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Thread: Nerfing loot in adventures.

  1. #11
    Veteran General
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    Also is there a ballpark for this change yet? I'd like to know how much longer I can play iotp before the adventure becomes completely worthless. Really most of the adventures would be next to worthless (all of them for a level 50, some still okay for lower levels) without the weapons or marble possibilities, but iotp would be especially bad given the complete lack of experience from it.

  2. #12
    Mayor Moonlime's Avatar
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    Run them now
    Still around from time to time.

  3. #13
    Community Manager BB_Endesmor's Avatar
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    Thanks for your feedback everyone.
    I will forward this thread to the development team.

  4. #14
    Mayor Wimpy's Avatar
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    Thank you for listening to the feedback. We appreciate it.
    If something can go wrong, it will.

  5. #15
    Mayor Moonlime's Avatar
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    Still around from time to time.

  6. #16
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    I think the devs have some serious reasons to nerf the loot in advies. I assume they want to curb a bit the flow of loot (especially from selling epic loot spots). There is a very easy street of gaining loot today and if you are on prem just buying loot spots is profitable in a long run. I can see the concerns here with endless flow of loot and nothing to do with it (once all your upgrades are done).

    The devs solution is to curb that flow by nerfing loot drops. But this has to be done very gently. By removing the weapons from loot the whole economy will depend on the amount of titanium, exo wood and salt drops from adventures. If the nerfing will tip the balance in a wrong direction this might result in a terrible shortage of some weapons (which are already really hard, expensive and time consuming to make). That is my concern and that is why I would like to see an open dialog between BB and testers. There are some really bright and experienced people on testers side, it would be really wise to use their experience and knowledge which -sorry to say, yet this is a wide perception from test server- quite few devs are lacking in area of economy of the game.

    You (BB) don't have to agree with testers, but at least let them see what your aims are and perhaps they can point you into even better solutions. Reducing the loot flow HAS to be gentle. Otherwise there will be choke points popping left and right strangling the economy. On Ares epic weapons are already very pricey and there are days that nobody is selling them. This is not helping at all upcoming 40ies who need to train their ES and Canoneers and can't get a hold of weapons needed. Even I reluctantly answer guildies asking for sale/loans. And the argument about stockpiles of resources and weapons accumulated by some players is a short one. Few players can not support economy of entire server.

    Talk to testers. Post your change logs, please. Open up that dialog. The experience of testers (sorted through whines of course) can really make a difference, so use it when it is freely offered to you BB.

  7. #17
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    First off, by them telling us they are planning on removing the weapon drops I believe they are giving us a chance to upgrade the production buildings so we are able to cope with the increase demand.

    Second, I agree with somethings that you say Plumz, but over all I believe that the nerfing of the loot to lose the weapon slots are a positive thing. Currently right now there is no reason to upgrade and use any of the buildings that produce weapons (minus bowmakers and bronze swords). Everything can be bought cheaper than it can be made just by the sheer amount of loot that drops out of adventures. I believe that they are trying to get rid of blocking because if the weapons are so expensive (as they would be if they removed it) then no one is going to attempt the riskier blocks. I haven't failed a block in 3 months running RB, BK, and IOTP. I have no need for having cannons, Dam swords, and crossbows dropping from adventures.


    Sure it will be an adjustment for people to upgrade and use buildings they never used too, but I believe that it will work and everyone who is worried about the change causing the market to sell weapons is overstating it. The changes I have read and seen are almost in line with what I believe should be right with tweaking from the community.

  8. #18
    Veteran General Crazy-Beard's Avatar
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    I hope the adventures stay in the merchant.
    IOTP is one that should never be removed from the store.
    Also I hope the loots do not get changed.

  9. #19
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    Quote Originally Posted by CiscoMODE View Post
    First off, by them telling us they are planning on removing the weapon drops I believe they are giving us a chance to upgrade the production buildings so we are able to cope with the increase demand.

    Second, I agree with somethings that you say Plumz, but over all I believe that the nerfing of the loot to lose the weapon slots are a positive thing. Currently right now there is no reason to upgrade and use any of the buildings that produce weapons (minus bowmakers and bronze swords). Everything can be bought cheaper than it can be made just by the sheer amount of loot that drops out of adventures. I believe that they are trying to get rid of blocking because if the weapons are so expensive (as they would be if they removed it) then no one is going to attempt the riskier blocks. I haven't failed a block in 3 months running RB, BK, and IOTP. I have no need for having cannons, Dam swords, and crossbows dropping from adventures.


    Sure it will be an adjustment for people to upgrade and use buildings they never used too, but I believe that it will work and everyone who is worried about the change causing the market to sell weapons is overstating it. The changes I have read and seen are almost in line with what I believe should be right with tweaking from the community.
    I would agree if we were only talking about the removal of expert weapons from loot. But they are also seriously nerfing granite and other expert resource drops, in conjunction with making adventures incur much greater troop costs. It's a double whammy with no counterbalancing gain. A lot of stick, no carrot.

    If there's one thing BB can learn from existing adventures, it's that players don't run them when the cost is greater than the reward. Look at Wild Mary, SE, SotV, Gunpowder, etc. No one does these adventures. The troops that are consumed in adventures have a resource cost. Our time has value (including time spend clicking the barracks queue). If the reward from the adventures doesn't justify their cost in time and resources, no one does them.

    This is especially pertinent now that new combat will kill off expert level troops. If it was solely a supply and demand thing, then as adventures became extremely more difficult, the cost of granite would rise to compensate those few brave and hardy souls still willing to adventure for the granite. But adventures will now also kill off troops that cost exotic wood and titanium to make, and the resource cost is more than can possibly be gained with the old drops, let alone these new nerfed ones. So even if people want to run the adventures, they will be unable to, because the resources to make elites, xbows, and cannons simply will not exist. Unless the new normal will be you have to hold several colonies to get the titanium to do an adventure. Maybe that is what is intended, forced PvP if you want to go on adventures. We have no way of knowing though, since BB refuses to tell us.

  10. #20
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    uhm you do know that most of the troop nerfing got nerfed right?

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