Dear Settlers,
Please feel free to leave your feedback about the recent Dev Blog: Summer Edition in this thread.http://static.cdn.ubi.com/0034/int/f...es/devblog.png
BB_TalamiraHappy Settling,
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Dear Settlers,
Please feel free to leave your feedback about the recent Dev Blog: Summer Edition in this thread.http://static.cdn.ubi.com/0034/int/f...es/devblog.png
BB_TalamiraHappy Settling,
Could we get a bonus for finding all collectibles? It doesn't have to be much, just enough to make it seem worth the effort to find that last one or two. Maybe a guild coin, extra banners or a wheat deposit. During events we have the incentive because it might be a soccer ball (pumpkin, etc) or one of the more rare event resources, but between events it hardly seems worth the trouble to spend a long time only to be rewarded with more herbs or another scarecrow.
My Biggest complaint remains the unbalanced drops among players for rewards which already have super low probability to drop, and on top of that RNG ensures that some players get more of those rare rewards and some get close to nothing.. Like some players get BLT drop far more often than I have from numerous SLTs I have tagged.
The other one is speed of generals (not matter how powerful like MMA), in the end is such a waste of time (not just barracks, which I might be able to live with).. because when it comes time for action, simply hate the time it takes for generals to travel and move... A big big big turn off for me.. Reason why I quit for more than a year, and even now I do not adventure as much, but prefer to tag advs as said above, and get horrible loot.
Thank you for adding those XP buffs.. if it weren't for those, two above combined, I'd not have spent real $s on this game, and will be long gone again (which still isn't a bad idea for my productivity unless two issues above are not fixed).
Thanks you for listening.
i disagree with better buffs for barracks, 3x is enough, im limited by my screen time, not barracks speed, considering we have 2 barracks to alternate both adventure types
content for level 62-70 would be appreciated, right now the only reason to level is to get to the ship, also content for 70+ will be needed at some point
it is slow indeed to level, hence new ways of getting xp could be nice, but dont forget theres already baba adventures that grant alot of xp, sadly they suck and we restrain ourselfs to the lower tier ones
daily quests are indeed useless to high level players, i cancel 95% of mine, its not worth the time of doing a few clicks :) completly agree they need a revamp
Agreed.
For many of the adventures, I might agree that the rewards are sufficient to make things work for the appropriate level player; however, I strenuously disagree with your (BB) assertion that any coop adventure rewards experience OR treasure are worth the time/resources expended to run.
Lastly, one item that has not been addressed is the lack of functionality of some science skills which are not updated to reflect current game adventures (of particular note, Explorer Skill: Sophisticated Pillager - Even when activated, the skill fails to provide a bonus quest for any adventure that was not in service of TSO at the start of the implementation of the Science System - e.g. VLT, WoodCutter or any coop or scenario). I have submitted several tickets, which indicate that there is someone looking into it; Please advise of this progress.
Agreed with everything.. specially the part of no need for new barrack buffs... I am should not be infront of the screen all the time, which the current braacks rate helps.. What I need is, when I am in front of the screen, do the adv quicker and get back to real life.. which is why the speed of general moves hurts the most (again, as I said before).
my only complaint about the drop rates of adventure rewards has been dropped so far as to make completing some quests impossible. I have run 25 or so black knight adventures and had loot spots on more than 75 and still havent gotten a dark castle. The same applies to follow up adventures, 100s of various adventures run and of all my guild 1 member has gotten a follow up adventure, but this is a standard quest that no one can complete unless they run millions of the prerequisite adventures to finally get the needed adventures.
Your last rebalance, performed while i was away, nerfed the drop rates on those followup adventures so badly that no one gets enough of them to do 2 of them.
It's interesting to see more ways to progress in levels, but even 5% sounds like a rather optimistic estimate as things currently stand.
I've already accepted that some adventures just aren't worth doing, but I agree at least let's boost some of these drops that are like 1% to something reasonable. Granted, I'm now at the point where I'm mostly adventuring for XP and don't really care about the other rewards relative to that, but I'd like to trade for them from people who do, even if there are those who would argue I didn't "earn" the stuff if I'm trading for it.
Am glad to see the question of whether or not adventure search drop rates have changed finally addressed. I find the answer difficult to reconcile given the amount of SE's I've accumulated from VL searches from all explorers since the release of the intrepid, but so be it, at least someone from BB finally said "something" about the issue.
New content:
<1> Please change the time it takes for generals to tear down and build their tents. 40 seconds is 35 seconds too many. Not sure if changing walking speed would be a good thing or not as it might adversely affect blocking. The ultimate solution would be a fast walking speed to a new location, with walking speed remaining at current speed during attacks.
<2> Please make some new adventures with smaller maps that are not baby simple. It would help to keep things interesting if a few small map adventures were dynamic, meaning that the camps would change slightly in makeup and position with each run. This is what I enjoy about expeditions, I have to think a little and figure it out as I go, while at the same time it's not so different or complicated that I need to re-sim everything each time. A similar mechanic on a few new adventures would spice things up around here. I understand that many people prefer to use a guide and have adventures static, but for those of us who find this play style boring after the initial blush of a new adventure wears off, a series of dynamic adventures would be a welcome addition.
<3> Adjusting the DQ's would be great, especially if they become more level appropriate. At the same time, adjusting the daily login reward would be welcome. 2 crossbows?? Really?? If it were 10 at least a person could make 1 crossbowman. Seems like the longer a person logs in consecutively the better the payout received would be a good thing to implement, but may be more complicated than it sounds on the surface.... or not.
<4> Drop rates of buildings and follow up adventures. Add my voice to those who would like to see these returned to sanity.
Pathfinder quest should start at lev 60. You could set it as 3 tier quests with daily and weekly (as level set for 60-65, 65-70 and 70-75). This would help us level and also give people incentive to level. How did you think players will run thousands of adventures to get to 70 and be happy about it - beyond me. Yes there are few on each server who will be running advies 16 hrs a day. And there is the rest of us who also have lives, jobs and daily chores to do. We don't play TSO just to add another draining chore to our day...
Re-balancing adventures. Most are not worth doing - period. Not only in the amount of loot we get but even in the xp they give. Practically, once you pass lev 45 all you can sainly do is RB, BK, (SA for leveling) and FT's. Throw DB in it occasionally. And Ali's at 50+. I find rest of the advies completely useless (loot and xp wise).
Scenarios could have been an alternative road but...using grout to get 10xp? Seriously? When millions xp is needed for a level? You guys screwed the pooch on that one...
Redoing daily quests might work somehow. As of now dailies are just matter of clicking, round trading with guildies and making specific number of resources. They give tiny rewards for the little effort they require. You could make 2nd type of daily quests giving XP that will require some work to get. I guess that was the idea about Pathfinder. This could easily be solved if you started that thing at lev 60, but o well.
I think you guys overshoot the xp expectations. It seemed your xp/per level was set for the top 5% players who sit at TSO 24/7. I honestly got to lev 60 and I feel completely burned out. 9mln xp to get to 61? that is 40 Ali babas or 100 VLT's. For me 2 ALi's a week (barrack training time choke point) and one FT filler per week. (I could do 2ft's but I rather smash my head at the wall than watch for hours generals going back and forth between 60 camps...)
Best scenario? 24 weeks to get to 61. granted Ali's (including the follow ups) drop xp buffs often I would say I can cut it down 1/3 to 16 weeks. That is 4 months of my time to get 1 level. Doing anything else than FT and Ali is at that point a wash, and after I get to 61 the next level will take me like 6 months? Just thinking about it makes me want to smash the head into a wall of whoever thought that was a bright idea...
Whatever you do with advies or quests, make sure you set them more toward your large player base (slow guys) and not the top 5% who play most of their day. It might help...
And for other adventures as well. Let's not forget salt. Now we need it more with all of the elite weapons we need. Salt alone was supposed to be "re-balanced" so we could produce the weapons ourselves. It got worse so now we have no weapons drop and no salt to produce them. What kind of "re-balancing" is that?
Tear down time and general travel time are completely pointless now. Tear down should be like 5 seconds (like mentioned above) and travel time should be cut to 2 min for reg gens and 1 min for fast gens. Walk time moving on adv should be accelerated as well. Some of these tags are like 20 min walks. If you invite anyone into the adv early, you just get lag. With the speed of barracks output, travel time is irrelevant, as you are still held up by build time. I cancel 99% of my dailies currently, I am not paying 200 resources to get 35 copper ore, sorry. Building drop rate should be drastically increased, and new maps would be nice. As someone pointed out above, a new adv with 10 camps, but tons of enemy troops, would be nice. These endless walks (BB forced time sink) just exacerbate the situation. Let me send all my exp/geos with 1 click, let me send troops without loading gens (which I have no room for on my island anyway).
So adding a 100% chance of getting a RoA or an Assassin to SE and a 50% chance of getting a RoA to SotV would destroy the TSO economy ?
Na, keeping FM at 0.000001% drop and every follow up adventure on 2/per thousand runs is cool. I am glad the Alibaba advies drop chance is decent. Otherwise I would be long gone from this game and the forums...
BTW Ornias put most of what I would like in a short summary. Thanks Mate, great work
agree with all of this.. i've run around 214 bk's / ls since easter (that i counted - there's more i didnt count in between events) - not one dropped a building.
Would love to have the ability to SEARCH for particular items in the MERCHANT WINDOW. For example, today I was trying to figure out where to purchase a sector deed and I had to go through about five categories before I found it. Seems like we should be able to enter the item in a search box, hit enter and be taken to the proper category. Thanks :)