One reason PvP is fun is you have to figure it out yourself. Rote guides do not work. As for the expense, well that is what a growing economy is for.
Would like to know if you get credit for expeditions played before the new system?
One reason PvP is fun is you have to figure it out yourself. Rote guides do not work. As for the expense, well that is what a growing economy is for.
Would like to know if you get credit for expeditions played before the new system?
Oh well, no water castle in my future, don't like PvP and it's too costly.![]()
I haven't spent much time on PvP so can't really comment on it. But I loved most of LadySettler's ideas and hope that they will be directed to the team working on the non-PvP side of the game.
Juliavz
Crone (aka Guild Leader)
Clockwork Angels
My main issue with PvP is there is no randomness to it unless I fail to switch troops properly during a fight. I will admit, with good guides like Evil's, there is not a lot of randomness to some adventures, but trying to do them faster using MMA v Major, multiple MMA's, etc or more efficiently (I have three MMA, where is he best 1R sac?) does provide some interest. PvP doesn't have it, with four tavern pvp generals, I have generals that fight the same, troops that always achieve the same result, etc. It's almost like pathing to limit the number of fights and hoping I don't screw up or lag a troop swtich during battle is the only challenge.
I also don't log in often enough or always remember to collect resources from my pvp colonies, so I end up losing the production from them. If production automatically came in every 6 hours that would make it much more likely for me to get a positive return from my colonies - wasn't that a primary reason for colonies in the real world, natural resources?
And last, to search for a colony you have to have at least one explorer available. I've been sending mine out looking for scenarios (only found two in hundreds of searches, that's another issue), which means the one or two times I thought to try a colony recently, I HAD NO EXPLORERS AVAILABLE. So while I have the pop space and resources to maintain two separate armies, I have to choose to not send explorers out if I later plan to search for a colony. So the bottleneck for me isn't resources, it's the inability to finish an adventure and try a colony while my gens travel home, because there are no available exploders...
Anyway, my thoughts to improve:
1) The Conquistador - a premium pvp gen that automatically selects the best troop matchup if you have troops of that type under his command. no manual switching required. Maybe fights faster too to improve blocking opportunities.
2) Auto-Colony Shipments - every 12 hours, my resources are automatically sent home. (I would say 6, but let's give more active players some advantage, as they can collect resources every 6 while lazy jerks like me only get them automatically every 12)
3) The Guide - an explorer that can only search for colonies and recovers twice as fast as a normal explorer, make him an event explorer so I don't have to ante up gems to run more pvp. Maybe he also finds better colonies more often or something...
Anyway, trying to give constructive feedback here, I'm clearly not an active pvp'er but have run some pvp so I know what my frustrations were.
and point of the castle is??? would be nice if it held some pop, i think I would be more motivated to try to get it to next level....
It took me 4 try's to win a colony. One bad decision and it's over. I don't like it. If I screw up in an adventure I can fix it. You screw up a colony you have to quit. How about making the water castle pvp population only. How about star coins after reaching level 30 and an assassin and arrows for pvp. How about some guild play or tournaments.
The building is amazing, kudos to the designer.
The fact that it's a decorative non-functional memorial is less than spectacular.
15 levels huh, what a coincidence.