Karvest
Well-Known Member
he used +100%HP, +100%LR,+100%MADid you use a crazy amount of temporary military buildings or did they just destroyed the app ?
Not sure how many days of troops production was wasted...
he used +100%HP, +100%LR,+100%MADid you use a crazy amount of temporary military buildings or did they just destroyed the app ?
In most games, there are several ways to get stronger, not just loot drops. Grinding is a very common optional strategy in many games where despite the same enemies always dropping the same loot you get stronger in other ways.In every other game, if you want to get stronger with your new armor, you need to fight new stronger enemies.
… (hence the examples above: you'll have an easier time in the tournaments with AW than without them, or with premium expansions than without them), but we don't want to make the game e.g. entirely pay to win, where you buy 20 premium expansions and e.g. get all the rewards basically for free every week for you and your fellowship. We don't think that's a fair approach either …
Yeah, I don't think it is sustainable. The boosts above are probably not sustainable on a weekly basis to begin with. Then with those boosts even with manual combat fighting 2x+ enemies will result in non-trivial losses. Given squad sizes at those levels I doubt many would be able to recover those losses, at least without multiple Brown Bears setup.he used +100%HP, +100%LR,+100%MA
Not sure how many days of troops production was wasted...
Not necessarily, as this way they may be at the top of the tournament charts if that's their goal.
Rhetorically, it’s easier to sell premium expansions to paying customers by being able to say, “premium expansions will not raise squad size or difficulty whatsoever in tournaments!” instead of having to nuance, “while, technically speaking, premium expansions might slightly increase squad size, in terms of cost-benefit analysis ..."
I believe you used simple numbers for the sake of simplicity, but I'd like to confim:
Player B should pay ~1800 crystals, not 2,000, right? Because you still want to reward progress and "Progression should always give you more benefit than the negative impact it has on difficulty "
The goal is not to make it "relatively just as challenging", is it?
Why not just link difficulty/cost to chapter only? That way those who want to make the tournament easier for themselves can optimise their city for that goal, and those who want to focus on other things can optimise their cities for those goals instead? I don't see why we have to make all cities equal.
But starting at some point extra expansions give nothing to fighters, so each next is a pure loss.They are saying that the benefit to your city of a premium expansion is greater than the negative it may cause in tournament and Spire from making your squads and the enemy squads a little bigger.
Yes indeed, that would be even better put, thank you.
Before going into the weekend, please let me already share with you 2 changes that we strive to implement before the next tournament will start next week:
Other changes are still being worked out and probably won't be ready yet before the start, but may be gradually implemented while the tournament is running. When we have more specific info to share on that, we will.
- We will remove Guest Race Resources from the Squad Size Upgrade techs, so players who have skipped those can unlock them without having to rebuild settlements.
- We will implement a way to make certain unit types appear more often in certain tournaments, to bring back some more flavor, enable Fellowships to plan better again and make sure the expiring battle buildings can be used more strategically.
Thank you all once again for your input, have a nice and relaxing weekend and try to rest a bit, for we have a new week of testing ahead of us
But starting at some point extra expansions give nothing to fighters, so each next is a pure loss.
That's it, there is nothing that you can place there to increase troop production or their strength at some point. And I passed that point long ago.If I can put something in those expansions that helps me increase troop production to counter the increase in troops needed to fight, then I consider that good enough for me.
Now when it comes to balancing I will only point to AWs because thats the only factor we can change as a players by deleting it. When you trying to balance things you need to take extreme edges on both sides and balance those 2 first. 1 year ago, which i have pointed back than, the difference between 0 AWs and 26AWs*30lvls= 780lvls was 334% it was said its minimal, 1 year later with 2 more chapters and 5 more levels we are at 415% and thats just 1 single year. What does that mean?
I will describe it in exact example, maxed out city, with all expansion, province 60 (so you can see some big numbers)
City 1: 0 AWs, our sqaud size is 33240, enemy SS is 76452
City 2: 780 AWs, our sqaud size is 111000, enemy SS is 255300
City 3: 1050 AWs, our sqaud size is 137928, enemy SS is 317235
Seriously? That is, those players who did not pay due attention to the fact that they need to accumulate guest for these technologies are still a plus? It was clear to the donkey that they needed to save up. You have a wonderful strategy ...We will remove Guest Race Resources from the Squad Size Upgrade techs, so players who have skipped those can unlock them without having to rebuild settlements.
Seriously? That is, those players who did not pay due attention to the fact that they need to accumulate guest for these technologies are still a plus? It was clear to the donkey that they needed to save up. You have a wonderful strategy ...
If you are so compassionate, can you increase the KP in the additional chest from 10 to 50?
I apologize if i hurt anyone, but you, Marindor, hurt me much more with your innovations. Why were guests removed from the units? Where is everyone's favorite strategy? Why for a long time it was more difficult for me to fight and buy out the tournament than for another player who came into the game later than me and did not teach all these technologies to the squad? He developed to my head, became just as strong, but it was easier for him.I don't think these players will appreciate you comparing them with donkeys. Could you leave the sarcasm and stay respectful towards your fellow players, please? Thank you.
This is already encouraged by expiring goods. I know many players with multiple towns who quit those extra towns at some stage during expiring goods as it is too onerous to maintain too many towns in that stage of the game. A more casual approach is to keep your town out of too many expiring goods. A casual play style and expiring goods just don't mix, they are opposite as goods expiring encourage active not casual play.What we ideally don't want to do, is favor one play style over the other. By just tying difficulty to chapters, we would basically encourage players to stay in low chapters and massively boost their AW without progressing in the game.
So far we see the feedback from casual and mid tech players is basiccaly that the new system is working fine for them. They don't have too hard a time, often even get a bit more points than previously, and with a lot less tedious clicking.
Sadly this current iteration does exactly this and there is not a huge amount that can be done about it. While your reasons for making the game easier for newer and casual players make sense, the reality is this is what push accounts are. You can't make it easier for this group and discourage a section of that that same group at the same time. This is exasperated even more in this iteration, by making it harder for a single player to earn KP in the tournament. So instead of earning 1,000+ or 1,500+ kp (yes extreme examples) a week by themselves without pushing, the only options for those players are to be satisfied with significantly slower progression of wonders or create casual push accounts.tournaments. While we don't have the illusion that we will be able to get rid of pushing entirely, we at least don't want to encourage it or make it attractive.
Therefore our aim is, for example for players who put 3000 KP in their AW, to make it just as hard/challenging as for someone who put these same 3000 KP in their tech tree. This is not to "punish" anyone, but it's a way to try and make it fair play for everyone, no matter your play style. I'm not saying we're there yet and we have found the ideal solution to everything, but that's what we're aiming to achieve.
We will remove Guest Race Resources from the Squad Size Upgrade techs, so players who have skipped those can unlock them without having to rebuild settlements.