Hey CEO Testers!
It seems like many of you have participated in the Adventure System. What do you think?
We want your feedback! Let us know what Adventures you have been on, how difficult it was, and if you liked the reward.
Thanks!
Katealyst
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Hey CEO Testers!
It seems like many of you have participated in the Adventure System. What do you think?
We want your feedback! Let us know what Adventures you have been on, how difficult it was, and if you liked the reward.
Thanks!
Katealyst
Wolf Packs are EVIL!!! When you run the map for the first time, after that they're annoyances.
Rewards are pretty awesome, although we want NEED the castle! =D
(what is the drop chance on that anyways? lol)
Although the rewards wont be as good if what we talked about is truly a bug.
Im upset with the rank 2 adventure "Horseback". From what I have heard and read, it may be as hard as the rank 4 missions... For instance, in my rank 3 mission "Witch of the Swamp" there are about 11 camps I think and they are for the most part pretty simple, and you can use cavalry to dramatically lower your losses. Most of those camps, if you are well prepared you can get away with 10-30 losses on the early ones.
For Horseback, following the walkthrough you have to take on 20 camps, and take 30-60 losses on each camp. There is no warning that you will have such a difficult time with it, unless of course you know how to use a translator to access the german wiki. Considering most people go in to these things blind, you are gonna have a lot of people failing the mission, even when they "tried to play it safe by waiting for the lowest ranking mission".
The only difference between the my adventure and "Horseback" that I can see is that in "Horseback" you lose only recruits, but in the other missions you lose large amounts of the high level troops when facing the boss.
What's even more misleading is the stupidly easy tutorial mission which is considered one rank below that mission. So everyone who starts the adventures gets a false impression of what the adventures will be like.
Issues:
- Balancing rewards between adventures an't suitable
- Current adventure is simply a new sector. The old hack and slash repetitiveness.
- Only limited numbers of ppl can join co-op.
Solutions:
- Exp based on numbers of units.
- Add hidden features in adventure and exclusive rewards. Like unique building that provide special bonuses.
for I.E :
* Horseback : drop - stable master + 1 horse / 20 mins. consume nothing.
- Enable of selling adventures.
Biggest issue I see with them is they take so much time to perform. Explorer takes 24 hrs to search for adventures. Then travel times are thrown into the mix, after the wait time to produce your army. Alternatively, save up gems and redeem in the online shop which can become very costly considering there is currently nothing else you can do in the game once you have control over your entire island. All the more reason why we definitely need a PvP feature in the game. Otherwise, even the players who stick it out and grind all the way to defeat Wild Mary will soon become bored and restless causing them to leave the game. I've seen several leave already and this game isnt even live, leading me to believe there will be a huge fluctuation of players coming and going when it does go live.
I don't like the wolf traps at all. Its so cheap adding that kind of a bandit camp. I think you should add a scout unit which you can send ahead to search for wolf camps and when they find them they mark them with a big red X. The way they are right now is just lame...
For anyone who doesn't know what I'm talking about, a wolf trap is an invisible bandit camp filled with dogs. You have to mouse over the whole map on the adventures that have them to find a wolf trap, then you have to attack them like normal taking into account that you are attacking wolves not bandits.
Anyone ever watch AVGN's review of Simon's Quest, where you have to check every block of the floor with holy water for pit traps? That's what its like fighting a wolf trap.
Ok, aren't the 2 player adventures supposed to force player's armies to spawn on seperate sides? So why are both of my and my partners army spawning on the right side of the map in the adventure "Stealing From the Rich"... Before someone says anything, you should know that we had them on separate sides before but he sent his armies back and now hes stuck on my side.
i have only done the tutorial adventure but i know i would like to be able to buy missions for other in game resources like maybe 1000 fir wood logs to build a boat to go adventuring on an island.
Seriously...? I just accepted the Horseback adventure and this is just foolish. Kind of pisses me off, honestly. I scratch my head about how bad this design is. Of course, I haven't actually 'begun' the quest yet so unless I'm just assuming wrong, there is something seriously messed up. I can defeate the level-1 quest tutorial with like 20 cavalry and then a level 2 quest (out of how many levels -- 10 or something?) has me pitted against 20 camps with only 2 days and the camps being relatively tough? I don't see how I can even replenish my troops, let alone defeat them in 2 days. This kind of thing always makes me wonder why I am still playing...
The tutorial is just that a tutorial. Just look how 1-17(The Tutorial) is to the rest of the game.
So here is my 2 cents. First off let me state I have yet to do an adventure. I have my tutorial one sitting in the buff wasteland waiting to be accepted. I am also about 6 hours away from my explorer returning from his first excursion for an adventure. With that said. It seems to me way too many people are trying to just burn through levels and content. I hear about how people just ran up the right side to kill Mary to get the xp and I ask myself why? Isn't it obvious that there are levels of troops and just throwing waves of endless recruits at camps is not what they had in mind. At some point you need to switch from using the recruits and militia and upgrade to using soldiers. Yes it does take time. But this is not a play and conqueor game to be completed in 2 weeks. If you use the soldiers, longbow, and cavalry you see in the sim you take marginal losses. So anyway I think overall people need to adjust to aspects of the game and change up your strategies as opposed to saying stuff is too hard and getting frustrated. A 2 day adventure can probably be completed easily with 2 generals and mid level troops. Just a thought.
I would like the ability to replenish my army from troops in my inventory without having to travel home.
I'd agree that Horseback is more difficult than its rating - unless the rest of the adventures are to be insanely difficult.
Sons of the Veld needs to be tuned. Outlaws could use a bit of love. Nords doesn't drop enough.
I agree with this, although Nords seems to be dropping much more frequently lately, I would also like to add Secluded Experiments to the "Needs tuning" list. Between Sons of the Veldt, Secluded Experiments, and Outlaws I have around 60+ adventures that I have no intention of ever running and no one will buy them from you either. I really enjoy the adventures and most of them have good rewards, I would like to see the Bone Church added as a possible EPIC building drop in Dark Priests though. I would tune the ones that have very high losses and either reduce the losses or up the rewards to bring them in line with the losses. Thanks :D.
we need better simulators and it should be easier to search for them.
Increase travel times to adventure 30 min takes too long. General’s march faster, I have the veteran general and he march is still very slow. Wish there was more strategy behind the battles.
Seriously Horseback is probably the best turned and entertaining adventure, with blocking it is only 7 fights and it has a high exp to losses ratio. I honestly wish I could do it every day. I would love to take any horseback's you don't want just send them on down with whatever you think they are worth.
Horseback is fine, if you can read some of the guides out there you can get away with loosing 600 recruits. For the XP its worth it. Sons needs major work because of the losses and the rewards do not match it. Nords(the easiest adventure) is way easy, but I like that. The main problem I see with adventures is there are no surprises in the adventures. I like doing them, but I am working mainly with Nords because of the loss ratio is so low to the XP. I do the others like DP and Horseback, but really, Nords is the main adventure people do. I do Victor The Vicious with friends, and find its actually fun because I always make a mistake and loose more troops then I intended. It keeps you on your toes without making it tedious. If you increase the XP to the loss ratio it might make it a little better. As it is, sons of the veld can not even be sold. Traitors, a lower level adventure is another one that needs a little work. Increase the XP ration to loss on this one as well could make it more viable then just killing 2 camps and leaving just for the XP. So to sum it up, adventures should be XP to reward to loss ratio, to make it more even.
Its obvious that there is only 1 adventure that really needs balancing, i tried to give them away and even that is hard to do so. What makes it even worse is that explorers find this adventure way to often, i rather have 3, 2 or even 1 mapfrag. 5.5% is way to much for sons, make it like ~2% and add the rest of the percentage to mapfrag chance or device amongs the other adventures.
I think the perecentages should shift, higher % on the "green adventures" in short searches and less in medium. Not a lot of people run outlaws/sons from lvl 36/46.
Im thinking that it might be more pofitable to do short searches in stead of medium, any thoughts on this?
So if you ask me, balance or remove sons from the game and shift the %.
i like them but not the troop travelling bit
I'm doing Horseback for my first adventure (after the tutorial), and it's making me think that I'll probably quit this game. I had a lot of fun completing my island, but if adventures are all that's left to do, then I think playing will be tedious.
First of all, the wait times -- is there a point? I realize we can't always have instant gratification, but I want to PLAY, not sit and wait. I have to wait for the general to arrive, wait to move my garrison, wait for him to travel home for reinforcements, wait for him to go back, move my garrison AGAIN. Gee, this is fun! (We can't even watch our battles as they happen, we have to wait it out and then watch a replay -- why not just show it to us as it's happening?)
Secondly, I'm not getting xp along the way, even after clearing a sector. I assume that means that if I don't finish in the time allotted, I'll get nothing at all for the time and troops I've spent. Wow! Even with 2 generals, I don't think I can get done in 2 days. (my own fault, I guess - I should have studied the guides better and had all my troops made in advance, so I'm still learning.)
I'll add that I'm just an average gamer. I'm sure to the "ace" players, this adventure is a piece of cake. To me, though, it's slow and not very much fun. Like I said, I can't imagine that I'll continue playing if this is all that's left for me to do after level 32. It's a great game as far as setting up the production lines, etc., but at the end of the day there has to be more to it than to crank out soldiers, march them slowly off to battle, rinse, and endlessly repeat.
Actually, you've pretty much nailed the essence of the game. You can focus on the economics side of things, and that is entertaining for many. But other than that, it is endlessly running adventures, and rebuilding the troops to go off & do the next adventure. Oh, and don't forget the social pleasantries to be found in global. Yeah, there's that too.
Many people are hanging out for the introduction of pvp. Other than perhaps "later this year" there's no real time frame around its arrival, or even how it will be introduced. So you get to decide whether it's worth sticking around for that. I know of a couple people who've put their islands into a hibernatory-type state, and check back periodically so they can re-evaluate things upon pvp's release.
I was very critical (above) after doing Horseback. Now I just did Island of the Pirates, and I had a much more positive experience. This one was much easier. I followed one of the guides in general, but I found that if I didn't have the right amount of troops I could easily switch around (I always used the simulator first, though).
I also found after doing Horseback that I DID get some xp at the end, even though I failed to complete the adventure, so that part of my critique wasn't valid.
So.....even though I still don't like the wait times, I did enjoy this last adventure and I wanted to add a positive note after my previous negativity. :)
1. Increase the map fragments for longer searches. 30 gc for 3 fragments is bad.
2. Some of the adventures, Sons of the Veld, Victor, Outlaws, etc cost way too many men to run them and the rewards are blah for doing so. You end up with better returns on weaker adventures, so I grind Nords, Horseback, and Stealing from the Rich.
3. Allow the selling of adventures, I have so many Outlaws, Sons, and Victors, I cannot get rid of them and I am not going to play them because you lose Cav and they take forever to rebuild.
Sons of the Veld is a poorly worked adventure. The reward is way too little for the loss. I have seen some people welling them for a fish or fwl. I haven't tried the newer adventures yet, but look forward to it. I also think you may want to balance the loot choices in the loot slots as I can not conceive of saltpetre ever being worth the same as granite.
I also think the difficulty rating may need to be tweaked for some of the adventures.
Really used to love the adventures until the new pathing came in the other day!
I don't mind the new pathings - adds an extra bit of effort on my part and gets me more involved in the adv. I do tend to agree that a greater amount of attention needs to be put toward the adv and skills of the players. Having the Explorer find an adv that should use a 250 gen for a low level player is pretty mean. Also agree with the revamping of the rewards to xp to losses ratio, some of the adv are just not worth playing, except to kill troops on purpose.
Special consideration should also go to those players over level 45. Here you have players who have stuck with the game long enough to become relatively experienced in both production and battles. They have contributed in many ways to those of us who were newbies at one time! They need to be enticed into playing.
Let's add some new adv that involve a greater amount of expertise - i.e. ballistics for cannons and trebuchet, it may involve using horses to move the cannon and trebuchet to new positions to hit the target. You could add a special ops team of troops who act as assassin teams to come at the leader while the army is involved in attacking the camp (like blocking) - shadow ninja-like troops, you send them in and then the game decides what they do - sometimes they beat the leader, sometimes they beat all but the leader, sometimes they fail completely - keep 'em guessing! The Dark Priests could counter attack with a spell that somehow affects the attacking troops, making them turn on their fellows. An island of cannibals, who if you lose, will actually eat everyone! I don't know, but different and more involved would be good.
To do this would mean the adv's will need to become more intricate, several generals in charge of each battle and fighting together - some of the adv already do this, except you can't really see it. A greater visibility of the actual battle (not necessarily the blood and guts), but what is actually happening would be welcome.
I know people are complaining about losing troops, but I think surprises are good, keeps you from becoming complacent in the adv. Use the guides! The Combat Sim always shows the actual camps in the adv, so if you don't want surprises, use that to minimize your losses.
I believe that what I describe above will also change this game into something completely different than where it began! But with the original name - Castle Empire - I expected a more medieval experience, less of the 1400's to 1500's and more of the 1100's to 1300's type of warfare and life, maybe less of France and more of England? So the game is already different than where I expected it to go when I started back in February.
I would also agree with the desire for shipbuilding. We are an island, shouldn't we have ships? I certainly have enough trees to build a few! There's another adv - if you win, you could get ships as part of the loot! All in preparation for the P2P experience!
Don't get me wrong - I really like this game and the gradient of challenges is very good for one who doesn't play all day long. I would very much like to see the gradient continue sloping upwards toward more and more challenges.
Unless you were doing adventures way before anyone hardly even knew how to do the basic 1 recruit block. This may seem 'new' to many of you but its backwards progress for a lot of us as well. I suppose it's a good idea for chasing off your long term members with $100's of dollars sunken into the game.
In general Adventures need to add more strategy complexity, risk/reward factor and randomness. Latest move of "blocking blocking" makes Adventures more static. More like "take out thrash trip to the dumpster" than an "adventure". Make "rare" camps appear randomly with it's own loot tables, add strategy to clearing map - encourage blocking instead removing it from the game, add secondary objectives, timers...etc...there's so many thing you can do....
How do you get an adventure, my explorer has been out 5 times only comes back with map fragments????? Waiting 24 hourseach time and 50 gc later, frustrating!!
success rate is about 25% - get more explorers, invest into sausage production. It looks bad, but in the end, adventure hunt is the way to go. You lose 25g on failed search, but then, when you score a good one like Nords or DB or something, that sells for 1500g, you'll make it all up and more.
Like many others, I'm not happy with pathing change being sprung on us and basically told do deal with it. But 2 changes I'd like to see to make adventuring more valuable are:
1: Explores bring back more map frags with med and long searches. Logically they are out there longer so would bring back more frags.
2: Revamp the loot a little. Brew and Bread can no way be considered good loot when put next to settlers in same loot slot. Traitors has 300 bread or 100 settlers in same slot with same % but it takes 2500 bread to make 100 settlers. How is that equal or fair loot options? With introduction of friars, brew production is no longer an issue for most. Expcially when its 200 brew like in Horseback or 300 in traitors. I say either way up how much brew/bread you get or put other things in that loot slot.
is that a feature they have for treasure?
I run 6 explorers a day, and still get mainly frags and SOV and Secluded experiments. It seems the drop rates have been slashed on the "good" adventures. I spend 1.5 hours every morning rebuilding wheat fields and wells. I am almost to the point where this game is not fun, but a chore. I can live with the changes to pathing, but since I can't get adventures it doesn't matter.