lol, yeah. Yes, I got them as I prepped to expand my population, knowing that Arctic Mines and Sandman's Powder are nice alternatives... The star coins are nice too.Originally Posted by LordB;246147 [...
lol, yeah. Yes, I got them as I prepped to expand my population, knowing that Arctic Mines and Sandman's Powder are nice alternatives... The star coins are nice too.Originally Posted by LordB;246147 [...
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien
This is the core of the problem. Calling your customers "crybabies" because they are upset over changes developers made to cut what they (customers) understand is a REWARD for doing the adventures. After 3 years of people playing and getting comfy with specific rewards for doing adventures, you (devs) change the rules, nerf our rewards and then call us "crybabies"?
Well, reality check for yah. You are in a CUSTOMER SERVICE field, so get used to your customers whine when you mess up, when you change the rules, and when you don't answer your customers questions or fulfill (at least to some degree) their wishes.
People are already asking for return on Marshals because they don't like the pvp features. You didn't think of this outcome, did you? How about removing the only source of FM in the game? DID YOU TELL ANY OF YOUR CUSTOMERS ABOUT YOUR DECISION? Testers asked you for loot tables data you gave us nothing. Now you are surprised people are upset? Seriously? Wow, just wow... I HAVE WARNED YOU ABOUT THIS SLIPPERY SLOPE that loot nerfing is going to bring. And here it is.
START TALKING and ANSWERING YOUR CUSTOMERS QUESTIONS. Or this is going to get much worse... Your game is failing because of your own doing and you are alienating your player base with the lack of communication. Meanwhile, instead of doing it, you are making videos of how much the developers love the new pvp features. Apparently, the developers are the only ones who love it...sigh. Why do I even bother typing this...
Cost of of the expedition forces is way too high. I used 16k of iron to make the troops required by the quest. Cost of the iron alone is 16k coins on current market prices. I used about half of my troops to claim one small colony. And what do get in return? 1736 exotic wood logs with market value of 800 coins. If had known before hand that I will lose the colony production after 7 days, I wouldn't have bothered with whole thing. Also the idea of two separate armies is really bad.
One Armory is not enough.
Players should be compensated for any units lost in the pvp tutorial.
The uniform cost to make the various pvp weapons is not logical and creates rigid price points making the weapons less profitable to trade.
I would like to say that I'm am not a fan of PvP but others are. I would only like to request that you keep the PvP stuff from affecting the Non-PvP stuff. Those who choose not to play PvP are greatly affected in many ways at this time. Would appreciate greatly any positive changes made to address these problems.
My thoughts for whatever it's worth:
1. This is not pvp. I dont know what to call it though....fighting npc's on an adventure type setting is not pvp. not having any real time access to a colony to interact with other players, change troop stacks, positions etc is not pvp.
2. I give it a month or two and all the time and money invested into making this so called pvp will be a waste as no one in the right mind will be doing them. As many have mentioned the amount of resources it takes to make the required troops to do even a small expedition compared to the reward is way out of balance. I spent between 420-460 units to do a small expedition. aprox 24k iron bars used to make them. cleared the map and my reward was 109 titanium ore 1170 iron, 520 exotic logs, 21 horses, 52 settlers and 400 meat deposit. the colony i chose was +110 iron/6h...if it lasted the whole 7 days (which it didn't) it would have returned 2k iron ore. With that example given running 1 decent adventure can net you same if not more rewards for FAR less losses and a lot cheaper resources.
Sure I have to admit it was fun doing the expedition. Figuring out pathing, blocks, troop loads, etc but unless the rewards are at least to brake even point i will not bother with it ever again.
Loot: Not going to say anything about the weapon drop change as it is what it is. I may personally not like it but dont mind it either. However, why have sooooo many slots? reduce the amount of slots and just bump up the loot. I'm wondering if it's just to confuse people and make it seem they are getting a ton of stuff.
This part is not a complaint but an observation. with almost any adventure dropping settlers as loot, the new option to send loot straight to storage is kind of ...well for lack of better word stupid? it's either opt for the convince of having things go to storage, have pop maxed out at the same time or send things to star and click for 15 minutes.
The mouseover pop up thing:
At first I thought this was a great feature. mouse over a camp or your/friends garrison and get troop load info however after doing 20+ adventures with this feature i wish there was an option to turn it off. It gets in the way when sending multiple attacks and garrisons are setup too close to each other. or when 2 camps are close to each other.
Rest of the stuff. i guess i like enough so good job.
OK I have taken quite a few colonies over the past few days, set a few up to be lost to test out the system and am comfortable saying I have a fairly experienced opinion on the topic. So onto the feedback.
1) The new combat system is better as at least there is an active component to switching out troops. That said I am not sure why the system tells us what troops will come out next so we can put the best possible troop up against it... Have it a surprise so people get the short end of the stick from the NPC every once and a while. As is it is too predictable and micro management to win no matter what.
2) Blocking works well and it is nice that you lose troops to blocking, however terrible design on the 3 type of blocking troops. You really only need 1 type as no sane person will ever use the archer/cav blockers due to cost when they could just add 10-15 more of the melee blockers.
3)Static build points are terrible. Some islands are hard to take others insanely easy even after you allow placement of 1 building it only means someone has to expend an additional few troops. It rarely triggers mass interception so camps need to be cleared. Poorly implemented imo.
4a)Rewards are not bad at all- I think people complaining about them havn't taken the time to learn the mechanics of the system. I wouldn't increase the hourly rewards for titanium granite, however the coal and hardwood could use a big boost so people will fight over them too.
4b)Rewards for winning a colony are bad. Bump them up a bit. Rewards for defending a colony are rediculous. Instead of just valour points ship a bit of loot with it too as then it will be exciting when your colony survives as well as give more incentive to be active in the arena.
5) Cost of units is fine for melee. I understand that it is a good thing to have the counter troops cost extra, however I think you went a bit overboard. The cost is just insane for anyone wanting to use bow/cav. Remember how everyone in the game uses recruits for everything? Bravo you have created a new system that will be the exact same with everyone using melee troops only.
6) Blocking feels too easy. I think you need to tweak the blocking mechanic so that it isn't so simple.
There is a real lack of depth to the system but mainly lack of real reward for the system. There needs to be tournament brackets or ladders. SOMETHING that tracks competition and encourages people to expend effort. There needs to be actual rewards to buy with the valour coins (whatever you call them). That shop is the worst designed shop I have ever seen in this game. But a building in there or some x4 buffs, or maybe a new adventure or two that can only be got through that shop that has interesting drops. DO SOMETHING with it that encourages people to explore the system.
I also really think you are missing out on gem sales/content by not having at least 1 pvp island upgradeable defenses wise as well as production of resource wise. Give something for people to care about and expend effort on so that it encourages activity. I want to be ANGRY when someone takes my colony that I have expended effort on, not think well that will take me 2 mins to replace.
Not sure how prices are on Zeus ( i though they were higher) but how are rewards not bad at all? Please give me an examples of troops vs reward from one of the "quite a few" colonies you have taken over. As it stand on Ares based on TO prices from 2 or 3 days ago per unit price of a pvp troop is between 60-130c. 2k iron ore reward from my example above is worth at max 1k coin in todays inflated prices. so i would need to take over a colony with less than 20 troops to make it brake even. No matter how much you "know" the system machanics, you can't tell me that's possible. When it doesn't make sense it doesn't make sense no matter how much you want it to......
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien