Welcome to the official Forum of the real time strategy game Battle Conquest! |
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| Incoming changes and new Features | |
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+139999 Piktas THAN0S XViper Fyrr nathor Bblazer Zee94 Thedude124 ExtoZi Savvage Pearl RuneSlayer 17 posters | |
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RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Incoming changes and new Features Thu Oct 03, 2013 7:22 am | |
| Hi all!
We wanted to inform you about some new features that we are working on and some changes coming up.
1) Duels
Players will be able to challenge other players in PvP with an invitation system.
2) PvP Tiers (Yet another change)
The 5 Tiers we introduced a while ago will remain, but the system will change a bit in an effort to provide a faster matching process.
- Each Tier will have a range of APs. For example, Tier 1 will be 500 - 700, Tier 2 1000 - 1200, Tier 3 1500 - 1700 etc.
- Each Tier will have a max unit level limitation. For example, Tier 1 up to lvl 4, Tier 2 up to lvl 8, Tier 3 up to lvl 12 etc.
- Each Tier will provide different bonuses (Loot, CPs/Influence, Drop Rate) exactly as it currently is.
Once at least 2 players are in the same Tier, then they will be matched no matter what their APs are. No more trying to create armies of almost exactly the same APs to be matched. A timer will be introduced in order to facilitate matches of more than 2 players i.e. 2 Vs 2.
Example: In order to play on Tier 1, a player will have to create an army of an AP value ranging from 500 - 700 and fielding units with levels no higher than 4.
3) PvP with AI controlled players' armies
If for any reason a player cannot find in a specific time interval anyone to play against in a specific Tier, then the system will try to match him against an AI controlled player army. This means that a human player will play against the units of another player, exactly as they are. If the human player wins, then he receives all rewards normally, but if the AI wins, then the player whose army was AI controlled, will receive a reward instead.
4) Tournaments
We will introduce a Prestige point system. Prestige points can be acquired by participating in PvP battles. Every week a Tournament will be held and the first 20 players with the most Prestige Points will be rewarded accordingly. A Tournament ranking system will be used to show the status of each player. Bear in mind that performance in battle will be rewarded with additional Prestige Points. (Eg. Less than 45% APs casualties = 5 additional Prestige Points awarded)
5) Weekly Achievements and News window
8 Weekly Achievements will be introduced, which will be shown in the News screen.
- Faction Supremacy (The Faction which gathered the most CPs)
- Guild Supremacy (The Guild which gathered the most CPs)
- PvP Annihilator (The Player who won the most PvP matches)
- Bloodthirsty (The player who won the most battles)
- MVP Star (The player who earned the most MVPs in battles)
- BattleLord (The player who earned the most CPs)
- Crafter Extraordinaire (The player who crafted the most items)
- Guild Benefactor (The player who made the biggest donations to his Guild)
The achievements will be calculated at the end of each week and the players gaining 1st page will receive an Achievement and unlock a special title. Each Achievement will have 3 levels representing the number of times the player succeeded in gaining a particular achievement. These Achievements will be shown in the new Battle Preloader.
As for the Patch notes, currently shown in the News every time you open them, they will be just a link redirecting the player to the appropriate thread.
6) Fragments transmutation
The players will be able to combine fragments in an effort to create a higher rarity fragment.
7) Healing Costs and Loot System
The Loot System will change and healing costs will be reduced. In an effort to normalize the economy, the new loot system when a player wins a battle will work as follows:
Base Loot (+-15%) + General's Performance (+5% to 15% bonus) + No. of Units in Battle
Base Loot: Depends on the battle difficulty. Easy/Normal/Hard/COOP/Nightmare/PvP
General's Performance: Depends on how good a player did in battle (Number of APs lost in the battle)
No. of Units in Battle: For each unit brought in battle, there will be an additional modifier which will generate more loot
8 ) Command Points will be used for COOPs and PvPs as well.
9) Mercenary units will generate loot depending on the type and level of the unit.
10) Trading Agreements between Guilds and between Guilds and Guild Members will soon be enabled. | |
| | | Pearl
Posts : 774 Join date : 2013-07-26
| Subject: Explanation requested. Thu Oct 03, 2013 7:33 am | |
| - RuneSlayer wrote:
- 8 ) Command Points will be used for COOPs and PvPs as well.
Why this change? This will limit players ability to play non-stop more than ~15 or so battles in a row. Probably won't affect me too significantly, as I talk way too much, get distracted & forget to battle; I can barely use up my command points most of the time ..... So, mostly asking for curiosity. The main effect, on me, will be ... that it will be almost impossible to get me to do PvP, for example (and probably some other players). I do PvP now a little to experiment with this aspect of the game [and I lose 90% of the time] ... so if I lose a command point (and get no conquest points, or loot, for my expected PvP loss) ... I'll pretty much refuse to do PvP. [At present, I don't mind the cost of losing at PvP & it doesn't use a command point; so doesn't bother me; however this new decision to have PvP use up a command point will significantly impact how I view the risk/reward calculation of PvP or not PvP] I'm not sure you want to encourage me (and possibly other players) to refuse PvP. Also, high level palyers, who want to maximize conquest points, will do more nightmare (99 conquest points) instead of cooperatives (80 or so conquest points). Especially as you can do a nightmare on >>> mode in 3 minutes & a cooperative takes ~5 minutes. This would seem, therefore, to possible, make less high level players do cooperatives, decreasing the cooperative population (and its already hard enough for some players to find another person to do cooperatives with ... based on faction chat).
Last edited by Joyce on Thu Oct 03, 2013 7:47 am; edited 1 time in total | |
| | | RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 7:46 am | |
| You will be surprised with the number of battles a user plays non-stop. This creates problems in the gameplay (CPs/Influence) and in the economy.
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| | | Savvage
Posts : 297 Join date : 2013-06-05 Location : Rosario, Philippines
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 7:52 am | |
| All these are good, very very good! BUT DON'T ADD CP TO CO-OP AND PVP! | |
| | | Savvage
Posts : 297 Join date : 2013-06-05 Location : Rosario, Philippines
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 8:08 am | |
| At least let PvP to be unlimited. I can barely get 10 a day. | |
| | | ExtoZi
Posts : 9 Join date : 2013-10-03
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 8:24 am | |
| - RuneSlayer wrote:
- 8 ) Command Points will be used for COOPs and PvPs as well.
Now that is a bad change, i think everyone will agree with that. It will do nothing good for the game, this is exactly what hundreds and thousands of gamers and I personally hate in online games(commonly represented as "stamina bars"). Please, dont do it. | |
| | | RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 8:35 am | |
| Somehow, I knew that everyone would only comment on the 8th point in my post. This change is still under consideration. | |
| | | Thedude124
Posts : 23 Join date : 2013-09-11
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 8:48 am | |
| - RuneSlayer wrote:
7) Healing Costs and Loot System
The Loot System will change and healing costs will be reduced. In an effort to normalize the economy, the new loot system when a player wins a battle will work as follows:
Base Loot (+-15%) + General's Performance (+5% to 15% bonus) + No. of Units in Battle
Base Loot: Depends on the battle difficulty. Easy/Normal/Hard/COOP/Nightmare/PvP
General's Performance: Depends on how good a player did in battle (Number of APs lost in the battle)
No. of Units in Battle: For each unit brought in battle, there will be an additional modifier which will generate more loot
Awesome changes overall! I was just wondering why the decrease in healing cost? Not that I will not take it, but it seems to me that healing was pretty cheap already unless you lost your entire army. Also, on point #8 I think it is a fine change as well if command points are generated much faster(10 min or maybe less). Currently it is possible to play non-stop pretty much if you alternate between COOP/PvP and solos(not that this a bad thing but maybe the devs want that to change slightly) However, as another user has brought up, if you run out of command points after this change you cannot do anything at all but chat or wait. That does not seem very fun. COOP was always nice because it did not use up those points which gave high level players an incentive to do it, allowing some interaction with low level players. If all matches take up Command Points then I will only do NM solos since that gives me the best return for my battles and maybe the occasional PvP once I am geared more properly. Thank you again for your hard work! This is just my 2 cents. | |
| | | Pearl
Posts : 774 Join date : 2013-07-26
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 8:57 am | |
| - RuneSlayer wrote:
- Somehow, I knew that everyone would only comment on the 8th point in my post. This change is still under consideration.
Ah, an excuse for comments on all the points then! *winks* - Duels: Fyrr ... probably ... *jumps for joy* & believing he has gone to heaven (or whatever the Dark side views as Nirvana);
- Pvp Tiers: Yah, great change;
- Auto AI's PvPfights will be helpful too.
- Tournaments. Sounds like great fun. [longer term, Tiered tournaments are something to think about; i.e.: only those who have been here a week; or two weeks; can enter each the one week or two week tier. That way 'newer' players can have tournament fun, in addition to the 'oldbies';
- Weekly Achievements and News window. Great fun --- *wanders off to stock up on even more fragments to get ready to craft*
- Fragments transmutation. Yah! Something to do with my 1,584 uncommon fragments *wonders how many uncommon fragments to make a godlike*
- Healing Costs and Loot System. A very good change. So can't just rush in >>> to win, need a little strategy & taking time for better loot.
- Command Points. 'nough said already
- Mercenary units. Great change, thanks for listening to the community.
- Trading Agreements between Guilds and between Guilds and Guild Members will soon be enabled. WOOT! *jumps for joy* Superb news!
Thanks for the heads up on the upcoming changes & we'll look forward to #1-#7, #9, and #10 | |
| | | ExtoZi
Posts : 9 Join date : 2013-10-03
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 9:05 am | |
| Only one question left - when? xD | |
| | | Zee94
Posts : 38 Join date : 2013-05-17
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 9:31 am | |
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| | | RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 11:44 am | |
| After a very tiring day...I have only one thing to say...
Reading the Community's comments always brings a smile on my face...
We wouldn't be where we are today and we surely can't go where we want to go without you....
A big thank you to all of you who love Battle Conquest... | |
| | | Bblazer
Posts : 190 Join date : 2013-07-04
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 12:35 pm | |
| aw, no info about special units still..... | |
| | | nathor
Posts : 289 Join date : 2013-06-21
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 12:50 pm | |
| - Quote :
- 8 ) Command Points will be used for COOPs and PvPs as well.
just to say, i will stop playing if this goes forward... i wont wait to play or pay to play if you end up selling command points for gems. | |
| | | nathor
Posts : 289 Join date : 2013-06-21
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 1:14 pm | |
| - Quote :
- Hi all!
We wanted to inform you about some new features that we are working on and some changes coming up. welcome back Rune! where have you been? we missed you.. - Quote :
- 1) Duels
Players will be able to challenge other players in PvP with an invitation system. nice! i know many players will be happy! - Quote :
- 2) PvP Tiers (Yet another change)
The 5 Tiers we introduced a while ago will remain, but the system will change a bit in an effort to provide a faster matching process.
- Each Tier will have a range of APs. For example, Tier 1 will be 500 - 700, Tier 2 1000 - 1200, Tier 3 1500 - 1700 etc.
- Each Tier will have a max unit level limitation. For example, Tier 1 up to lvl 4, Tier 2 up to lvl 8, Tier 3 up to lvl 12 etc.
- Each Tier will provide different bonuses (Loot, CPs/Influence, Drop Rate) exactly as it currently is.
Once at least 2 players are in the same Tier, then they will be matched no matter what their APs are. No more trying to create armies of almost exactly the same APs to be matched. A timer will be introduced in order to facilitate matches of more than 2 players i.e. 2 Vs 2.
Example: In order to play on Tier 1, a player will have to create an army of an AP value ranging from 500 - 700 and fielding units with levels no higher than 4. i like it! finally you are working on making the matching easier and stop the silly up and down aps to match the adversaries you see popping up in the pvp menu! but I fear top players will still be a bit abandoned there in the top tiers with their top tech and level 10+ armies not being able to match many(can you give us optional handicap so we lower our tier and be able to find matches?)... anyway, seems a great change.... and in due time because the pvp is getting empty. - Quote :
3) PvP with AI controlled players' armies
If for any reason a player cannot find in a specific time interval anyone to play against in a specific Tier, then the system will try to match him against an AI controlled player army. This means that a human player will play against the units of another player, exactly as they are. If the human player wins, then he receives all rewards normally, but if the AI wins, then the player whose army was AI controlled, will receive a reward instead.
i love this! will we have a separate army configuration like "AI pvp army set" ? can you make recording of these battles? lol! i am soo greedy! please do it, its great! - Quote :
4) Tournaments
We will introduce a Prestige point system. Prestige points can be acquired by participating in PvP battles. Every week a Tournament will be held and the first 20 players with the most Prestige Points will be rewarded accordingly. A Tournament ranking system will be used to show the status of each player. Bear in mind that performance in battle will be rewarded with additional Prestige Points. (Eg. Less than 45% APs casualties = 5 additional Prestige Points awarded) yay! i will definitely pvp more with this! - Quote :
- 5) Weekly Achievements and News window
8 Weekly Achievements will be introduced, which will be shown in the News screen.
- Faction Supremacy (The Faction which gathered the most CPs)
- Guild Supremacy (The Guild which gathered the most CPs)
- PvP Annihilator (The Player who won the most PvP matches)
- Bloodthirsty (The player who won the most battles)
- MVP Star (The player who earned the most MVPs in battles)
- BattleLord (The player who earned the most CPs)
- Crafter Extraordinaire (The player who crafted the most items)
- Guild Benefactor (The player who made the biggest donations to his Guild)
The achievements will be calculated at the end of each week and the players gaining 1st page will receive an Achievement and unlock a special title. Each Achievement will have 3 levels representing the number of times the player succeeded in gaining a particular achievement. These Achievements will be shown in the new Battle Preloader.
As for the Patch notes, currently shown in the News every time you open them, they will be just a link redirecting the player to the appropriate thread. great! another thing, in the battle preloader put also the fame, cps and most important, the guild of our cooper or adversary. - Quote :
6) Fragments transmutation
The players will be able to combine fragments in an effort to create a higher rarity fragment. *nathor looks at his drop rate set with a smile* - Quote :
- 7) Healing Costs and Loot System
The Loot System will change and healing costs will be reduced. In an effort to normalize the economy, the new loot system when a player wins a battle will work as follows:
Base Loot (+-15%) + General's Performance (+5% to 15% bonus) + No. of Units in Battle
Base Loot: Depends on the battle difficulty. Easy/Normal/Hard/COOP/Nightmare/PvP
General's Performance: Depends on how good a player did in battle (Number of APs lost in the battle)
No. of Units in Battle: For each unit brought in battle, there will be an additional modifier which will generate more loot hmm, they type of units we bring will matter? and how much? await details to judge but seems ok. - Quote :
- 8 ) Command Points will be used for COOPs and PvPs as well.
really no way, for me this will be a game killer. i wont wait to play or pay to play if you end up selling those command points. a great thing about this game is that you can play as much as you want at least in coop mode. i will most surely leave the game if devs dont lets us grind as much as we want or nerf free grinding to unacceptable levels... just dont do it! - Quote :
- 9) Mercenary units will generate loot depending on the type and level of the unit.
good! still to see if it is a good deal to grind with them... their loot might not pay up their fees. - Quote :
- 10) Trading Agreements between Guilds and between Guilds and Guild Members will soon be enabled.
sell what? salted elfs? | |
| | | nathor
Posts : 289 Join date : 2013-06-21
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 1:21 pm | |
| - RuneSlayer wrote:
- After a very tiring day...I have only one thing to say...
Reading the Community's comments always brings a smile on my face...
We wouldn't be where we are today and we surely can't go where we want to go without you....
A big thank you to all of you who love Battle Conquest... you have been gone for a while that i even stop checking the forum... only saw this great post now! everything great, but point 8 which is extremely bad! please dont nerf the free grinding! | |
| | | Fyrr The Unyielding
Posts : 802 Join date : 2013-05-31
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 3:27 pm | |
| Ha! I gave up hoping on ever seeing such posts. Prepare for some people whining how I spam about duels then. Works for dark vs dark too, riiiight? Details when available, seems nice so far. Tiers. Long timer would be bad. And you're saying I couldn't bring 3 lvl 13 units? Small ap, high level... Level and army size don't need to be connected. I don't want to pvp only with large armies. I hope you didn't mean that. And right, now people try to get that +25 AP advantage, so they will start getting 200 ap advantage! Hmpf. And still not addressing the 'pvp is about godlikes' complaint. But if duels + AI thingie are done right, then such tiers miiight work. Ai controlled stuff - what armies? Does it mean it's possible to get a specific offline player with +drop pve gear to mirror that army for the hungry pvper to kill? Or random player? Or same player's mirror version? Affecting the AI player's winrate?.. Damn I'd reaaaally like to get some offline lighties armies to vs. So much potential... Prestige... Well if it will be possible to pvp more, then ok, but if not... It could end with like 30 people having the same prestige and only 20 getting the reward? (eg if all of them got 1 pvp in that time and got +5 additional..). What rewards..? For all pvp participants or only winners? I see some problems either way, but meh not a good place to discuss too much. Achievements! PERFECT. Again, pvp limitations... More willing darkies, so the achievement would always go to lighties. =p 1st page means how many people? Get a link to show that beside reloading. But perfect idea!!! (I'm so shallow, aren't I?..) Ah finally a way to clean up frags. Don't make godlikes too common. Or too unachievable. Or based too much on rng, because some people are naturally way more lucky (getting 3 gl frags when breaking, others always 1..) But nice, now getting a common frag wouldn't feel like an insult. Loot system... Huh, seems nice, slightly discourages charging though. Oh well I'll live with less rewards. And discourages naked units? Now people use them for more loot.. Guild trading, yay, hurry up. Almost everything is better than current situation. As for cmps for coops/pvps... HORRIBLE!!!Would mean no one will pvp. I won't coop. People will leave. One of the features of this game is battle however many times you want. It works perfectly now. If you introduce limit... For gems - greedy, same as any other game, awful. If no way to regen - frustrating, limiting etc. Not nice at all. If you raise regen too much - it's just the same just more annoying. I see no problem if some people want to fight non-stop. I used to do that too. Eventually it gets boring. Current free coop/pvp is working even with those future achievements, if you had any doubt. Well remember how people were so unhappy with reduced epic/gl stats? WELL THIS IS EVEN WORSE. this is a battle game, why the hell limit people like this? Forget the idea, seriously just forget it. Now people are unhappy enough as it is, lack of updates etc, and if you'll limit even battles, not gonna end well. Just give us some shiny new stuff for now to play with, instead of more limits. Even I don't want to see every potential pvper leave. =p /end rant [maybe in due time, with separate solo/coop/pvp pools and using up a pvp point would regen a solo/coop point? But definitely not now, no need to rush] Other points - nice, maybe some thinking required etc, but really exciting. Maybe release some details in separate threads eventually so you don't have to read such long posts. Now answer our questions, (cough and my past PMcough) and work on all that stuff, and forget command points. So many great ideas... Just promise to not change current cmp usage and we'll happily wait for you to implement the rest. Patiently even, if you don't disappear for too long! Now what to do with those pvp achievements... /wanders away thinking of godlike elves | |
| | | XViper
Posts : 830 Join date : 2013-08-23 Location : Australia
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 6:38 pm | |
| Firstly, yay! Another informative post from RuneSlayer. We have missed you. Can't believe I didn't see this sooner. Damn time-zones and sleeping. - Quote :
- 1) Duels
Players will be able to challenge other players in PvP with an invitation system. Sounds like the answer to all the PvP players prayers. - Quote :
- 2) PvP Tiers (Yet another change)
Another fantastic addition. - Quote :
- 3) PvP with AI controlled players' armies
Extremely interesting concept. I like it! As Fyrr has asked, a little more information? Does it take armies from online and offline players? How does it choose which units they have available to field? ie. If the player has 15 units in his/her barracks, will it create some kind of balanced army from all available units? Will item durability be affected for the gear of the AI controlled player? Are the rewards for the 'AI player' winning the same as it would be if it was player controlled? - Quote :
- 4) Tournaments
Another incentive for PvP. Good stuff! - Quote :
- 5) Weekly Achievements and News window
Indifferent, but I know many people like "achievements" so I cant see it in anyway being a bad thing. - Quote :
- 6) Fragments transmutation
I LOVE you.... seriously, and I HATE you at the same time. Do you have any idea how many fragments I 'had'. Had being past tense, because I've just gone and completely blown almost all of them on crafting useless crap, and breaking many of them trying to get that one extra stat, as I figured they had no other purpose. I am so sad right now...... But please, more information. How will they be 'transmuted'? What are the chances? How many fragments do you need to use? Like, combining 5 Uncommons gives you a rare? Or has a 50% chance to give you a rare? If you fail, what happens? Do you lose all the fragments you put in? Details! - Quote :
- 7) Healing Costs and Loot System
Hmmm... quite a big change, but I think I like it. However you might need to check some balancing. As generals performance is now included (which I think is a great idea), you might find people able to benefit much more from easily wiping Normals, than playing Nightmares. If winning a Normal becomes more profitable than winning a Nightmare, you have a problem. Just something worth considering. - Quote :
- 8 ) Command Points will be used for COOPs and PvPs as well.
Well.... as everyone else has said. Love the rest of your stuff, but this is a terrible idea. I do somewhat understand your thinking behind it, but unless you're going to significantly modify the generation or max cap of CP's, this will border-line end your game. I understand the problem that someone who has endless amounts of free-time (no job, family, school, Uni, etc) can potentially cause to the game 'meta' by playing so much it begins to cause imbalance. Having said that, the reverse also becomes an issue. As someone who works full time, has a Wife, 2 kids and very little free time, I have 'pockets' of time where I can play. In that time I try to fit in as much as I possibly can. Sometimes more than others, sometimes none at all. As it stands with only a max of 10 CP's and 30mins generation, I find myself powering through those 10 as quickly as possible, then I play Coops while I wait. Given say 1-2 hours, I can potentially push through 14 (10+4generation) Solo's with maybe another 6 Coop's thrown in. Then I may not be able to play again for another 12-24 hours. If all battles used CP's, I would find myself to play a potential maximum of only around 14-16 battles per day. On a weekend I could play maybe over a longer duration and get in a few more battles. However many of us only have short spans of time in which we can push out our battles, many of which consist of Coops as the CP's for Solos are used so quickly. This change can absolutely not be implemented unless you reduce CP clock generation or increase max CP storage to something like 50. However even then you face what others have mentioned. People are that interested in ROI (Return on Investment), will simply only run Nightmares, as that will likely be the highest profit (and fastest to play). No one will play Coops, as it just won't be worth the time. Noone will PvP because it will be too risky to lose CP and gain nothing. I hope that didn't sound too ranty. I tried to make my comments constructive. - Quote :
- 9) Mercenary units will generate loot depending on the type and level of the unit.
Will make people use Mercs at least . However; details? Depending on type and level of the unit - Means what exactly? How will this compare to the generation of regular troops? - Quote :
- 10) Trading Agreements between Guilds and between Guilds and Guild Members will soon be enabled.
Does this mean Guild Vault? You mentioned 'soon' again.... >_> No one likes that word..... - RuneSlayer wrote:
- After a very tiring day...I have only one thing to say...
Reading the Community's comments always brings a smile on my face...
We wouldn't be where we are today and we surely can't go where we want to go without you....
A big thank you to all of you who love Battle Conquest... A big thank you to you too RuneSlayer. You (and the other Devs) cop a lot of shit, and us (the players) are never shy at dishing it out. You might not always explain yourself fully initially, but you always have the patience to get there in the end. Because lets face it, very rarely will a player understand the logic behind a Devs decisions or ideas, especially if it negatively affects them in any way. | |
| | | THAN0S
Posts : 104 Join date : 2013-05-26
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 7:06 pm | |
| General's Performance: Depends on how good a player did in battle (Number of APs lost in the battle)
This needs to have a racial modifier. Elves already have serious advantages when it comes to loosing less, while humans have the same advantages, just to a lesser degree as their Cav is slower and their archers are less awesome. What I am really saying is that if you take the same player with an Elf army against any PVE army and you take the very same player but put them in charge of a Dwarf army against the same PVE army you are going to get drastically different results when it comes to losses.
Formation shattering Cav charges and unit decimating long range volleys of arrows = low losses.
HI wall vs oncoming enemy hoard backed by enemy archers your slow@ss units take forever to get to and your own archers have to walk into enemy melee units to get into range of = higher losses.
I have played with a TON of elves in COOP. Competent Elf players with HI will almost always take MVP if playing with a Dwarf and if they didn't then the Dwarf suicide rushed with everything he had taking tons of losses and intentionally throwing soldiers into Friendly Fire.
I am not being even close to crazy when I say that whatever reward you would give an Elf player for loosing 1/2 their AP in a fight, a Dwarf should get double and humans should get a 10-20% bonus. I don't know how the Dark races compare, but they probably deserve the same bonus that the humans get. | |
| | | XViper
Posts : 830 Join date : 2013-08-23 Location : Australia
| Subject: Re: Incoming changes and new Features Thu Oct 03, 2013 7:32 pm | |
| I think that's a bit rough THAN0S. I play Elves, and my archers have no problem taking a ton of deaths at the hand of enemy archers. Your theory may apply a little in Coop, where an archer heavy Elf is going to take less casualties when backed up by a Melee heavy ally, but that is just army composition and logic. Elves take archers because Elves have better archers. Dwarves take HI because your HI kick ass. In Solo I would hazard a guess results based on race wouldn't be very different at all. I can get quite a few kills with my archers before the enemy gets to me, but when they do, my lower endurance and lower stat caps cause me to die quicker than any Dwarf does. I really don't think there is a balancing issue there? Although I would be happy to record down my losses, healing costs and profits compared to your own (before and after the patch). In fact I've already been doing that for some time if you're interested? (I'm considering myself one of those competent players ) | |
| | | Piktas
Posts : 511 Join date : 2013-05-08 Location : Amber Shores
| Subject: Re: Incoming changes and new Features Fri Oct 04, 2013 3:03 am | |
| If co-ops and pvps will have a limited amount to them because of command points then it's more than likely that Dark Legion players will get most of the achievements consistently because they simply have more command points to use. There is no way any other race will be able to compete with an active DL player. | |
| | | 9999
Posts : 331 Join date : 2013-05-02
| Subject: Re: Incoming changes and new Features Fri Oct 04, 2013 3:46 am | |
| DL Players dont really have more command points. There is only an 1:30min "advantage" to rebuild a new one (28:30min instead of 30:00min).
Ps.: In my opinion, this is the badest racial bonus from all races.
Last edited by 9999 on Fri Oct 04, 2013 4:01 am; edited 1 time in total | |
| | | THAN0S
Posts : 104 Join date : 2013-05-26
| Subject: Re: Incoming changes and new Features Fri Oct 04, 2013 3:54 am | |
| - XViper wrote:
- I think that's a bit rough THAN0S.
...where an archer heavy Elf is going to take less casualties when backed up by a Melee heavy ally, but that is just army composition and logic. Elves take archers because Elves have better archers. Dwarves take HI because your HI kick ass.
And there is the essence of my argument. Thank you for making my point as an Elf player. When heal times were getting over 30 minutes for my lv10 HI (before the change) it was insane that I was waiting an entire 30 minutes for my troops to heal while my Elf friends were completing their 3rd battle! Things are a bit better now since the time to play out a COOP takes longer than my longest healing times (if just), but that still doesn't change the FACT that competent Dwarf players are paying out more gold for healing costs every single battle they participate in than Elf Players or smart human players. Fighting Elf players, at this point, will advance faster and gain more troop/hero XP than any other race. Even if COOP and PVP cost CP that will not change. | |
| | | Bobba
Posts : 782 Join date : 2013-07-19
| Subject: Re: Incoming changes and new Features Fri Oct 04, 2013 4:06 am | |
| I already avoid coop as it is because NM is better reward and I don't play often enough to go past my command points. However, I still rarely play coop. If coop took command points, I would *never* play coop. I still might pvp now and then but regardless it's just another thing to discourage players from pvping. It already takes long enough to do pvp without nerfing it more. If anything it needs a boost, which might happen with these "prestige points" if they can be used to buy frags or maybe even items. I agree with Fyrr, allow players to duel other players of the same faction in addition to opposite faction, and it will be shining, shimmering, splendid. It will be much easier to find pvp partners this way. And I will be a very happy Bobba. The tier adjustment sounds not perfect but at least an improvement over the current system. Many other improvements. It's mostly just the number 8 I don't like, though implementation of some of the ideas needs to be done carefully. Especially the reward reconfiguration. I think it's a great idea making rewards less unit-type dependent since it encourages different strategies in battle, however make sure that reward gradually grows as the player fields more and more AP (or maybe higher level units?) and make sure reward is not too low for higher level players. I'll be looking forward to finally getting my HI some level ups again though, for sure. Also, be careful with PvP vs the AI. It's called pvp for a reason after all, it's most fun when we actually get to fight other active players, not just their armies. I guess PvP against AI is still better than no PvP at all though... Looking forward to these updates, Rune. | |
| | | Piktas
Posts : 511 Join date : 2013-05-08 Location : Amber Shores
| Subject: Re: Incoming changes and new Features Fri Oct 04, 2013 5:22 am | |
| - 9999 wrote:
- DL Players dont really have more command points.
There is only an 1:30min "advantage" to rebuild a new one (28:30min instead of 30:00min).
Ps.: In my opinion, this is the badest racial bonus from all races. hm... my bad then. | |
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