Dear Settlers,
Please leave your comments regarding the latest Developers Diary. We look forward to reading your feedback!
See you in-game,
BB_Aeyline
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Dear Settlers,
Please leave your comments regarding the latest Developers Diary. We look forward to reading your feedback!
See you in-game,
BB_Aeyline
How do I get that many books?
It is very unfair that this is being brought in when some of us still haven't been able to get the manuscript recipe. I've had 67 tries and still don't have the recipe, other people have gotten it on their first try. Those lucky enough to get the recipe have a huge advantage in all the books they've been able to make, all because of luck.
Hmm, it is sad to see out of all the revisions you guys go with the one with absolutely no build diversity... but I suppose some skills are better than none at all.
I am glad the skill trees have been introduced for generals it adds a nice dimension to game, although I am disappointed that some of the skills have been changed (cant please everyone!).
I was hoping the skill trees for geo's and explorers would have also been updated as many skills have little use in today's game.
If you could give us a free book move day I think it would be very beneficial for players who haven't got the manuscript recipe yet and or would like to knock off some of the outdated achievements that are still in the game.
Overall happy days ahead! :D
Thanks BB
I'm still hoping they'll allow us a free book respec for our our current explorers and geologists.
The skill tree looks fine, i just wish jog affected all kinds of movement but oh well, i can live with that
Have some doubts though....
confident leader: does it affect camp destruction time? also with the new change of rounding down percentage values, if we've this skill at 45%, would it make rounds last 5 seconds instead of 5.5?
Finally! I was proposing something like that (generals being able to accumulate experience, for example) 2 years ago.
I'm glad it came about.
I hope also.Quote:
I was hoping the skill trees for geo's and explorers would have also been updated as many skills have little use in today's game.
YaY!!! I'm glad to see it's going live. I wish Jog affected speed all the time, but guess you can't win them all (sigh).
Evil_J, I tried ToW with Confident Leader at 3 books on my gens. A camp that always takes 3 rounds including destruction was over in about 16.5 seconds. I was counting one thousand 1, one thousand 2, so not stop watch accurate, but close enuff. Nice of them to throw us this bone after hosing attack walking speed.
Gonna take a while to get all my generals completely booked, but it's gonna be fun/be something to work toward.
My thoughts on each of the techs.
Manuscript:
Rapid Fire - Worthless! May hold some appeal to noobs, but becomes obsolete quickly.
Juggernaut - Minimally useful. MMA's/Champions already have splash and attack boost is minimal. For other generals, not worth the investment.
First Aid - Very cool! I will use this one!
Jog - Long requested in the forums. It's about time! (pun totally intended)
Tome tier 1:
Sniper training - Worthless! Apply it to all archer types and it might be worth something, but longbows are the least useful unit.
Overrun - It has potential. Too specialized for multiple generals though.
Hostile Takeover - Minimally useful. Probably not worth the investment.
Navigation crash course - This is worth it!
Tome tier 2:
Unstoppable charge - Semantics. What is meant by 'swift units'? Cavs? Needs to be reworded to be specific.
Battle frenzy - Maybe. Most battles are finished in one round, but could be useful vs. bosses with heavy hit points.
Fast learner - More XP is good, but would have to have this skill on most all generals to see a significant boost.
Just a Flesh Wound - Very cool! Timesaver.
Codex tier 1:
Cleave - Maybe. Minimal attack gains, but splash is cool.
Weekly maintenance - Semantics again. Heavy units? Cannons? Be specific.
Garrison annex - More troops are always good!
Confident leader - Worthless! Might be tempting as a manuscript tech, but not here.
Codex top tier:
These all look good. What to choose?
A few questions:
- "Sniper Training"
it "increases your Longbowmen's and regular Marksmen's minimum attack damage by 45/85/130% and the maximum by 5/10/15%." With 3 tomes this would make a longbow do min damage 30 + 30x1.3 = 69. And max damage 60 + 60x0.15 = 69. Is that correct?
- "Hostile Takeover" and "Fast Learner"
if the sector leader dies, will we get credit for all the camps that die with him, or only for the camp of the leader itself?
Wasn't expecting it to go live quite so soon. Got enough books to load up my suicide squad right away and jog on everybody, but the rest will have to wait.
Nerfed 1-up is meh compared to the original version. I'll still give it to my MMAs. I'm not sure about Nusala. Flesh wound will be a very helpful skill, though.
Jog and crash course should be good time savers.
I can't live with that. JOG SHOULD affect all kinds of movement.
EvilJ might be the only one in the world who understands that JOG should affect all movement. I'm aware of all the crybabies on test server forums who rebelled against it.
The main movement for any general is when he is attacking. Attacking generals need their speed increased more than any other movement in the game. Why nullify the attack movement speed? For what reason? Have you played any adventure of a 1000 thousand nights adventure? Do you know how ridiculously long the march times are for some camps? And not to mention the amount of times you have to march to camps to clear 1 sector that has about 10-11 camps to clear.
I don't care if takes another year for you to work on the general skill tree. If your going to bring out a skill like JOG to production after 3 years in the making, have it done right. Player's will adapt to the speed changes. Trust me they will like it better in the long run when attacking generals move quicker. They just don't know it yet. So YES BB, go work on it some more before you release these changes.
Based on the discussion on test, looks like fast learner works out to an extra 10-15% passive XP (XP gained from directly killed units). I'm good with that.
Amen to that. At the very least, BB could get rid of Hostile Takeover, the single most useless skill in the tree, and put in it's place a new skill that increases attack speed 33-66-100%, just like Jog. That way those that don't want attack speed to increase don't have to have it, and those of us that do want it to increase get what we want. After weeks of us asking for this on the test server and being ignored, I wasn't at all surprised to see the dev diary today.
The only thing we can hope for is that so many people on the live server complain about Jog/slow attack speed that they pay attention and fix it. Or is that just wishful thinking on my part?
It's just like with SJWs, getting what they want because they were the loudest :(Quote:
I'm aware of all the crybabies on test server forums who rebelled against it.
Nobody is happy with jog. Get rid of it and speed up all generals twice as fast. Problem solved.
Jog originally was a +18%, barely even worth looking at. There was perhaps more room to compromise, but I don't think they ever planned to make the generals twice as fast all the time.
I don't play on Test, so I wasn't around for the debate, but as a (relatively) active and consistent player, Jog as proposed in the Dev Diary is hardly helpful at all. I'll take what I can get because the speeds are horrendous now, but I would prefer that the skill affect all speeds.
The final Jog makes me want to jog far away from this game.
Before being able to unlock skills in any row but the bottom one, two conditions have to be met:
Reach a certain level.
Invest a total of either 3 (for Quartermasters) or 5 (for Combat Generals) times the number of rows beneath that particular row.
what's the level(s) we have to reach?
Well, I've read the entire thread to this point and it mostly sounds like the bleating of sheep.....
Any new content is still new content, and thank-you, BB, for that!!
Without mentioning any names, anyone who still feels the need to whine, as if you have any authority to do so, I would invite you to PM me a list of any games you have either written or designed, so that I can provide you with "constructive criticism"..
:cool::cool::cool:
RachelGreene,
Unless you took part in the skill tree testing from start to finish, I'm not sure you understand the level of frustration over having what could have been the single biggest improvement in game play the skill tree would have made shot down by a small but very vocal minority. There were a few creative and fair compromises proposed by some people, yet we never got any feedback on our ideas over the course of weeks. Nothing but crickets. And then the dev diary shows up and here we are.
What's particularly frustrating is that in the 1st phase of testing the devs were actively engaged with us and many changes were made based on our feedback. But then they just sort of disappeared and left us flapping in the wind talking among ourselves, checking the weekly updates, and thinking at some point we'd have further discussion of the matter, or we'd see a change show up, as would sometimes happen.
Someone very simply could have said they weren't going to make any further changes to generals speed instead of implying changes might be still on the table and then disappearing. Am I going to volunteer my time and energy to test their game for free and give them the opportunity to treat me like that again? Hell no.
Am I glad to have new content? You bet I am. Do I appreciate the devs being extremely communicative with testers and incorporating their feedback? You bet I do. Am I upset that we were told there might still be changes to the skill tree and then more or less left to our own devices for weeks with no further communication until the dev diary shows up? Who wouldn't be?
Jog as it is was the compromise to try to please everyone because those who didn't want on their attacks got their wish and those who did got a lot more speed to make up for it. It was at 18% requiring tomes on every general then a somewhat better 30% with manuscripts. It only shot way up to 100% because it was removed from attacks. I don't know at what percentage it becomes better to have it all the time than to just have it when not attacking, but triple is a pretty nice boost that I can't imagine was in the cards otherwise. There seems to be this concept that something was lost. Perhaps relative to what some consider the best case scenario, but I don't know that that best case scenario was ever realistic. I'll happily toss it on every general day 1 without hesitating.
I have a question about battle frenzy - it says it adds 30% each round, but let's say the unit does 100dmg on 1st round... on 2nd, will be 100+30% = 130... ok
but on 3rd round, will be 100+30+30=160 or 130+(30% over 130) = 169?
it works like "simple interest" or "compound interest"?
Taken from a response by BB_Vierauge on test
How is Battle Frenzy increased?
Example: Major general with Battle Frenzy 3
Round 1: 120 damage
Round 2: 120 + 30% = 156 damage
a) Round 3: 120 + (2*30%) = 192 damage
b) Round 3: (120 + 30%) + 30% = 228 damage
I think the only people who were pleased were the ones who didn't want it on attacks. Everybody else who was looking forward to not waiting so long for attacks to hit sure isn't. Those loooooooooooooooooong *** walks to attacks in Alis and FTs would have been cut back by a few minutes each time. Iffy blocks would have become safer with attack generals moving faster and a few new blocks may have opened up. I guess they did throw us a bone by taking Confident Leader up to 45%, but that forces a hard choice involving codex.... And I'm sorry, but crawling to an attack then running home is just plain weird. Maybe I'll get used to it in a couple years, IDK. Right now it makes my stomach churn. I'll definitely toss it on all my gens, not gonna cut off my nose to spite my face, but it would have been better to me had they just left it alone at 30% all the time. I know, I know, what about the 3 people doing 5 stacked 1R blocks that were nervous about being able to click fast enough, I know, they had concerns that outweighed everybody else in the game.
I really like the skill tree and have been looking forward to it going live at some point, but am overly frustrated by this one aspect of it. There were some good ideas being tossed around in a spirit of fairness and compromise and there was no response to any of it. Oh yeah, there was some vague hand waving and a blovious explanation of the decision making process worthy of a French politician, but nothing any of us was saying was concretely addressed. I don't want to have to play word puzzle to figure out what the head guy is really saying, you know? I'll get over it eventually, or I'll move on. In fact.... I'm done fretting over it. Thanks.
Well said Perwyn. I can't help but think that if more of the people who have complained so far on this thread had shown up and got involved in the 80+ pages worth of discussions on Jog on the test server we might have a better result. I must admit though, I was also disappointed when BB vanished from the discussion.
I'm tempted to just toss 10 manuscripts and full flesh wound on sac generals as placeholders. 1-Up has value, but I'm not sold on rushing up to codex level. With 50% refund, that's about a week's worth of book production, and instead I can focus on getting majors, Vargus, and Anselm up and running first.
I tested out fast learner on Wood Cutter to get an idea who I might want to give the skill to.
Normal run without skills: 210 star coins
Max sacs with only attacking generals having fast learner: 231 star coins (+10%)
Max sacs with both attacking and sac generals having fast learner: 237 star coins (+3%)
I have 3 manuscripts in First Aid on the French server. 1R sacrifices round up and I get my recruit back every time. So with time and the soon to be 8 Masters of Martial Arts, Island of the Pirates can be a zero loss adventure.
If you look at what each troop type gives per Kill in XP it is mostly leaders that give most of the XP so just putting this on generals that you use for final waves seems worthwhile
As posted on Test
Re Fast learner
So just tested Fast learner with 3 books in the skill.
On Woodcutter still doing blocks. On Live Using same Guide and setups I get 140000. On test with skil ( 3 books in 2 Majors and on Vargus) I got 156 Star coins. So 16000 extra xp. roughly 10% of entire XP bonus. Not Bad I guess
some fail to understand that this science tree is going to be here unchanged until the end of the game. there are already a lot more final attack generals than there used to be and there will be more. that means in more and more adventures you dont ever have to wait for generals to run back and are forever stuck with the current limping to attack that in some cases takes so long you forget you were playing or the flash simply timeouts (or crashes or whatever it is called) so you have to refresh because you have been doing something else for so long. this was the only chance to fix this.
It is very unfair that so many manuscripts books and codexs are needed when u can only get the recipes to produce them in the prov house on just luck alone this is going to make the haves and the have nots. i am getting to the stage of not playing as much too, if there is to be a level playing field the recipes should be made available to get for all. NOT HAPPY JAN