First of all I want to mention that last server I've seen so called "top realms" using Supreme Equalizer and SC to clean gobo camps - multiple times. Anyone who does not comprehend how insanely inefficient that is can probably just skip the first part of this thread.
At the moment there are 4 units that nobody should build. I know, many people will still build them because they don't know better but from a neutral efficiencypoint of view it does not make sense to build them - at all.
The 4 units I am speaking of are:
Dwarves: SE and BB
Elves: SC and SP
The perfect thing about our balancing idea is that with a little twist all 4 of those units suddenly become viable to build again.
Give SE and SP (the most expensive, slow to build units in the game) the +50% defense trait.
Why is that such a revelation, such a good idea?
Because with one little change (both t3 artillery gain +50% defense bonus) we fix all our 4 problems. If SE and SP suddenly become viable to build that would make SC and BB FAR better as well. In my humble opinion that is such an elegant solution to the problem.. And the best thing is because island3 hasn't started yet they can make the change right now. That way they can receive feedback the very next month and dont need to wait another year to figure out how to better balance their units.
There are a ton of 'things' and mechanics that could be polished, made more userfriendly or could be improved in general.
First of all we feel that the whole tower-mechanic has lots of untapped potential.
Let's take island2 as an example. The towers start with lvl 3. Lvl 6 unlocks that the influence generated becomes x1,5times stronger. Lvl 7 unlocks +1 radius and lvl 8 unlocks that the tower now starts to generate ark power.
Suddenly you have an incentive to upgrade the towers ON THE BORDER, something that never happens right now. And this incentive (every realm can decide for themselves if the benefits outstrip the risks) will lead to more raids. Now the big towers with 1k orbs and more are suddenly in striking distance... And the best thing, you don't force anyone to do PVP, you just offer an incentive. You generated additional options that everyone can evaluate for themselves.
Secondly let's take a closer look why no decent realm (not even the warhungry Russians) did PVP on island 1.
Everyone who actually played the first 2 weeks (seriously) knows the answer to that, but I'll spill it out for you:
Because there was not enough incentive to do so.
First you imprison us on island 1 in an attempt to force us to fight - and still nobody did it. Curious, isn't it?
Imagine you'd have added a single mechanic:
This tower with 9 orbs on the screenshot. Nobody would even raid that one because.. what for, for 9 orbs? That's not even worth the effort it takes to click the mouse buttons. But what if you change the rules...?
Three possibilities, all of them could be implemented together but even one of those ideas would make the game better:
1. The raided tower gets all its supplies emptied and the successful attacker gains them.
That way losses and gains are distributed over the whole realm and are shared.
2. The raided tower loses it's current level and gets reduced to the lvl before that. (from lvl 7 to lvl 6 for example) and the donated res for that level are gone and the attacking realm gains them (eg if 6->7 costs 500k iron and 250k wood, then everyone in the attacking realm gains 33k iron and 16k wood).
3. The raided tower not only loses a level itself, but the controlled supplies also lose 1 lvl each. The donated ress are again distributed to the successful attacker's alliance.
THOSE are incentives. I guarantee you that this will increase PVP. Suddenly it has an advantage to attack your neighbour.. alliances become more important, attacks become more meaningful, it would benefit the game as a whole because there are dozens of additional strategic options.
One restriction is needed though, to prevent "friendly pushing".. Only 3 towers can be 'destroyed/reduced' each 24h.
The idea behind the moonphase was that realms stay competitive. The hope was - if I understood correctly - that the midtier-realms can compete with the godtier-realms. Obviously that whole notion is flawed to begin with, because there is a reason that top-realms are top realms and midtier-realms are midtier. Changing the rules doesn't change the effort, activity and brainpower certain alliances are willing to invest that others are not.
Now.. look what happened today on island2. Because everyone ascended at the same time we now have some lowtier and a few midtier realms next to us. Yes, that was not by accident, we manipulated the situation in our favor, but that's exactly my problem. You cannot demand that we play bad on purpose to make it "more exciting" for us and the others.
Speaking about how much effort the realms are willing to invest. ~13 people met up at 8pm in the voice-chat on Discord and we began to make a list in a google-sheet:
That way we were able to track where which alliance will spawn and thus were able to pick our favorite spot. I am not sure if you are aware how many hours we invested to have a good position for island2. Especially because we messed it up so so hard for island1. And then, what happened on ascension-day? One bug after the next. Some realms were teleported to island3, some stayed at island1, the order of ascension was messed up because of that, and a lot of our planning was wasted. That's not even my point, my point is, just because we weren't able to push our production for 11 days does not make us equal with a midtier or lowtier realm. Even if we had the same amount of troops, we would still be in another league.
You have achieved exactly the opposite of what your goal was with his moonphase. Every single player in MURX could have told you that on day one.
Now we are considering to destroy those realms to make a point, if they leave Arkheim forever you might understand the point we were trying to make from the start. I just hope they can check a box "we leave Arkheim because of ... [x] we spawned next to Murx"
Seriously, let the fast realms ascend earlier than the slow ones, you are shooting yourself in your own freaking foot if you don't listen to players who actually play and understand the game.