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KarstenL
13.08.17, 20:53
After getting over level 50 / 60 I no longer play the old adventures (Black Knights etc) so they just fill up in the star menu.

Could it be possible to make a buff that - when applied on an active adventure - upgraded the enemies to a higher level. e.g. in black knight, all normal troops (recruit, cavalry etc. ) would be royal troops (royal recruit, etc.) This should naturally also increase the XP you can get from the adventure. (If it would also allow for elite troops it would be double awesome)

This way I can use the adventures filling up the star menu - and get decent XP from it.

BB_Saqui
14.08.17, 15:28
So sort of like a "hard mode"?

KarstenL
14.08.17, 16:43
So sort of like a "hard mode"?

yes :-) .. with more XP. The calculation of new XP shouldn't be hard, so there would be a lot of "free" adventures.

The only thing is loot though.... with added difficulty / demanded ressources it should be upgraded too ...

Dorotheus
14.08.17, 17:06
Looking forward to seeing if this makes the less popular adventures appealing.

KarstenL
29.08.17, 20:00
Another related thing that could be fun/different would be Make a buff that'll scramble enemy camp placement and/or troop contens in enemy camp. This means that you cannot use normal guides, which again will increase the diffilcuty. This could give a + 50% bonus on loot and XP (actually a premium buff that makes things harder).

If things should be totally crazy ... both buffs could be added to an adventure.

Whether if the buffs were to be bought in shop, made in (rarety) provision house or both ..... is something BB could deciede :-)

Brotherjon
29.08.17, 21:00
Like the ideas. For the second one, would we still have combat preview function available for attacks?

Kriegor
30.08.17, 11:12
Interesting idea, not so sure about the randomizing camps.But 'Hard mode' Black Knights, and others could be good.
If not a buff, Perhaps one could manufacture the black knights+ adv in RPH. 1 adv + some grout or whatever. As for loot maybe an opportunity for the xp tokens or similar. Did i read that elsewhere or just think i did? :)

sparkz
30.08.17, 14:35
While the idea is interesting, I find it highly unlikely that BB would ever have enough resources to properly balance it after implementing.

Especially seeing how they barely even bothered to make cosmetic changes to any of the adventures that were present in game since 2011.

KarstenL
06.09.17, 18:25
While the idea is interesting, I find it highly unlikely that BB would ever have enough resources to properly balance it after implementing.

Especially seeing how they barely even bothered to make cosmetic changes to any of the adventures that were present in game since 2011.

well .. that's why I suggested you produce a buff.. could be a combination of granite, mahogany, grout etc... perhaps the buff could be bought for 15 gems in merchant... -> simple implementation IMO

The upgrade of troops and camp placement to void guides were a simple way of making the adventures a lot harder since you have to use combat guide every time to check block (if you want them) and attack. The 50 % bonus was suggested because this is already implemented as premium :-)

Don't know about balancing, but I don't think it would be a problem since the suggestion doesn't change things any more than if you bought a premium thingy.

hurricane60
06.09.17, 19:11
I like both ideas for spicing up old adventures :)

sparkz
07.09.17, 06:10
The upgrade of troops and camp placement to void guides were a simple way of making the adventures a lot harder since you have to use combat guide every time to check block (if you want them) and attack. The 50 % bonus was suggested because this is already implemented as premium :-)

Yea, but the bigger problem is not the one how to do it, but how to balance it.

Considering the fact that your army capacity is limited, the difficulty of a camp does not scale linearly, because the more meatshield you take, the fewer space for the damage units you have.

Realistically doubling enemy stats/numbers would most likely result in increasing the losses about 4 times, and in some cases make camps undefeatable using units (and quite possibly there would be some camps undefeatable using debuffs aswell).
___
In case someone missed it, the initial iteration of Alibaba adventures on PTR had Steermen at 1 million HP, and if I remember correctly there was at least one camp where there were only about 5-10 unit combinations total (out of possible hundreds of thousands) that could defeat the camp without sending tens of MMAs to kill the weaker units. Sounds difficult enough, and thats just a result of pumping one units HP up too much. Nevermind the damage.

Fanfas
07.09.17, 08:02
I like both ideas a lot, Myself even started a discussion some time ago suggesting something like the random position of camps, but i suggested a random enemy amount/type on each camp, of course this would still be based on the difficulty of camps, but within it's dificulty each camp could get a random number and type of enemies. This would make the adventures imprevisible and add a bit of extra dificulty to them, would not make them the same old repeating stuff, even if you don't use guides after a bit they get very very repetitive.

KarstenL
07.09.17, 13:02
Yea, but the bigger problem is not the one how to do it, but how to balance it.

Considering the fact that your army capacity is limited, the difficulty of a camp does not scale linearly, because the more meatshield you take, the fewer space for the damage units you have.

Realistically doubling enemy stats/numbers would most likely result in increasing the losses about 4 times, and in some cases make camps undefeatable using units (and quite possibly there would be some camps undefeatable using debuffs aswell).
___
In case someone missed it, the initial iteration of Alibaba adventures on PTR had Steermen at 1 million HP, and if I remember correctly there was at least one camp where there were only about 5-10 unit combinations total (out of possible hundreds of thousands) that could defeat the camp without sending tens of MMAs to kill the weaker units. Sounds difficult enough, and thats just a result of pumping one units HP up too much. Nevermind the damage.

What you see as a problem I see as an asset. The thing is: this is something that you can do if you want, so I'd expect to have a ton of losses compared to normal mode where there are guides. This is the reason for the extra bonus :-)

vigabrand
10.09.17, 21:22
hard mode is a good idea and it doesnt necessarily have to be doubled. i should think even an extra 20% would make a substantial difference. if bb take this up i hope they stick to normal troops as using elites would be no different to doing ali's. and ofc being greedy players we'd expect a substantial increase in loot and xp to make it worthwhile doing hard mode.

some kind of buff in rph sounds a good idea, altho gems does not. i have better things to spend gems on than making bk harder when i can just play a harder adv anyway :)