I agree that this discussion has kind of gone off the rails. It seems to have fallen to a lot of page-long monologues where we talk past each other half the time.
So to clear things up a bit, I’m going to try and describe the issue we are running up against and which this and a few other recent threads have tried to adress.
Big post ahead FYI.
Our problem is that the following situation frequently occurs:
We know what we have, where we have it and what we can do. We know where the zombies are, what they currently have and what they are currently doing. from this, we have created multiple plans or courses of action to try and tackle our current situation. We know what we want to do during every step of our plans, and we know our exact response to every potential action from the zombies (at least initially). However, we cannot give the orders to carry out this plan in it’s entirity, but in order to do so we would have to log in multiple times between now and the completion (or identified point of failure) of our plans.
This is because of 2 possible reasons:
1. Lack of information
2. The game does not enable us to give the required commands.
1 Lack of information
This is when we know our actions during every possible scenario, but we dont know which scenario is going to occur. For this we need information which isn’t availible. Sometimes this information will be availible at a later point (for example OP’s 2 towns problem), or which is simply not given to us (will zombies spawn in that graveyard in the next 6 hours, and how many?) Not all of these cases are necessarily a problem that need fixing, and sometimes this is simply impossible (or at least impractical) and would reduce the game.
I have identified 3 reasons why we lack this information.
- The information isn’t generated yet.
Zombie movement is a good example. Since it is determined per league, the computer doesn’t KNOW it’s entire path, only the rules which it uses to determine this. I don’t think this information needs or can be reasonably given.
- The information is randomly generated
For example, will zombies spawn this spawning cycle, the OP’s town problem, combat survival. This information cannot be given ahead of time, since it is generated when it is needed. Generally the only way to find this information is by logging in afterwards to see the results. This is one of the reasons we feel the need to log in so often, as this information sometimes determines your next course of action, and often requires fast decisions.
- Hidden information.
The game has this information, it just doesnt give it to us. Spawn cycle timers are an example, as is any RNG information which is generated ahead of time (depends on how it’s implemented). Sometimes this information can be deduced by the player (like spawn cycle timers) through observation. In this case you could argue that we should be given this information, or that it should be treated more like random information by the player.
2. The game doesn’t let us
This ties back in to various other threads. It’s when we know exactly what we want to do, but because of how the controls are implemented or limited, we can’t give the orders to do it.
To give some examples: you want to perma stun a stack. you have a hero in range, not being threatend by any other zombies, and the mana to supply him. However, you can’t tell the hero to cast it ahead of time, and after that 6 hours, the stack is no longer stunned. Because of this, you need to log in every 6 hours (and no sooner!) in order to give a command you knew you were going to give him from the start. If you log in later, the stack moves even though you are fully capable of stopping it.
Same with moving after recruiting. You need to log in after 6 hours to give an order you had determined 6 hours ago, or have the unit waste time standing around. The same applies to doing stuff after moving (capturing, merging with units, joining an army, casting an ability etc.)
And since you have all kinds of timers running through each other, in order to play optimally you need to log in a lot more than the preferred 1-2 times a day. The less you log on, the more you waste in-game time and handicap yourself.
Well, I think that covers most of it. the information problem (which started this thread) is rather subjective, and we can discuss that more. From what i’ve gathered, most people would like some sort of solution to parts or all of the 2nd problem, but we’re not quite sure how to solve it and whether the solution is practical. An order queueing system has been disscussed and generally approved of in some form in an earlier thread, so maybe check that one out too.