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Thread: [Feedback] Summer Edition - Dev Blog

  1. #11
    Wordsmith Larili's Avatar
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    Quote Originally Posted by Peajay View Post
    "Why are rewards of unpopular adventures not changed?
    Rebalancing is a very sensitive issue. Unless it is done right, it could negatively impact the in-game economy and value."

    This is a terrible thing to say because the current rewards are so unbalanced we're already seeing most adventures are just not worth doing. The economy and values are being negatively impacted for every day this isn't addressed.
    The amount of time and troops needed for some adventures is unbalanced too, as most adventures can be completed in 1 to 2 hours, while certain adventures take around 12 hours with much higher losses because of walk times, number of camps and the amount of suicide waves needed for some camps.
    +1
    After the November nerf, when weapons were removed, these should have been revisited and rebalanced on the feedback of that rebalancing. It appears that the devs took that feedback and decided `never again', leaving it in the very state of `negatively impacting the in-game economy and values', your now using as an excuse, rather than dealing with it. New content is all well and good, but existing content that is not out of balance just becomes dross and a chore to delete which does not act positively on the game.
    As for unique resources/buildings from addy's please remember what the % chance actually means for the individual player, not across the server of getting one if you are to promote the feeling its possible so worth trying for, rather than its so low its not worth the trouble.
    Are we to be told of adventure changes or not? 1 Month on and still SNEAKY RB changes have not been mentioned

  2. #12
    Keen Commentor
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    Quote Originally Posted by TotoMok View Post
    I've been playing this game for many years. And I think it's fair to say I have logged in almost every single day since I started. Quite often I never log out. So it's fair to say I play this a lot

    Over the years, I have noted that there are some aspects of this game that really need to be looked at and improved in order to ensure a much more enjoyable playing atmosphere. Therefore I would like to suggest the following for consideration:


    Automatic Re-Deployment of Explorers / Automatic Re-Buffing Of Buildings.
    Presently there is no way around this. And if you have been here a while you will now have 24 explorers. Plus probably a lot of buildings you would like to buff. Therefore it would be worthwhile to have a mechanism where they will re-do their last order/buff until cancelled (or buff runs out). This could be facilitated through a 'Governor' on the island. In this 'office' you would relay the orders and he would execute them on your behalf. This would obviously come at a cost (and therefore be a good resource sink). The cost could be simply Gold Coins or a decrease in efficiency (2x buff works at 1.9x or 24h search takes 25h).

    Additionally the Governor would not work if the user was not logged in everyday (as normal), so this would encourage players to keep logging in.


    Combat Is Far Too Simple
    This might come off as weird, and maybe not many people know this, but: Almost every single camp can be destroyed *using* only recruits. (Not just loosing only recruits, but only having recruits in the general).
    This applies to Fairy Tale / Ali Baba adventures, and all the easy adventures. I have completed these using only recruits in each attack.

    Of course this is less efficient, but when you have an economy built to mass produce recruits (and they are escorted by *FIVE* MMAs) it certainly makes it an easy /lazy way to do things.

    I really think this should change. Obviously this makes it harder for me, but I think it would also make it more interesting. Hopefully future adventures will have units such as a Catapult: Wipes out all Recruits / First Strike


    Trade
    It is far too easy to be fully self-sufficient. For example, I have an economy where I never need to go to TO and produce everything I could need. This means I do miss out on the aspect of this game being multiplayer (aside from chat). Therefore it would be good if a mechanism was introduced that required me to trade (either through the TO or other means) with other players. Therefore encouraging (perhaps almost forcing) the multiplayer aspects.

    For example, the concept of 'Unique Buffs' could be introduced: Only TotoMok can produce Brew Enhancer that enhances Brew Production by 8x. And this could be traded.


    With improvements like this (UI/Automation, Battle, and Trade) we could see new spins on the same implementation and help us enjoy what's already there even more

    (Note, aside from UI improvements, none of the ideas suggested above would actually be in my benefit ).
    Not everyone plays every day. Not everyone has 5 MMAs and 24 explorers - I do, but that's only because like you, I've played for 4+ years.

    This means we have advantages over newer players. Resending explorers automatically will further increase that advantage, which is why I think that's a very bad idea.

    Our 5 MMAs is an advantage that makes any adventure MUCH easier than it is for a newbie. Therefore, in my opinion, introducing them was a questionable move, though I have to admit I'm glad I have them. But this alone has destroyed the balances (which BB is so fond of talking about), since it's impossible to balance losses vs rewards in a way that threats players equally.

    Forcing trades is the worst idea ever. There's already a situation where a few players has nearly full control of the market for certain resources. This will both make the situation worse, and everything will probably be more expensive. A perfect way to chase newbies away from a game where a huge part of the population has already left after the level increase update. I'm no newbie, but if I'm forced in any direction, that's the day I'm done with this game, but other issues may make me leave soon anyway, so it may not matter for me personally.

    Else:
    It almost sounds from the dev blog like daily quests is THE way to speed up the leveling process. Personally I doubt it will have much of an impact at all. Because they'll probably be insanely expensive to do at high levels, but also because I doubt the exp rewards will be high enough. Don't forget, a daily means once per day - if it was a repeatable, it could be different.

    I'll hang around until I see what they actually do to improve the situation. For now, leveling is something I've simply given up, because I'm so tired of doing the same adventures over and over and over again. If we get new viable ways to get exp and resources, I may play for years into to future. But further redoing the same old stuff means I probably won't be around for long anymore.

  3. #13
    Ruler of the Land
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    Quote Originally Posted by Naveed1967 View Post
    good day,

    would you may provide one more stuff, just like in Trade Office there are categories like for basic items, advance items ........
    so in same way there may be a category of selling Loot Spots, mean which loot spots available on Trade Office which also indicate
    who is selling and which loot spot one is selling

    regards,
    naveed
    They need to support loot spots first.
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  4. #14
    Ruler of the Land
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    Quote Originally Posted by TotoMok View Post
    I've been playing this game for many years. And I think it's fair to say I have logged in almost every single day since I started. Quite often I never log out. So it's fair to say I play this a lot

    Over the years, I have noted that there are some aspects of this game that really need to be looked at and improved in order to ensure a much more enjoyable playing atmosphere. Therefore I would like to suggest the following for consideration:


    Automatic Re-Deployment of Explorers / Automatic Re-Buffing Of Buildings.
    Presently there is no way around this. And if you have been here a while you will now have 24 explorers. Plus probably a lot of buildings you would like to buff. Therefore it would be worthwhile to have a mechanism where they will re-do their last order/buff until cancelled (or buff runs out). This could be facilitated through a 'Governor' on the island. In this 'office' you would relay the orders and he would execute them on your behalf. This would obviously come at a cost (and therefore be a good resource sink). The cost could be simply Gold Coins or a decrease in efficiency (2x buff works at 1.9x or 24h search takes 25h).

    Additionally the Governor would not work if the user was not logged in everyday (as normal), so this would encourage players to keep logging in.
    Too much automation.

    Quote Originally Posted by TotoMok View Post
    Combat Is Far Too Simple
    This might come off as weird, and maybe not many people know this, but: Almost every single camp can be destroyed *using* only recruits. (Not just loosing only recruits, but only having recruits in the general).
    This applies to Fairy Tale / Ali Baba adventures, and all the easy adventures. I have completed these using only recruits in each attack.

    Of course this is less efficient, but when you have an economy built to mass produce recruits (and they are escorted by *FIVE* MMAs) it certainly makes it an easy /lazy way to do things.

    I really think this should change. Obviously this makes it harder for me, but I think it would also make it more interesting. Hopefully future adventures will have units such as a Catapult: Wipes out all Recruits / First Strike
    This idea might benefit the few who do adventures the way you describe but it would penalize everyone else.

    Quote Originally Posted by TotoMok View Post

    Trade
    It is far too easy to be fully self-sufficient. For example, I have an economy where I never need to go to TO and produce everything I could need. This means I do miss out on the aspect of this game being multiplayer (aside from chat). Therefore it would be good if a mechanism was introduced that required me to trade (either through the TO or other means) with other players. Therefore encouraging (perhaps almost forcing) the multiplayer aspects.

    For example, the concept of 'Unique Buffs' could be introduced: Only TotoMok can produce Brew Enhancer that enhances Brew Production by 8x. And this could be traded.
    This idea would be a bug fixing disaster.

    Quote Originally Posted by TotoMok View Post

    With improvements like this (UI/Automation, Battle, and Trade) we could see new spins on the same implementation and help us enjoy what's already there even more

    (Note, aside from UI improvements, none of the ideas suggested above would actually be in my benefit ).
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  5. #15
    Ruler of the Land topgearfan's Avatar
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    Quote Originally Posted by TotoMok View Post
    Trade
    It is far too easy to be fully self-sufficient. For example, I have an economy where I never need to go to TO and produce everything I could need. This means I do miss out on the aspect of this game being multiplayer (aside from chat). Therefore it would be good if a mechanism was introduced that required me to trade (either through the TO or other means) with other players. Therefore encouraging (perhaps almost forcing) the multiplayer aspects.

    For example, the concept of 'Unique Buffs' could be introduced: Only TotoMok can produce Brew Enhancer that enhances Brew Production by 8x. And this could be traded.
    If this game forced multiplayer i would have been gone after lvl 32.
    Was fighting windmills from Aug 2012 to Oct 2019.

  6. #16
    Naveed1967

  7. #17
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    Firstly, the adv loot have been unbalanced since day one but simple fix could be implemented, a difficulty setting for the person who starts it, reducing the difficult reduces loot, raising difficultly gives you better loot, have a 4 stage selection. set to normal as default when started a option comes up choose ur difficultly setting. Thnk about what the possibilities adding camps, changing troops, added traps to set the rating of an adv.

    secondly make a 3 player adv like DB/RB adv where u need 3 people to do or if solo the adv becomes harder, losses more and people play together rather what I do smash 7 RB a day and make 32kgc a day and doesn't effect my res'., we got the res' we got the gens we got ecom' we haven't got the adv to match.

    Thirdly option in adv quest for 100beans defeat this camp or take this sector out, this will encourage people to go beyond the normal, 'start, smash, sell, and start again, every adv will be different, no content will have to be changed. just add the adv we all know RB just add RB2

  8. #18
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    Why don't you make "colonies" and expeditions more attractive in order to balance the game somehow?
    Currently, no more than 5% send their explorers on expeditions.
    You can easily turn the expeditions project from disaster to success.


    For example, you can add star coins in the loot or opportunity to earn more XP (miniquests) with the expeditions.
    Also, you can discontinue some resources from the adventure loot and make them available only with expeditions.
    A good idea will be to find a way to make adventures and expeditions interdependable.

    Looking forward for the next changes.
    Good luck!
    Last edited by fidodido7777; 02.07.16 at 02:29.

  9. #19
    Pathfinder
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    I play expedition a lot. There are some issues with combat armory. For example, combat armory doesn't show total number of weapons that have been put to produce. Some colonies are more attemptive then the others, and the difficulty is the same. When you put your defense camps you must put it in preselected spots. But sometimes that spots doesn't make any strategic sense or could easily be bypassed by attacker. Why couldn't I put defense where I want to, in order that I think it's best to defend my colony? Why the colony have limit time? The limit should be only conquering the colony by the other player.
    Queues are to difficult to manage. If you want something to make with priority, but you have already put a bunch of stuff to be processed in barracks or provision house, there is a world of pain to get your thing to the top of the list.

    EDIT: There is a bug in colony mode, when you want to see what units you have on top of the page, it only shows kingdom army unit types, so you have to go to one of your marshals, or quartermaster to see what units are available. That's just annoying.
    Last edited by Cakica; 02.07.16 at 08:19.

  10. #20
    Treasure Hunter
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    Cool

    Platinum ore is useless, since the troops requiring it are not needed to do adventures. since weapons were removed from loot, I think changing the loot to more usefull things would not be hard. But that is just my 2 cents for I dont adventure...
    Last edited by Cheetah2_777; 02.07.16 at 09:12. Reason: typoes

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