(01-03-2017 12:43 PM)Synthia44 Wrote: Mail system does not work at all.
nice idea but one cant read any content of mails (in and outgoing)
reallocation distance seems to work, but there are not enough forgotten bases. perhaps respawn rate of bases should get higher on PTE...
We are on it, the mail system is fixed internally and get rolled out to PTE very soon. We also consider to repopulate the Forgotten on the PTE for proper relocation.
(01-03-2017 06:18 PM)chertosha Wrote: As much as I love the game, this is very disheartening.
There must be a choice made by the developers on which route is designed to be a winning strategy, and that strategy to be the most fun part of the game to attract people to it. Frankly, I don't have a solution in mind, though.
I know this is a sensible topic but I try to clarify one simple point which is unrelated to any reports.
I talk and talked in the past, personally to people reported as auto simmers who can't understand the buzz, some of them play the game for many years and are incredibly good. Even if you insist you are able to spot the differences between a man made combat and a script made combat, this might applies to you. I personally am not able to spot the difference, I looked at many reported combats but I am a less experienced combatant myself and can honestly say I am not able to spot whether this is man made or script made. And even though you know the person is using it, you need to be able to proof it, this is a very simple rule of law that applies everywhere. Knowing it because you are the 1% that can spot the difference is not a proof, it still remains an assumption. Also, there is no automated or code wise way to find out if someone is using it since its all happening in the client/browser, which is pretty much the nature problem of browser games. So let me make this clear, there is no way to proof someone is using a script in looking at replays, there might be for you, but not officially and legit. I know this sucks because I facepalm the fools using such tools as well.
So, what options do we have, we are looking at different ways of dealing with it which are game mechanics, though. I know there is the argument of looking at times and how fast a formation is being built and combat executed. We can add a spotter into the code for that, which then gets easily eliminated with one or two code lines to the script, simply adding random wait times.
So you see, we already are ahead of solution and counter solution multiple times. At this moment, however, we have no solution and are turning circles right now. We might all need to step a step back, stop blaming each and everyone being a script user, align together as alliances and just force those suspected players out.