Il be lucky to get 1 every 4 days
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Thanks for all the feedback. The meeting actually got moved to this week, but I've gone through all of the pages and compiled some of the good posts I've seen. I'll bring them up at the meeting later this week and see if I can get some responses.
Here is what I have:
1. Attack/defense skills need to be more useful/we need to provide more information on what they do
2. Defense buildings are no longer useful
3. WD matchup: team size/average strength has to be a factor
4. Inventory system: attack, defense, alphabetical
5. Show unboosted stats of each type (air, ground, sea)
6. Detailed event steps before event is released
7. Potential skill reset:
First reset = free
Second reset = 50 gold
Third reset = 250 gold
Fourth reset = 1000 gold
Capped at 4 resets in a rolling period
7. More valor/cash uses (any specific ideas?)
8. More sea buildings
9. New type of event (there is already one in the works I believe)
10. WD split into tiers
11. Allow promoting/demoting players during WD
12. Have more unlockables at higher levels
Common things asked for that we won't do
1. Increase level cap / vault cap
We have data that lets us know when we need to increase the level/vault cap. We'll let you know when we increase them.
2. Allow member kicking during WD
We already had tons of problems with the early WD's with players getting kicked right after WD ended before the prizes were credited. We are never going to allow member removal during WD, so choose your faction members wisely.
3. Gold transfer/bank/trading/producing building
Trading is too hard to balance in this game and we are not going to open that can of worms. Also, gold is going to stay separate from cash. We are not going to have two different types of currency production.
#3. I think the best way to have fair matches is make sure that players on both teams can attack players in the other faction. One of our biggest complaints is when we are matched with a team that none of our 52 members can beat. We have a few players in the high 20 million range of attack power but when we are matched with a team of 4 with the lowest defense of 42 million all we can do is hit the CC.
So rather than solely basing matches on total or average stats there needs to be some way to match teams where both teams can win an attack. I'm not saying every player should be able to win a fight but there needs to be a few that can.
#7. Have new buildings that can only be purchased with valor. Maybe a health regen building, cash output building, attack power building etc. make the upgrades require valor.
Also offer folders, Indestructible units, with valor.
Have events that require the use of valor.
Just find a use for it or stop giving it out as rewards.
How about starting events a few hours earlier so that uk and eu don't keep losing a full day on them, start them all at the same time as war starts, 23:00 here and event just starting, shame I got be up for work in 6 hoursi can start playing at 18:00 tomorrow 19 hours lost again
Thanks gree
Valour is an interesting commodity that has no value in the game but to lower members, higher level members cannot buy any units that will make their 3000... So suggestions are that valour can be used to build boost buildings... This time high level players get something to spend their valour on, which as they have more valour than low level players puts them at an advantage does not help the lower levels and just makes the strong stronger.... You could use it for concrete or folders, but again the large factions gain, all the big streak factions can suddenly build level 15 walls and beat as many bosses as they want... Again widening the gap... Honest opinion on valour, a one time conversion of valour to cash and it is gone from the game... To large factions cash is worthless but can be traded with lower factions for folders and concrete giving an injection of cash to the less strong factions... Lower factions get a cash injection from there own valour conversion... Valour is then removed from the game...
Defense buildings have been mentioned, there is now little point to these and they should be replaced....
Definitely agree with some of those ideas such as inventory management, skill point reset, and definitely the fix on the cash/valor units. I think something fun would be to add some new types of bonuses. It would really spice up the game imo because I love getting bonuses for stuff like upgrade time and cost reduction, or even just health regen. Just an idea maybe. Also I hugely support the WDE point consistency fix, along with fixing how players can lose fights to players with MUCH lower stats. Both of those inconsistencies have bothered players for awhile now and it would be awesome to see them finally fixed.
My original post didn't get much attention but I'm going to reiterate: if you don't account for the distribution of power, you will never get it right. I taught college first-year engineers for four years this principle: averages and totals are very misleading and can be VERY easily manipulated to gain an advantage. If you ignore this fact you are just going to waste valuable time and money on fixing a symptom instead of the problem. 2000y2k put it in more layman's terms than I did, but hit on the same general principle:
If your software engineers can't develop a procedure to quantify the distribution/makeup of each faction, then you need new software engineers. I taught 18 and 19 year old freshmen who could do this without too much difficulty, so surely your people can too. Something that uses the standard deviation in conjunction with the average would be a step in the right direction (you can't use standard deviation by itself though - it is meaningless if it isn't normalized against a standard somehow), but I think a method involving the root-mean-square would honestly be your best bet at making the matchup system more fair.
Now think of all the money I just saved you in free consulting; except any engineer, computer scientist, or mathematician worth their salt should have been able to tell you something similar, or at least warned you of the pitfalls of using totals and averages. The current system is just sloppy and way too easily exploited.
It's not that we can't, it's twin factors of how long it takes to make that work in a scalable real-time scenario given the existing tech over here (not the possibility, just the actual time needed to make that happen), and also making sure that the change produced is actually desirable in large-scale practice. Distribution of power is something we've talked about a LOT over here in regards to the match-ups.
We actually tested some improvements along these lines over in Kingdom Age's WD-analog, but we had to revert the changes rather quickly due to some unforeseen bugs. It'll take a bit longer, but this is the direction we are moving in.
TLDR: We're aware the current system is sloppy and are working on it.
So you are going not even going to bring to the table how the WD punishes active players participating in all the events being punished in war for being high level? To me this sounds like you are encouraging players not to participate in all of the events. I would think you would like to reward your loyal daily players
Hey guys, just wanted to drop by and let you know that all suggestions and feedback has been gathered thus far, and has been taken into a fair amount of consideration and has/will be passed over to our developers.
We are continuing to gather more feedback, so please do feel free to provide more to your hearts content and we will do our best to keep you posted!!
How about raising the cap for energy refills? The amount required to complete LTQs is consistently being raised, while the standard refill of 1000 hasn't been rebalanced yet? You guys are slowly but steadily encroaching on one hit per refill, I think it is time to reconsider adjusting how much energy is given per refill.....or lowering the amount of gold required to refill. It hasn't been adjusted since you guys bought Funzio.