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Blocking DOES not work like it is supposed to at all times. So one bad loss and you have wasted too many troops to finish the quest.
I've only done 2 small colonies with the fail questchain they provided and it has worked just fine for me...what exactly is the issue? Or is that just coupled with the fail lag since the fail update that was "PvP"? Otherwise, do tell as I'd like to know.
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What would make PvP more interesting to your guild? Is it only about the rewards?
Let's assume we only go from the loot perspective...the rewards don't pay for the cost at all.
We again assume, you are doing it with a full army consisting Attack Infantry/Archer/Cavalry and the Heavy things.
As blocking units are lost (which wouldn't be that unreasonable), and attack units die as well by large amounts, we can calculate that our warchest needs to be pretty filled.
Seeing as 250 ironbars (or 300 for Cavalry) _only_ make 4 troops and takes a long time to produce from iron mine to smelter, we can add alot of time to our warchest as well.
As and expedition easily kills off 200 of said units, even with excellent blocking, that's a tremendous amount of resources and time required to acumulate them.
The rewards barely pay a fraction of that investment. The 6h bonus resources are just a single stich in the huge wound you currently have. If you actually are lucky enough (lucky enough, not skilled enough or smart enough or whatever enough) to keep your colony for the full 7 days, you maybe got half your wound stiched up.
Let's assume we do this resource friendly now. We solely use Attack Infantry and Heavy Infantry for attack and blocks, disregarding the penalty we may get from archers and bonus we could deal to enemy infantry otherwise, our losses might be in the upper 300 range, however, it only takes 25 Steel to make 4 units, and 25 steel can be made from 25 iron bars. So with that in mind, we cut our cost to a 1/10th of the initial full scale arsenal. Add in the extra losses we occur and we can say losses have been cut to 2/10th or 3/10th at worst.
Going with that cost and coming out with ideal losses, the reward will _just_about_ break the cost even, not quite, but almost. Add in the 6h bonus from the colony and you _may_ make a profit out of the thing. That is, if you can at least keep it some 30h at least...preferrable the whole week, but somebody needs to wake up from the dream.
Who with a half lit lightbulb goes to war a massive loss or a fleeting possibility at a reward?
Mind you, if I were to go to war and I can't cover my expenses through raiding, claiming land, permanently stopping invaders or otherwise (lol guys stop, don't start with politics and religion here, I'm trying to hold back as good as I can haha), then I see no point to do exactly that. Specially if my alternative option is pretty much the opposite, low cost for big gain.
It really doesn't take much brainpower to make a reasonable call here. I'm also aware there will be people who will participate regardless of the outcome, are happy enough with the potential benefit or just for the troll of it, but for the majority that will not be the case.
Have your Devs look at the statics realistically and make some more decision, for most of us players, without even needing to see the statistics, it's blindingly obvious that it isn't anywhere near the expected player base that the content was added for.
Going from business perspective, you can't be seriously telling us that it is a succeess of any level whatsoever. We are aware of some brilliant geniuses at the company who don't even play the game that only give a side **** about it and just executive ordering that new content must be released at whatever cost and hokuspokus pressure whatever the state of the game is. As players we are perfectly aware of that...not because those geniuses are behind our backs yelling at us (sorry for you guys) but we feel it in the game getting worse and worse..mostly bugwise and performance wise that is...not going to ramble of content that I'm not going to use, somebody will and that's cool, but if fail decisions with fail coding and fail balancing along with fail updates lead to bugs and failing performance (which currently has been extreme for a month now...the audacity) then we as players will feel it...and since we are actually playing (for fun most of the time) and it causing the exact opposite, it becomes obvious that the game or the players, if not both, are not valued,
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@Troll-Phu:I get your point, but resources sinks are necessary to maintain an healthy economy.
While this can be countered with numerous ways, we can accept resource sinks, such as upgrading our buildings etc. The whole PvP thing however is a resource WASTE and still "only" a fraction of all the resources we do have. Again, sinking resources has some sort of benefit for us, if only emotional or epeen factor, but a resource waste just is that.
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@MarMarl & Ornais: I will forward your concern to the design team.
And we thank you for that, but at the same time...save yourself the walk and drink a cup of coffee instead.
We can also tell that hundreds of confirmed bugs on the testserver always make it with the update to the live servers. It doesn't help to say "with the testserver we have eliminated 90% of the problems" when the remaining 10% still need to be taken care of, not to mention have been made aware of prior several times.
The only 2 times I can remember BB actually listening to the playerbase madness was the rebalancing of the woodchain and the rebalancing of the combat system where everything gets splash dmg. Hooray for that, constructive ideas have still been dismissed.
As PvP stands now, it's just not worth doing whatsoever (trolling doesn't count).
Cost to participate is bad, loot is bad, potential rewards are bad, achieveable rewards (merchant) are bad, managing space forth and back for your marshalls and troops is aggrevating, continueing with this randomnized colony defense that like makes only random sense (well, since it is random) is bad, add in bad server performance and viola, move along nothing to see here.
Only thing I do like about PvP is that I don't have to be present at a certain time of the day to defend it, but even here we could do great changes.
Well, that's it for my venting and going to be ignored 2 cents among the other thousands ;)