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PVP Feedback / Concerns

Comments
Now these super equipment is so superior and has now incorporated fire , soon to follow is a fire and destroy also . it is easier to put a fire com up for big attacks and then take down for normal attacks .
but these changes come and go so fast , then we up for the next challenge , i think that it why players just prefer doing just events . why spend fortune on attacking and use up 60/70k soldiers in 30 mins .
but i think people are entitle to spend as much on this game as they like , BUT IT DO NOT MAKE YOU BETTER YOU JUST HAVE MORE MONEY. I love this game
this is just my opinion , and there are 100 different ways of looking at the game good luck to all
As UD1 says it is just a matter of how much you want to spend. No real skill involved just how much can you buy.
Also GGE has not really done anything to promote PvP to continue. Sure they have made better equipment and troops but unless you are a good spender PvP just does not make any sense to send attacks. No new events or reason for an alliance to "War" anymore.
So much easier to just put up a fire cast and loot reduction and if someone Whale wants to attack they get little and move on.
Just my 2 cents.
FP
I have attached an image
As someone whose been playing for roughly a decade, and watched the evolution of this game nearly from its beginning, and as someone who has ranged from a broke f2p kid to a medium spender over the years, and as someone with in-depth mathematical knowledge about the game, I think I have a lot of experience from a lot of angles that I can draw on to assess what's wrong with PvP today, and what can be done.
The core issue, in my opinion, is not really a difference between spenders and non-spenders (though that difference is of course very large), but an imbalance between attack and defense. When I played the game around 2013 or so, defense was a matter of skill and strategy, and could be done effectively by f2p players even against large spenders, if you knew how. Attacking was very different, though; tools cost as much as $5-$10 per attack, and you had to either open your wallet or figure out how to strategically use the tools you could afford. This meant that while anyone could defend themselves and their alliance with appropriate strategy, f2p players had to hunker down and play defense, while p2p players could go on the offensive. I recall hoarding my limited resources ($10 a month in allowance when I was 13) to make 1 strong attack a week, and spending hours strategizing how to use that attack to the maximum. A return to this balancing incentivizes spending (believe me, the top spenders now spend most of their money on offense anyway), while still making the game playable for f2p, and adding a renewed challenge that will reinvigorate the interest of f2p and p2p players alike.
Concretely, I would suggest the following:
1) Offensive PvP tools should be removed from the master blacksmith
2) Wave increase items and appearance build items that improve combat ability should be removed entirely, with fair compensation for players who have these items in inventory. (Probably, offense tools should be given as compensation, at defined ratios.) The key here is that spending should increase how much PvP you can do, and only increase the strength of your attacks a limited amount, rather than making you invincible. This is, in my opinion, not likely to reduce spending, if balanced appropriately.
3) The bonus for outnumbering your enemy should be removed, to make "stacking" not an optimal strategy.
4) Base combat strength of defenders should be greatly increased (tripled, or even quadrupled), to compensate for the inability to stack. Testing is definitely needed to determine exact numbers.
Combined, these changes (or even just 3&4) will make attacking difficult and expensive, but still reasonable enough to attract spending, while making defending doable.
Spenders also hate how hard it is to actually get people to defend. Making defense possible for more players increases the target pool, allowing spenders to choose from more options, and incentivizing greater spending.
The secondary issue with PvP is the lack of incentive to participate. There is minimal reward for success or participation, either for attackers or defenders. I would suggest addressing this with an event similar to the teapot event, but with actual troop losses for attackers and defenders, and with greater rewards. The event should be balanced such that an f2p player who successfully hunkers down and defends themselves would win meaningful rewards, but the best rewards would go to (primarily p2p) players who successfully defeat other players. There is, of course, a potential issue of multi-accounting related to the teapot event. I would combat this by making an account's teapots at the start of the event equal to the total combat strength of their defenders, so that weak accounts designed to be looted for teapots do not start with enough teapots to be valuable.
I would also suggest, either simultaneously or alternatively, that the existing honor system should provide a bonus to players' event scores, further rewarding success on both offense and defense, and incentivizing event players to try out (and spend on) PvP. This is easier to combat multi-accounting for, since players only earn honor for defeating players not more than 700 honor below them, so farm accounts would have to farm honor themselves, defeating the purpose.
A third significant issue is the minimal strategy available on defense. With short horns, and attacks timed to land when players aren't around, most defenders use afk setups. Longer horns would allow more players to strategize their defenses, and increase the requirements for both offensive and defensive strategies. I would suggest quadrupling attack travel times, and increasing early detection, but making troops return instantly after the battle to avoid slowing the pace down too much. Obviously, this has to be combined with the removal of the stacking bonus to be viable.
The increased need for strategy would also offer ggs the ability to monetize super-tools that allow large spenders to avoid the need to strategize - which is fine, as long as the balance is such that a bad player with super tools is merely comparable to a good player with regular tools, not invincible.
Optionally, the teapot-style event could run for only a few hours at a time during peak play hours for each server, incentivizing PvP when the most people are online.
Related to strategy, I would also suggest removing the caps on equipment stats. This allows, for example, a 200r/80m commander combined with all ranged attackers, or a 200m/80r cast with all melee defenders, to be an interesting option.
Taken together, I believe that these suggestions address the core needs of most of the various types of players within the community, and will reinvigorate play of all types, at all levels of ability and spending, and make Empire stronger and more durable as a game, and as a product. If you've gotten this far, thank you for your time. I welcome any constructive feedback, and look forward to the chance to engage with the community, the moderators and (long shot, I know, but I can hope), the ggs team regarding my suggestions.
Best,
Sir O
they sorted out the unfairness of mass sabbing
so then
how about in pvp if players opt for open gates then they should not be allowed to send any attacks out from that castle
In my opinion, remove PvP tools from the master blacksmith would be worse for the F2P players who couldn't anymore practise PvP actively. But it's true that the offensive built items who makes it possible to mavimise a commander to 250 % melee and range and 200% in the courtyard destabilise the PvP.
He just had 8,500,000 Huge Nomad tablet chest XD.
it has definitely changed
for me from what i see on the uk server you either get attacked by a player and before you can hit back his opened gates then 3 days later his in dove
or you get attacked by a silly kid at silly hours sending loads of attacks at every castle until he wins all of them and hiding in a top alliance who if you attack back is defended by most of the alliance members
from what i see gge have created a situation where most castles now only hold enough troops to do events and other lands just to hit towers then go into dove to have a break from the silly billys and recoup coins to have another go again
pvp should be about one attack and now base winning and losing on the ratio gained but over aggression has crept in and its this that has spoiled the game and made the great divine
more and more castles are just using firecasts or only holding enough troops to do events now and more castles are reverting to going into dove for a break away its like been said above everything should be fun even pvp for those that hit and those that get attacked ive made loads of friends in the past by getting attacked also they have passed on a lot of help for me too improve but this does not happen now the game is not setup like it was
the division in which players play now are getting wider apart now and horizon is getting a big joke now we as an alliance stopped doing that a long time ago also outers unless you spend you cant progress now
all im saying is players are facing the fact theres no need to progress some thing now which was a main point to the game it does not help
why do i need mead defenders if all i get is ten attacks on me at silly hours until there all gone if you have none then you get no attacks
the idea of the game was to progress but now the reality is your cant so you adjust your game to suit
over aggression has spoiled alot of things
You need or want help to become a better player shoot me a message in the forums or here I'll gladly help you out for free
In hibernation nov2019-now
Any attacking strong pay to win(buyer) player will just leave you alone once they see that you have no Defense, and you get very few fires if any from there attack. Also if you have loot reduction also they get very little of that also.
So to them it just does not make sense to attack that type of Player.
Unless GGE makes some sort of "Event" for PvP with decent rewards for both attacks and defending PvP, what little that is still done will become none in the future.
You need or want help to become a better player shoot me a message in the forums or here I'll gladly help you out for free
In hibernation nov2019-now
Yes, once a friend of my alliance who has 20 M of might cane with us to help us to make a top 5 on nomads (we are a top 30 alliance), we all send him defenders and we made 33 M points. A player with 80-100 M might, if he take a high event difficulty, could do it.
from comments of other players these stand out
why should i defend an attack when that player has won the troops/tools/temp bits by using a bot on a past nomad event
its an issue that keeps cropping up and needs sorting out either way
if i could have recruited mead defenders and leveled them up before attackers in hol's i would have had a go at defending
even lv4/5/6/ mead defense troops are no match to the lv 9/10 attackers
gge greed for only looking after one group of players has caused the divine to large to have a go at
gge must realise how the game is played today there are different groups playing the game different all need looking after its called ballance
i hope the ''high lvl attacks low lvl'' ends soon (despite it won't)