Reply to Thread
Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 11 to 20 of 39

Thread: [Feedback] Combat Survey

  1. #11
    Battle Hardened Contributor
    Join Date
    Jul 2012
    Posts
    267
    World
    Sandycove
    The most important question was not in the survey imo.

    What I feel we need is a degree of randomization in the adventures. Camps should move a little, so that a camp you have to kill one time can be avoided the next time. Also camps should be able to swap positions within a sector in an adventure. That would bring much needed variation to adventures without making it totally unpredictable in regards to what troops you need to complete.

  2. #12
    Forum Explorer
    Join Date
    Jan 2012
    Posts
    306
    World
    Northisle
    don't think I have done an adventure in weeks, combat really bores me in this game Too much micromanagement to build up forces and send attacks and if you don't follow guides or use a calculator then it becomes almost impossible to progress.

  3. #13
    Keen Commentor
    Join Date
    Jun 2012
    Location
    Above the arctic circle
    Posts
    86
    World
    Sandycove
    Quote Originally Posted by Dragavon View Post
    The most important question was not in the survey imo.

    What I feel we need is a degree of randomization in the adventures. Camps should move a little, so that a camp you have to kill one time can be avoided the next time. Also camps should be able to swap positions within a sector in an adventure. That would bring much needed variation to adventures without making it totally unpredictable in regards to what troops you need to complete.
    But it would make it totally unpredictable in amount of units needed. A lucky positioning of camps may require 500 military units, an unlucky one 2500.

    Preparing for adventures (getting the right type of units, and the right amount, etc) takes a lot of time and resources. Being able to roughly predict the needs beforehand, is (at least for me) the most vital aspect of any adventure.

    So NO THANKS to your suggestion. Sorry.

  4. #14
    Treasure Hunter
    Join Date
    Jan 2012
    Posts
    91
    World
    Northisle
    Making camps random would be an complete disaster. Not only for new members but also for hardcore players, Moving camps would be even worse, as all your blocks will have the chance of failing.. which mean that you will suddenly loose your cannons/elites or whatever. What we could use is larger stacks. At this moment preparing for a major adventure is huge hassle. I really really loath the WORK involved with making enough troops for Tailor adventure... Please give me stacks of 100 or 250.

  5. #15
    Wordsmith Larili's Avatar
    Join Date
    Jul 2012
    Posts
    495
    World
    Sandycove
    The most important question was not in the survey imo.
    They rarely are I always get the impression, these surveys are not about getting constructive feedback ( You don't really need a `survey' to do that, just get someone to read the forum to understand the player base ) They are just there to justify the position ( or not) of decisions already taken.
    Any one wanting to seriously improve things in this game with regard to adventure combat, would simply look at what already works and work with those basic setups:
    I've already said I disliked the FT adventures as they were too linear, and basically just huge resource sinks. The mini adventures were the for runner to those linear set ups and seemed to be more about bringing the players into line with BB's version of how the adventure system was designed. i.e. Build x amount of units to get x amount of loot, and for more loot you need to build more expensive troops, to build more expensive troops you need bigger economy, which is where they are more focused.
    The fact that players made the game better by using blocks and loot spot trading seems to be a thorn in the dev's side, and they have resisted every attempt for players to move the game in that direction. ( maybe because they simply couldn't actually design an adventure with blocks, but could design them that could definitely not use blocks).
    My suggestions would simply be:
    1. Leave the combat system as is for adventuring but give us more, many more, `open' adventures. Take a look at the adventures that are not popular and rework them, or simply adjust the loot up a little.
    2. Add a `Hold the island' scenario to some of the adventures, where some bandit camps respawn, so you have to fight your way back to the landing zone ( The counter attack leaders beach head ) if you want `extra loot' or just leave if you have not got the troops/ don't want the rewards. ( this would allow for reasonable predictable results, and therefore planning using existing guides, whilst supplying variability and new blocking options for the more adventurous ).
    3. Work any new combat system towards pvp, so it does not mess ( any further ) with the running of the game.

  6. #16
    Quartermaster
    Join Date
    May 2012
    Posts
    116
    World
    Sandycove
    Quote Originally Posted by Larili View Post
    2. Add a `Hold the island' scenario to some of the adventures, where some bandit camps respawn, so you have to fight your way back to the landing zone ( The counter attack leaders beach head ) if you want `extra loot' or just leave if you have not got the troops/ don't want the rewards. ( this would allow for reasonable predictable results, and therefore planning using existing guides, whilst supplying variability and new blocking options for the more adventurous ).
    Agreed 100% the game needs scenarios just like home island has been invaded from sector x.

    2 ways I have thought of possibly being able to tweak adventures which I hope would not affect things that much and also be very easy to implement.

    1. Random placement of camps. Not random in the proper sense of random but more keeping the camps the same along with the bandit numbers but just shifting them around the map. This way people will still know what the maximum number of troops to make and send to adventure but those who love the challenge of figuring out there own blocks will have to do it every time they start the adventure. obviously on adventures like Witch Of The Swamp the towe will have to remain in the same location.

    2. Now this one will be unpopular but more in line of how Blue Byte would want you to adventure. Players only get experience points for the kills they make. Under the current system as long as you defeat a sectors leader camp you get the exp for all camps if you beat them or not. Under the new system if you skip or block camps you get a reduced amount of exp. This way players can decide to chase the loot and speed adventure or chase the experience for leveling purposes.

  7. #17
    Glorious Graduate Haggarth's Avatar
    Join Date
    Jul 2012
    Location
    Hellas
    Posts
    48
    World
    Sandycove
    Quote Originally Posted by Larili View Post
    2. Add a `Hold the island' scenario to some of the adventures, where some bandit camps respawn, so you have to fight your way back to the landing zone ( The counter attack leaders beach head ) if you want `extra loot' or just leave if you have not got the troops/ don't want the rewards. ( this would allow for reasonable predictable results, and therefore planning using existing guides, whilst supplying variability and new blocking options for the more adventurous ).

    I think we have some wonderfull ideas here....

    New adventure, more populars, correct the non-pop adventures, and the most importand...??? Bring battles back to island!!!

    Players love the challenges.... the statue those are the 20-30-50 adventures, every time same and same... repeat and repeat and repeat.... it's boring...

    Bring some bandits to hit my island.... make differnece new small adve for variaty... make differend combinations.... allow PvP even in neutral zones... like a new adventure... Ok, this not something easy... but if some of those ides become true one way or the other, will bring new interest in the game...
    At the end.... everything is going to be OK...
    If it's not OK... it's not yet the end...

  8. #18
    Battle Hardened Contributor
    Join Date
    Jul 2012
    Posts
    267
    World
    Sandycove
    Quote Originally Posted by Mystic View Post
    Making camps random would be an complete disaster. Not only for new members but also for hardcore players, Moving camps would be even worse, as all your blocks will have the chance of failing.. which mean that you will suddenly loose your cannons/elites or whatever. What we could use is larger stacks. At this moment preparing for a major adventure is huge hassle. I really really loath the WORK involved with making enough troops for Tailor adventure... Please give me stacks of 100 or 250.
    Yes, adventures would be a challenge. Will be awful for you that

  9. #19
    Keen Commentor
    Join Date
    May 2012
    Posts
    87
    World
    Sandycove
    1: it might be a better idea to finish and fix other things before messing up the combat system.

    2: BB is incapable of communicating. There are numerous suggestions to decrease amount of clicking for example, but BB doesn't even care to react. And now they pretend they are listening and value our opinions. Ha, what a disaster.

  10. #20
    Pathfinder
    Join Date
    Jun 2012
    Posts
    1
    World
    Newfoundland
    How about the possibility of expanding the home island with PVP in play? Say after battling with another player, you get to control a 'new' island and milk its resources and defend it tooth and nail from other players. Resources of this 'new' island might include granite/titanium/saltpeter mines, with exotic wood trees and castles full of magic beans.

    So more you control the island, the more resources you get to ship back to your home island. Just a thought

Reply to Thread

Similar Threads

  1. TSO Survey...
    By Ekonomista in forum General Discussion
    Replies: 29
    Last Post: 19.07.13, 19:10
  2. [Survey] TSO Feedback Questionnaire
    By BB_Alpaca in forum News & Announcements
    Replies: 0
    Last Post: 12.07.13, 07:47
  3. Four Winds Quest Survey
    By Cinoche in forum General Discussion
    Replies: 58
    Last Post: 21.03.13, 09:21

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.