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moonID.net - Please discuss stuff about moonID hereAnnouncements → Status HEAVEN VS HELL

cvd CRATR.games
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Posted Oct. 22, 2025, 3:14 p.m.

⚔️ What a turnaround!

HELL dominated the day with over 40 victories, higher Hitpoints, and more Gold — it looked like an unstoppable infernal run.
But overnight, HEAVEN struck back in full force!
The angels are now leading in all three categories: Victories, HP, and Gold.
The war remains incredibly close — every hour could shift the balance again.

Who will claim the final glory: light or darkness? 😈😇

KnigthFight War

#KnightFight #HeavenVsHell #NeumondEvent #HimmelGegenHölle #MMORPG #FantasyBattle #RitterDesLichts #KriegerDerHölle #CratrGames #Mondschlacht #EhreUndGold #PvPEvent #DarkFantasy #OnlineRPG #GamingCommunity #DeutschGaming #RitterSpiel #FantasyWar #GameEvent

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UchiaSasuke
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Posted Oct. 22, 2025, 4:13 p.m.

It's truly a fiercely contested war. The winner constantly changes places day and night. I think we should hold more such wars.

I propose holding them once a month. Levels could be more balanced. This would be more beneficial for everyone.
Perhaps levels 5-25 could be separated, and levels 26-50 could be separated. But participation is crucial, and our administrators have a role to play here. Perhaps we can attract players with attractive offers (as in this war).

Thank you to everyone who contributed to this war.

Show comments (1)
cvd CRATR.games
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Posted Oct. 22, 2025, 4:28 p.m.

Thanks a lot for your thoughtful post — and for being part of this crazy war!
It’s been one of the most intense and unpredictable battles we’ve seen in a long time — Heaven and Hell really keeping everyone on edge day and night.

I really like your suggestion about running these wars more regularly — maybe once a month, and possibly with level brackets to make things fairer. That could be a great way to keep the energy high and give more players a real shot at glory. We’ll talk it through internally and see how we can build on this momentum — your feedback really helps to shape the direction for upcoming events.

Thanks again to everyone who fought, supported, and kept the fire burning.
— CVD

NocnySokol
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Posted Oct. 22, 2025, 8:52 p.m.

Once a month might be a bit too often, but definitely a good idea to do such an event more frequently since normal server guilds are not very active and most of times wars are very one sided.

Levels separated or with normal or slightly changed negative exp rules, but not completely removing negative exp.

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cvd CRATR.games
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Posted Oct. 22, 2025, 10:48 p.m.

👍

NocnySokol
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Posted Oct. 23, 2025, 12:19 a.m.
Edited by NocnySokol Oct. 23, 2025, 12:20 a.m.

When Warum on their side lost 60 + 40 an hour later they removed him from guild, not mentioning in guild message who was removed which resulted in wasting -25exp on my side as I tried to attack next hour.

The other player who lost 100+ to Gotrek was removed before an hour passed, we couldn't attack second time. Account is now deleted, can't remember the name

Geforce lost gold on the very first day of war. Don't know how many times until today. Now twice 100+

Who is actually running admin accounts in guilds?

Why only loss or inactivity on HELL's side triggers any action?

Show comments (1)
ZuTyy-
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Posted Oct. 23, 2025, 2:46 p.m.

We try to remove Goldie's as fairly as possible. Sometimes, however, it was just an accident and the player came back and put their gold away. However, administration is not available 24/7.

NocnySokol
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Posted Oct. 23, 2025, 7:15 p.m.

but seriously I would like to know who runs admin accounts in guilds... it shouldn't be the same person for sure right?

I'm not saying to remove everyone who lost gold. It's part of the game, it happens.
(rules for this should've been created and communicated)

What I wanted to point out is that looks like ANY change to squads was coming from HELL's side and it was actioned much quicker.

  • Who made a decision before war to remove obvious goldies before the start? Who was invited for discussion about it? Who selected players from HELL and who from HEAVEN?

  • Who decided to remove inactive players and how were they selected? Why not wait 2-3days and just delete all who didn't have a win or not logged in in the last 24 or 48hrs?

  • As I said before, the player who lost 100+ to Gotrek was removed within 1hr... why? How do you know it wasn't accidental? There was no communication with his nickname, I had his tab open, obviously it's busy, so didn't verify if he was still there and not checked the whole squad of HELL who was removed after that message. Result... -25exp and no gold in war.
    That happend 2 more times with other players... my fault, not blaming for those 2...
    And in our case you removed Geforce after THIRD loss in a row... 2min after the attack to be exact. Could this not be done 5min earlier?

It's a great event Zutty, but definitely a lot of room for improvement. Lack of communication before the start of taking suggestions from players... I really thought it's all well organised and planned that's why nobody was asking.

ZuTyy-
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Posted Oct. 23, 2025, 9:01 p.m.

I initiated the event and requested support from CRATR.games. CRATR.games brought the guilds to castle level 24 and provided the MoonCoins, as well as some advertising.

I am responsible for administering the guilds, as well as for balancing the two guilds at the start of the war. I monitor the course of the battle and if I notice anything, I send warnings or remove Goldies. i kicked every inactive player after 1-2 days.

The biggest problem is that we didn't have any fixed rules at the beginning on how to deal with gold loss. And when someone has to be removed. I would like to do better next time, if the players are interested.

I am a player like everyone else and cannot see everything or be online 24/7.

One Goldie at HELL lost gold almost every hour for an entire day, while I was able to remove another one more quickly. With 50 vs. 50 and 4,000 battles in 3 days, you can't see everything.

After the event, I would be happy if we as a community could give feedback together and discuss what we can do better.

Server wars make the game better. However, the implementation is still very new.

Show comments (2)
p_b
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Posted Oct. 24, 2025, 12:16 p.m.

As an outsider looking in (not on int7 or part of the war) - I can't see how there can be one person who is administering both guilds and alo fighting on one side.

I'm not saying there is any bias ongoing - but you will not escape the perception that there might be. (which will impact the perception of the validity of the results)

Also I don't see how kicking of players in the middle of a war is a "fair" tactic if it is not coordinated at the very least.

if team A has 5 "leakers" and 4 "inactive" & and team B has 2 "L's" and 2 "A's" if team A removes all 9 players and team only removes 4 there's an immediate inbalance in the squad numbers too.

IMO - teams should be balanced at the start (which is always tricky but maybe a "combined" or Average BE score of the guild could be used?) and removal of any char needs to be balanced by the removal of the same "power level" char on the other team.

I believe it should be as close to simultaneous removal as well.

The main issue is that with gold lost as a factor in the wars, it's so easy to abuse the system and "throw" the event one way or the other, in the same way a team of Zerkers vs a team of 1H would win the damage dealt metric every time.

Perhaps it might be better for these tournamnet type wars, there's an adjustment to the win/loss criteria (Sorry fwiffo more work!) obviously overal win/loss ratio, but instead of gold and damage perhaps some sort of point reward for each battle. A "difficult" win = more points than an "easy" one of top player vs lowest level

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ZuTyy-
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Posted Oct. 24, 2025, 1:54 p.m.

I dont really fight in this war.

ZuTyy- has about 4 wins and 30 loss.
I try to be safe and my knight is really not that strong.

I already have plans for the next war. ( i will not fight in it)
we can talk about it after this one.

Nurmela1
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Posted Oct. 24, 2025, 10:14 p.m.

if losing gold is a big problem, why is it one of the main goals in the war. deleting people out of guilds who lose gold ruins the purpose. remove the gold gained all together then

Show comments (1)
NocnySokol
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Posted Oct. 25, 2025, 12:54 a.m.

It's not a problem. I think it should stay, but we need to have some rules about it.
We don't want 1 or 2 careless players to destroy the effort of remaining 40.

It's ok to catch someone with gold. It's all about it and give satisfaction of course. But same person losing gold over 3 days can have massive impact on the result.

UchiaSasuke
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Posted Oct. 25, 2025, 5:55 a.m.

Once the clan war is completely over, I'll post my critiques and suggestions in this thread. Until then, I'll be watching everything and listening to everyone. Have fun playing, everyone.

Twenry114
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Posted Oct. 25, 2025, 5:33 p.m.

Firstly, I would like to thank Zutyy for organizing this event. Yes, not everything is perfect. Yes, I think some decisions were not necessarily the right ones. Yes, I think that perhaps the event exceeded expectations in terms of participation and that it was difficult to manage afterwards. But if he hadn't done it, no event of this kind would have taken place in the near future, so we have to start by acknowledging that.

Next, I think there are a few areas for improvement. Here are some random thoughts that came to mind:

  • Team balance. Yes, on paper, in terms of levels and statistics, it's balanced, but in reality it's not. Let me explain. Right now, we have a build that is very strong as a damage dealer, which is the 2H build. And the majority of 2H players (high levels, at least) were on one side, which means that at any given moment, the Top 10 damage dealers are largely dominated by the HELL guild (which is reflected in the results). I think the following would be a good way to improve things for the next edition: collect player registrations and have the organization (potentially overseen and assisted by CRATR) do the distribution itself, rather than having a free distribution. Zutyy did this to some extent by asking me to join the HEAVEN guild, but I think it needs to be done on a large scale, with teams being put together from scratch to avoid imbalances. For example, I would like to extend my warmest thanks to the ULs who participated without joining either of the two guilds, which allowed both sides to have players in different time zones, and it's really cool that it turned out that way.

  • Management of goldies. I think this was the most divisive issue in this war. I expected a lot of losses at the beginning and towards the end, because people tend to slack off, but in the end it was very consistent. There are two possibilities: either establish very clear and strict rules on gold losses, based on amounts and recurrence (e.g., if someone loses 2 x 200 gold, there's little reason for them to get just a warning, while kicking someone who lost 3 x 70 gold). I don't think completely removing the gold criterion is the solution because: it will open the door to ties, since there would only be two victory criteria left; and losing/securing gold is part of KnightFight's DNA. The challenge, therefore, will be to find the right balance between strictness and leniency. Either we are even stricter next time with gold losses, or we are more lenient, but I think we need to have a clear position that everyone can understand.

  • Managing teams after the war began. At the risk of sounding a little “elitist,” I think we could have been a little stricter, even if it meant ending up with half as many players as we started with. I agree that it should remain fun, and I don't think anyone is asking anyone to stay up all night spamming F5; that's not the goal. However, I sincerely believe that some people made no effort, and in fact, the fun you have should not be at the expense of others. As Nocny Sokol and others have said, it's not right that the 40-player event should be ruined by a handful of people who don't care and stay until the end for the mooncoins without attempting a single attack, without trying to immunize themselves even a little, and without even securing the gold. I don't understand how it's possible that there are still gold losses on Saturdays when we've been reminding people several times a day, every day (I don't know how it went on the Hell side, but on the Heaven side it was a daily reminder) to be careful about this. Especially when these are people who have already lost a lot of gold. Mistakes can happen, but when it happens 5 or 6 times, with a total of 800 gold lost, it's no longer a mistake. So yes, I think that next time, we shouldn't hesitate to be stricter about people's commitment to the war. If they don't want to/can't be bothered to participate in the event, it's not right for them to stay and be a burden on their comrades.

  • The last point I would like to address is the specific rules for the event. We had XP loss disabled. I think that was a good idea because otherwise it would have greatly limited the ability of many to participate. I think that in the end, if we hadn't disabled XP loss, it would have been even more dependent on the composition of the guilds, and therefore potentially even more unbalanced. Whereas now, at the very least, high levels could compensate for any imbalances. So before saying that it wasn't good, I think we need to think about how it would have turned out if XP loss had been enabled. On the other hand, I think there could be more specific rules for this event. What I'm going to mention are just examples, it doesn't mean we necessarily have to do this, but just some random ideas:

  • I understand that non-premium players couldn't see all the information in the detailed combat reports in the war display, which made it difficult for them to participate without the information. For this type of event, this restriction should be disabled.

  • Reduce the immunity time. I think this would make it more fun, with more attacks and less opportunity for someone to be immune from morning to night.

  • Events during the war managed by a GM to revive interest during peak hours, I don't know, things like “for one hour, all immunities only last 5 minutes!” “For two hours, all gold gains are doubled,” etc. I don't know to what extent it would be “possible” to trigger events like this, but it could be fun to revive interest, make it more fun, more interactive.

UnderCloud
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Posted Oct. 25, 2025, 7:14 p.m.

At the beginning it was around 50 vs 50 and some players are still with 0 wins at this point, some have crazy amount of 1 or 2 wins. They should be excluded from gaining any MoonCoins just for this reason. They joined just for MC, did absolutely nothing to help, but gave hundreds of wins for the enemy side.

How about a rule of minimum 10 wins to get the prize? It's not much, even without premium it's very easy to do, as other players are helping with attack times. But they just don't care, someone even sent to us a message that his attacks won't change anything, because others will attack instead of him anyway, so why bother.

Event is fun, prizes from the CRATR side are extremely generous, but it resulted with the problem mentioned above. We can make this rule even now, we SHOULD do it for at least minimal effort from them. At least 5 wins maybe as we are close to end and some are at very low level and without premium. Both sides are dealing with this problem and some guys with for example 100 wins will get the same prize as players with 0...

UchiaSasuke
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Posted Oct. 27, 2025, 3:40 p.m.

First of all, I would like to thank everyone who contributed to the organization of this event.
It was a fun event, and I truly believe that servers need more activities like this.
I must admit—it was exhausting, but I genuinely enjoyed it.
I hope this event will be the beginning of many more to come.
Congratulations to the [~666~] 🔥 HELL 🔥 Clan for their victory!

My Criticisms and Suggestions

First of all, the fact that there was only one member in each clan made things a bit strange.
Having your opponent in the same clan as you always creates a negative perception.
This issue should have been fixed from the start — each clan should have had a different leader.

The rules should have been clearly stated to all participants before the battle began.
Rules should not be determined during the event.

As I mentioned before — and I’ll say it again — events like this should have level brackets.
Lower-level players also deserve a fair chance.
Of course, the number of participants is important — one of the main reasons this event was so enjoyable was the 50 vs 50 battle.
If that balance cannot be achieved, then the conditions should be re-evaluated.

In these kinds of wars, not losing gold is just as important as winning.
There should be a clear rule about this.
Here’s my suggestion:

If a member loses 50 or more gold, they should receive a message.
If they do not respond before the next war, a decision should be made based on their overall contribution.
The contribution can be calculated as follows:
If the member has fought at least 25% as many battles as the most active member, they stay in the clan.
If not, they should be removed after their first instance of losing 50+ gold.

On the second instance of losing 50+ gold, this requirement could increase to 50%.
On the third, the member should be removed from the clan.

However, there’s another important point to consider:
If a member loses gold while having enough to upgrade stats but chooses not to, and loses gold in two consecutive battles, that member should be immediately removed from the clan.

For event-specific rules:
When determining the final reward rankings, a point system could be used:

+1 point per win

+1 point for every 10 gold earned

I did not include damage dealt in the calculation, because it would unfairly benefit 2H (two-handed) characters.
At the same time, every 10 gold lost could count as -1 point.

Tracking gold loss might be difficult — this responsibility should mainly fall on the clan leaders.
If they record these statistics from the beginning, it shouldn’t be a problem.
Alternatively, after the war, admins could assist in verifying gold losses.

Recruitment during the event should be allowed, but limited to 3 players per clan.
These additions should be for the benefit of the clan, not just to gain rewards.

The reason I’m sharing these criticisms is so that we can learn from this event and make future ones even better.
We can observe and adjust through trial and experience to organize higher-quality events.
Please don’t take any of this personally — it’s all meant as constructive feedback.

Finally, I’d like to thank our admins once again for their generous rewards during the event

Lila785667
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Posted Nov. 1, 2025, 8:44 a.m.

This is the translation of the text that I also posted in the German forum:

I would like to once again express my thanks to ZuTyy, who organized this war incredibly well, and to Cratr, who truly did not hold back with the rewards. :-*

I was really impressed by the professionalism of the organization, because as an MG player, you are unfortunately not spoiled like that. ^^ It was a great achievement to set something up in such a neutral and impartial way, without personal animosities, that was fair to all players and excluded no one, regardless of level or alignment. I take my hat off to that. It was truly an epic war, the best I have participated in so far, and it will remain in my memory (and in many others) for a very long time. The whole server is blown away. :-D

Thank you for that!

In my eyes, it was perfect, and I would only change a few minor settings.

First, what I would change:

Non premium players should of course have access to the battle reports.

Gold losses should continue to matter, otherwise only two categories will remain decisive, and the risk of a draw becomes huge. It is very easy to cause massive damage with a few super strong players without actually winning many battles. ;-)

Gold losses should continue to be penalized, because otherwise it opens the door to manipulation, for example by placing Goldies into the opposing team.

But all of this should be clearly regulated beforehand, and ideally there would be a technical solution so that players are automatically kicked. Not only to relieve ZuTyy, because it is a massive job digging through countless pages day and night, but also to make it fair, since removals could then happen quickly without accusations of delays or favoritism.
The same could be implemented for suicide fights, because this as well is a potential opening for manipulation.

Both teams should have different admins, to avoid accusations of bias.

The idea of an official medal is fantastic and would be a great improvement, something many players would value even more than Mooncoins. Perhaps in different colors and inscriptions, indicating the placement achieved.

Important: Weaker players should be rewarded for their defensive efforts. With coins and with a medal for the best defenders.


And now my thoughts on some ideas suggested here and in the English forum that I would not implement:

There was the idea to split players into different groups so that the small players have a better chance to score against others of similar strength.

What made this war special, in my opinion, was its sheer size. That was what gave it the epic feeling. Over 100 players clashing, a gigantic battlefield. :-) If we split that into groups, the epic feeling would be lost. It would feel like three guilds fighting three others, and everything being counted together in the end. Not much different than a normal guild war, and that would be a shame. For active players, the size of the war was a celebration. :-)

Also, it would be frustrating to watch the smaller players on your team struggling to score while you sit there with no opponents left, unable to help even though you could... heartbreak guaranteed.

I understand that the smaller players want to score too, but they already can. They face the same competition for the small opponents as the strong ones do.

What could perhaps be done instead is another type of reward for weaker players. In MG I always dreamed of being able to make visible how much the weaker players contribute with their safety fights, because those are just as valuable as scoring. Maybe there is a technical way here as well to count how many hours someone spent protected and award exclusive prizes for the lower level players.

For the same reason, I am also against XP losses in such a large war. It would only make big accounts hesitate to join, and those who do participate would play with the handbrake on. It would also be a frustrating decision between sacrificing yourself for the team’s victory or ignoring the team in order not to fall behind in the home world... :-(

Then there was the idea of adding players to teams afterward. That idea already came up during the war from the opposing side, and I am strictly against it.

Anyone who has played KF or MG longer knows that wars are first and foremost about breaking the opponent’s will, at least when the war is balanced. That is how competition works: in gaming, sports, or any area with strong rivalry. It is all about who has the stronger will, who does not give up, who has more patience, who has more endurance, who fights their way back even when things look bad. And once that point is reached with great team effort, it makes the whole competition absurd if the defeated side can suddenly reinforce their squad. It would be like insisting at halftime in a football match, with the score at 1:0, that you should be allowed to bring Cristiano Ronaldo onto the field as a 12th player because you do not feel like playing anymore. -.-

It could only be made fair if both teams had a bench of three reserve players who could be substituted if needed. But why so complicated? Just send them all into the battle from the start and let the better team win.

There was the idea to shorten the protection period. I also think this is a bad idea, because then it becomes inhuman. It is already a huge effort to set an alarm every 55 minutes. For weaker players, safety fights are their way of helping the team. And it is already a thankless task, because their contribution is not visible in any statistics. And now this should also be taken away from them so that the strong players have free rein? Not a good plan. A war is not won by offense alone, but above all by defense. So quite the opposite: the hours that weaker players spend protecting themselves should be honored. Maybe there is some technical way for Cratr to track this. Big accounts are automatically safe if they score, but smaller ones should get rewards beyond warm words. ;-)

So, now I have written a novel, which I did not intend to do. LOL
If you made it this far, thank you for your attention.

I hope we will all meet again in such a huge server war someday. <3

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