member
BY this event i want to speak about UPGRADING LEVELS TO 250 what results make to the fortfightings

MY THEME IS EXP only
Fortfighter VS Church Builder
1 - 24

a CHURCH as upgrade -Can give- 10k XP++ per HOUR [church 600+] & EXP and from job/quests
WITH The best result to Fort fight the EXP to a fortfighter is 6k-8k PER DAY [ not Sure ] & EXP from the job/quests
IF a fortfighter want to STAY fortfighter when will see his player 250 lvl ?
...after how many YEARS after a Church Builder ?
THE XP is so less NOW and make many people to reskill to construction
my suggestion is to GIVE TO THE FORTS 10k minimum 30k maximum xp
 
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