When is Gree going to respond to the tickets sent in? When are we goi g to see compensation for Fronline hits not counting correctly, Fltq hits not counting over numerous events costing factions to miss out on rewards?
Printable View
When is Gree going to respond to the tickets sent in? When are we goi g to see compensation for Fronline hits not counting correctly, Fltq hits not counting over numerous events costing factions to miss out on rewards?
The account transfer feature, which requires Game Center or GooglePlay linking, is designed to allow you to link as many Modern War games as you have to one Game Center or GooglePlay account, and then access all your games from any device you have linked. (You will have to restart the game after you link each account to get them all to show up on all the devices, due to technical limitations of the linking system.) You will be able to access the account switching feature through the Settings menu. (There is also a cross-platform account transfer feature using codes, but in order to access multiple accounts on one device you will need to link both devices to either Game Center or GooglePlay).
The build has been uploaded to Apple. We’re currently ensuring everything on the back end is fully ready to go. Barring any unexpected occurrences we expect to get this out to you next week.
While we don't officially support progress made against NPCs before the event goes live (which is why we don't guarantee that any progress made during that time will be preserved), you shouldn't be seeing progress lost that was made during the official event time. If you do see that, please contact support ASAP so we can look into it.
You're welcome! Thanks for participating!
Who in their right mind decided a 7 Day WD was a good idea? We did not like it when it was 5 days and have repeatedly asked for shorter WDs. With division now in place, why not make it a tournament where the Top 5 from each divisions moves on.
RE 2: This is a great idea, and something we’ll consider in the future, although it’s not on our current development roadmap.
RE 3: We’ve definitely considered this, and will continue to keep the idea in mind. We’ve heard mixed reactions from the players on whether this would be welcomed or not. A lot of players have expressed to us that they enjoy having the full cycle building up to the big event, but other players have indicated they’d prefer more shorter events. It’s not currently in our plans, but if there was really positive player reaction to the idea we’d be more likely to do this.
We're always looking for ways to improve performance. The animation system touches many areas of the game, so we approach changes to it very cautiously, but I can ask the engineers to take a look. We're hoping that the account transfers feature will let players migrate to newer devices, if they have them available.
My picks of changes would love to see. Please comment if you intend any.
Co leader title
Easy wall purchase
Npc stacking issue, somehow solve to prevent wasted energy during fltq.
Fltq, allow team to work on and round of the event.
Gold use, help prevent accidents. A system I found great come from Simpsons tappd out game. When use gold you get 5 second count down timer with cancel button.
Data usage - needs work. Maybe you can create generic set of npc and building and display them if image has not been loaded instead of transferring over cell. Prompt uses when open app if they want to update content or wait till they are on wifi.
Min requirements, hope this will not be used as a way to force players to spend gold in order to get the reward. It really should be set by faction leaders.
Better information on teammates participation in each event. Total faction points don't work.
We know that recently we’ve come up way short on a variety of fronts. We do realize that the recent issues have caused major, major damage to your trust in us. We really are throwing everything we can into making sure we can guarantee a stable and enjoyable experience for you going forward.
As far as our customer support, we’re always looking for ways to improve this, but please also realize that we have a very large number of players and the volume of tickets we receive at times can be quite large. In some cases, when the only possible resolution at the time is for the development team to fix the issue, CS may close tickets because the problem is being resolved on our end.
I really do understand how frustrating this is. I play other (non-GREE) mobile games and sometimes have to write in support tickets, and it’s infuriating to receive automated replies, have tickets closed without the issue resolved, etc. We absolutely want to do better than that, but like everyone else we’re trying to find the best way to balance the depth of our response with getting responses to tickets in a timely manner.
We’ve made several changes to reduce the amount of data usage by the app, so it should be much better now.
We don't necessarily recommend that you delete every time you reinstall unless there's a specific issue you're trying to fix, as that will cause high data usage while the game redownloads all the assets.
When the decision was made a few years ago to start pushing up the value of rewards I’m not sure any of the people around thought the game would last this long! I wasn’t here at that time, so unfortunately I can’t ask them whether it was supposed to lead to stats in the billions. That being said, players may not realize this, but the inflation of stats in percentage terms has been extremely consistent (a few short accelerations and slowdowns aside) for the past few years, so ultimately, the inflation of stats was a predictable outcome of the prizes we were awarding for our events. We should have done a better job planning ahead for some of the user interface issues that occurred and keeping a better handle on the progression.
The old battle mechanic had a random factor in each battle (in real life, the outcome of battle is not guaranteed), but this will occurs less under the new system.
The actual calculation is a bit complex. Overall, in each category your attack versus their defense is the most important part of the calculation. Your army strength is 50% of the battle outcome, army equipment is 30%, and soldier equipment strength is 20%. Each portion of the calculation (army strength, army equipment strength, soldier strength) is computed separately so functions more like a ratio. For example, if you’re 20% stronger on the army and 10% weaker on soldier and army equipment you should win the battle; however, if you’re 20% stronger on the army and 50% weaker on soldier and army equipment you should lose the battle.
The new system seems easy for players to eyeball and understand the battle results, but we are always looking at ways to improve new features.
There can be alot of movement of members in & out of factions. If a leader could turn off goals we wouldn't have members missing out on prizes by accident. For example - doing a FLTQ a member could have a low level account as their main but doesn't use it hit faction goals, instead they bring in a old high level account to do kills.
with the movement people can sometimes get lost in transition taking time to come back. Or goal finishes before their main gets back in.
Due to changes in the backend and how battles work, we are probably going to make 5.0 a required upgrade pretty soon. We are going to release it as a non-forced upgrade to make sure that there aren't any unpleasant surprises and then switch it to a forced upgrade. We strongly recommend that you upgrade ASAP, though, to take advantage of account transfers, recycle, and soldier equip!
We did not change the way skill points work in the battle calculation at this time. We likely will increase their importance (which players have correctly guessed has eroded over time due to inflation in overall stats) once we have the ability to allow players to reallocate their stat points.
1) After the new update, what exactly will determine winning/loosing, what will be the % effect of each category that has an effect on the outcome of the battle, and will we be able to see all of these factors in the battle results popup?
2) What will be the new factors on how many points you receive from a single hit during WD, and in what % do these have an effect on the points?
3) Is there also a % random factor added to the above questions?
We have made several changes to the most recent version to reduce the amount of game data used. As noted above, not deleting your old version when you install the new one will also reduce data usage because you won't have to redownload the game assets.
We try very hard to make sure that all changes in the game are explained clearly in the game. While we greatly appreciate our forum members, we understand that not every MW player is on the forums, and we don’t want people who aren’t reading them to be left out of the fun! Of course, we can put more information on the forums, and we do try to encourage people to check in here when there are big changes.
All buildings have a defense against raiding and the new ltq buildings have appropriate defense for the currrent stat inflation. We are working on surfacing this in game in upcoming releases. This is on our radar to update the building defense in the near future. :)
Will there be any consideration ('I apologize Tank', energy packs, etc..) given to players who have been locked out of their game for the past 2-4 weeks?
Will selling old LE sets or gold units be rewarded with extra valor to get some compensation for these now useless units in our inventories.
Points 1 and 3 of your question are hopefully answered by my colleague CrazyNerdGirl.
As far as the points in WD, we haven't changed how these work currently. However, we do feel like there are some improvements possible in the future, in particular to reduce the feeling that players are penalized for leveling up. We will definitely let you know well in advance before we go changing something like this, since we know it would impact the way you choose to approach the game.
I merged the questions in posts 27 and 28, since they're on the same topic.
We have made some changes to our beta process recently - the biggest is that we're now running the betas on a new server setup, which allows us to give our beta testers lots of new items to play with without being unfair to non-beta-testers during the beta test period. We're hoping to update the process further (in ways that show more to our actual testers), and these are really useful suggestions, thanks!
About release notes: one of the things we're testing in our betas is whether we have enough information about how features work in the actual game itself for people to understand how it works without any more input from us. Sadly, giving you guys more extensive release notes would make that much harder, since you'd know what to look for and where. I know that sounds like a cop-out, but when it comes out, take a look at how much we added to make Soldier Equip easier to understand between the beta and release.
Those particular items through the popup will still be available once our new fixes go live. We're continuing to investigate what else we can do to improve things. We know that this has been a really trying time for a lot of players, and we really do understand why you're upset.
Quick run down of the definitions and what they mean regarding soldier equip:
Your Army: These units are all of the items you have collected so far. This includes the ground, sea, air, and infantry units.
Your Solider: This is your current avatar in game. We are adding the ability to equip 6 items to your avatar. The unit types are Head, Weapon 1, Weapon 2, Armor, Feet, and Accessory.
Your Army Equipment: All army units that you bring into battle automatically equip up to 6 items (if you have extra items to equip)
As you can see, all units in the army benefit from the new equipment.
In regards to the PvP help text, the text is updated to reflect the new 5.0 changes. Overall it works the same way, except all of the army units you bring into battle can now have up to 6 items equipped.
When evaluating what features to put in next, we consider both the development cost of the feature and the likelihood that the players will actually want to use it. Much-requested features like chat are really expensive in terms of development cost -- we have to build a back-end system to support synchronous communications, then build a chat system on top of that, then QA it across a number of different platforms, network connections, and on-device keyboards. So that’s much less likely than, say, a gold confirmation popup, which is much less difficult, requiring only one engineer, some UI designer time, and a whole lot of QA to make sure it shows up everywhere.
Our community managers are actually paid GREE employees, and they do relay information back from you guys to the devs. Seriously, all the time, every day. But every time a dev comes on the forums, that’s time that they could be spending working on fixing bugs and building features, and we think you’d really rather they did those things?
Will the current system still be in place regarding one ally=6 units/soldiers into battle?
Meaning with 500 allies we take 3,000 soldiers which would means 3,000 x 6 items (18.006) including your avatar.
Will we win equipment items in events?will we have a building to "manufacture" items or do we just buy from store with cash/valour?
Why is epic boss being changed from using army stats? Everything people have spent a lot of time and working towards you are now making useless
Are you thinking of adding new faction bonus?
Why can't our stat bonuses count during the raid boss?
Can we please fix the problem with NPC spawning in on top of each other? I have to reload the map many times to spread them. This can't be "random" because it happens all to often.
Also, would it kill you to give us events we can finish with little or no money. Less than 100 a cycle and still improve our game? The money you demand would allow us all to buy game systems WITH games and extra controller.
Thanks for the suggestions.
1. I am guessing you are on iOS because Android has most of the functionality you are talking about. We are looking into porting it over to iOS, but other development priorities have come up. This is on our radar to port over to iOS.
2. This is something we can look into. Please write into CS with more detailed information like your device model and issues you are experiencing and CS will pass it on to the developers.
Possible Solutions Section: We know this is an issue and we have started brainstorming ways to present this information per event.
There already is Android beta testing. We ran a very successful Android beta for 5.0 over the week of Thanksgiving. (Thank you so much to all our testers who really came through for us before the holiday!)
As part of our changes to the beta program, we'll probably be looking for new beta testers soon, and we'll post here when we're ready for that.
I would be interested in beta testing
The games are actually three separate teams, but we do often work together on really big features and put them into all three games. Although we can’t always roll out every feature to all the games simultaneously, we do listen to feedback from the players who see it first and try to improve it for the ones rolling out later if we have time.
Many players have reached lvl 300. It would be nice if you raise this max lvl till 400 or 500