Reply to Thread
Page 5 of 9 FirstFirst ... 3 4 5 6 7 ... LastLast
Results 41 to 50 of 90

Thread: Feedback - Dev's Diary: Colonies and PvP

  1. #41
    Settler
    Join Date
    Aug 2012
    Location
    Georgia, USA
    Posts
    109
    World
    Zeus
    Quote Originally Posted by LordB View Post
    LOL that really made me laugh!! SURPRISE Another two barracks like structures where you can only que 25 at a time....
    This, so very much this. Keeping things like queuing only 25 items at a time is very disappointing.

  2. #42
    Settler
    Join Date
    Sep 2012
    Location
    Ontario, Canada
    Posts
    140
    World
    Ares
    Patience is a virtue. Relax and enjoy the game and don't worry about the small stuff.

  3. #43
    Recruit RachelGreene's Avatar
    Join Date
    Aug 2013
    Location
    New Jersey
    Posts
    23
    World
    Ares
    Quote Originally Posted by settlinforthis View Post
    hope the developers love the game they've recreated - they may be the only ones playing it
    Some of the programmers might take a look at their work from time to time, but management is obviously engaged in "more important" stuff...

    Not a single word mentioned about changes to the Quest lines, OR the Achievement system, both of which were revised on the Test version...

    Why were we asked to load-test the Island Expansion feature if that won't be implemented?? How are we expected to maintain TWO armies, along with the needed support buildings, without additional space to build and more mining locations??

    The actual version that goes live remains to be seen, but so far I'm not very favorably impressed.
    it's not the Pain that hurts, but rather your Fear of it...

  4. #44
    Settler
    Join Date
    Apr 2012
    Posts
    197
    World
    Zeus
    So on the test server we were given 5k of each new unit type needed for PVP. But that alone far exceeded the population given. Also there were still thousands of free workers. This suggests that the units dont count against population. Now the question is whether that is part of the system or just on test so that it could be done. It does cost a person to make the unit so that would suggest it should.

    If the population needs to be used for these units then it will be hard to support both systems because we would need a similar amount of troops for the pvp as we will for the old system meaning we need almost double the population and therefore the room for those buildings.

  5. #45
    Retired Community Leader
    Join Date
    Feb 2013
    Posts
    292
    World
    Ares
    With the combat mechanics for the current PvP system, the number of troops is significantly lower than with the normal/PvE system. Essentially, all the units are active as far as attack and defense, so players will not be forced to maintain reserves of men. The number of troops allowed to be used for each PvP expedition is capped, and the majority of these troops will be lost in the course of battle. Unless your PvE army is fairly small, it would be a gross exaggeration to say you will need double your current population. For all but the higher tier difficulty expeditions, the total amount of troops available will be less than the normal losses for a full experience Black Knights or a short-version of Roaring Bull now, and no where close to the normal losses of a fairy tale adventure.

    The only significant problem with troops that is not an issue with the PvE adventures is that the time allowed for the PvP expeditions is much shorter than that given for adventures. So it is really necessary to have all the troops ready prior to starting an expedition, as there will likely be not enough time to create a significant number of troops while running the expedition. The marshals will be needed, but with the large capacity transport ones available, transport of troops to the expedition will not be a problem, as there is no significant transit time to get to an expedition. However, there is a transit time for returning from the expedition, so it is advisable to plan what troops you will need before starting.

  6. #46
    Settler
    Join Date
    Apr 2012
    Posts
    197
    World
    Zeus
    Well i can agree perhaps double is too much. However you are not taking into account that you have 5 or 6 hours to take a colony. You keep it for minimal 12 hours. You can have 6 of these. So we already have 4x more losses if you want to fill up your free colony storage areas (6x if you buy the extra slots but prices are unreasonable). But now after 12 hours they are fair game so there is a chance you lose all 4 in 12 hours. This means find another 4 and conquer and rinse lather repeat.

    So although double is a bit much it is not as few as you would imply either.

  7. #47
    Community Manager BB_Endesmor's Avatar
    Join Date
    Jul 2014
    Posts
    1,920
    World
    Ares
    Thanks everyone for your feedback and suggestions.
    I will compile everything and forward it to the development team.

    We will soon publish a tutorial video with additional information about PvP, so keep tuned!

    BB_Endesmor

  8. #48
    Mayor
    Join Date
    Jun 2012
    Posts
    2,904
    World
    Zeus
    since loot on old adventures is being changed loot tables would be nice...i know weapons are out but what about the first slot stuff, you know the reason we do adventures

  9. #49
    Recruit
    Join Date
    Dec 2012
    Posts
    13
    World
    Zeus
    It's inevitable, regardless of what feedback they get.

  10. #50
    Recruit
    Join Date
    Dec 2012
    Posts
    13
    World
    Zeus
    The fact they are completely screwing their gem buyers with these changes to loot makes me think they want ot kill the game.

Reply to Thread

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts