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It‘s normal to first learn the rules to become good, and on next stage learn how to exlpoit the rules to become even better. Skipping defences/pvp to succeed in what’s indeed hard is something like crossing the street on the red light when you consider yourself competent enough to know for sure the road is empty. It’s possible to punish all violators, competent or not, but in so many real life cases rules and strict instructions are only good for newbies and would only harm the professionals’ work.
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Sand Apple, you better search for chatboxes where you can complain about life, all games in the world, the place you live etc. instead of placing useless comments to any post in this forum. Try to help Berserker and all the developers instead of burning them and the game down!
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OK, i think I more clearly understand your objectives, but you did not respknd to question 2 and 3. How wil we know if it worked, and when? Thanls Bers
I thought it answers 2 and 3. The goal is to increase investments into war aspect - building more defenses, training more units or as an alternative - participate more in PvP. So far I see players are not skipping on defenses as much as they used to be which means update works. We only need to smoothen the rough edges here and there to make those investments reasonable.
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Sand Apple, … instead of placing useless comments to any post in this forum…
It would be a good guess to think someone is posting on the forum because that person does not find their own comments useless. Experienced players of this game say what they have to say. I understand you posted this personal message to me in this public thread because you think your reaction deserves to be generalized as public reaction. But that’s precisely what i think of my reactions voiced here. There’s not much feedback from a noob’s point on this forum at all, and i dared attempting to ‘represent’ this group. While i know of the reasons why preventing noobs and especially disgrantled noobs from having a say here at all can be everyone’s choice, there’ll have to be found more effective ways to shut me personally than just telling me to shut up.
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My current hero, with 4 victories, had all 4 of the first CH's 10 cells out. A member in the new continent, with no victories, has theirs 12 - 13 cells from dwelling. Given how few explorers most new heroes have, in the first week or 2, would it not be better, for new players, to have their initial CH's closer, so they can find them sooner. Would suggest 4, 6, 8 and 10 cells out, or all 6 cells, maybe. So they can start figuring them out sooner.
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Just because it's unlikely, a new player can make an informed report, I am going to run a test, or others could share their information. Today I have started 2 heroes. Madam Mim is a restart, a hero with 1 victory and the rewards from it. Viviane is a totally new hero. I will take them both to hero level 5 and the end of stone age research, then leave the Creature Habitats untouched, to see what arrives, in what numbers and when. Both are collect.
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No, the goal is not to increase PvP. The goal is to make players invest into either defense or offense if they skip PvP.
If that's the case Bers, then it's not compatible with the Culture victory requirement. I know you had replied that the creatures do not attack towns with higher culture a lot, but they still do attack as I noted while trying to do Culture vic at hero Wrath, especially when they are dragons. The hero is really vulnerable at the stage when the army and tower buildings are being destroyed and culture is not that high yet. This is an area that would need to be tweaked. The other area that should be addressed is the gap between when witchdoctor huts become obsolete and when nurses become available. This issue has been raised even before the creature attacks. Previously it could be "managed" by having the hero/army lay low until the research caught up. This can't be done with creature attacks. Hero Syzen lost the witchdoctors right after the WD huts turned red during creature attacks, leaving the army at a significant disadvantage. So perhaps this should be tweaked as well.
Edited -1 second later by Syzen.
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If that's the case Bers, then it's not compatible with the Culture victory requirement. I know you had replied that the creatures do not attack towns with higher culture a lot, but they still do attack as I noted while trying to do Culture vic at hero Wrath, especially when they are dragons. The hero is really vulnerable at the stage when the army and tower buildings are being destroyed and culture is not that high yet. This is an area that would need to be tweaked. The other area that should be addressed is the gap between when witchdoctor huts become obsolete and when nurses become available. This issue has been raised even before the creature attacks. Previously it could be "managed" by having the hero/army lay low until the research caught up. This can't be done with creature attacks. Hero Syzen lost the witchdoctors right after the WD huts turned red during creature attacks, leaving the army at a significant disadvantage. So perhaps this should be tweaked as well.
I agree on the Culture Victory argument, but would like to hear freedback from other players who were trying to reach Culture Victory with Creature Habitats to have more info and figure out a possible solution. I disagree on the healers. Healers are not essential in the game. The fact that players have found combinations with healers when they fight and have no losses at all is not an argument to have healers available all the time, but rather argument that healers are too powerful and needs to be nerfed.
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Nooooooooo Bers, please, the healers are not too powerful, they are just right :) Fyi ... luckily for me I am managing to keep on top of all my habitats (fingers crossed that it continues) and I don't have a problem with them but reading the reports in ac shows me that a lot of people are finding them very difficult to cope with so I can understand them asking you to do something to ease the situation. Please help them.
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reading the reports in ac shows me that a lot of people are finding them very difficult to cope with so I can understand them asking you to do something to ease the situation. Please help them.
The problem is just that people don't look at unit stats and replays, they are often fighting with... rams, explorers, spies, settlers... and they don't even realize things like, that in a battle of 21 galleys versus 20 galleys, the 20 galleys win, and with a large margin.
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feedback on Cuture Vic with CH. I was working on Culture vic when CH were introduced, I'd guess I was about half-way done and working on rainbows when the 30ish dragons started attacks. I initially rebuilt a limited army in the towns where I had not worked on rainbows, as I needed to go to quest locations to get science points for research. At some point I was able to turn off research, so I also decided to stop replacing my army too. The end result is that I slowed down my gameplay and only got online once a day to meet with visitor and finish up the rainbows. Resource loss from the CH attacks did not seem to be that big of an issue- more annoying than anything- I was able to achieve Culture vic, but game play was rather limited, kind of boring. I did feel very vulnerable, especially toward the end as I had no army. I don't know what advice to give to make it better. But the trick time is the period where you need to get the last bit of research done in Ren. age in order to complete the rainbows where it became the most difficult to deal with the CH. Hope this helps. p.s. the CH always seem to come when I'm not online. It would be nice if that were not the case, so I could react.
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If the creatures only attacked only when you are online, then you could always move them and suffer no losses. Then not need to build towers or defenses, or seige to attack. Which defeats bers purpose of getting people to build defenses or offenses if they do not play PVP. I am not 100% sure why this is the objective, or what this actually acheives however. For someone who plays PVP, all this means to me is the target is slightly more challenging. If they are not in an alliance, or in an alliance that does not defend, then there is no difference to me. It is slighty more interesting and we gather more offensive points in the rankings. Perhaps bers can enlighten us as to how this objective works for his game.
Get players to learn to defend against PVP as an alliance is much more interesting objective for me. People should learn this rather than just complain despot are too strong with nuke and not even try to defend. We have fought alliances that defended against nuke and large armies very successfully, where we did not manage to destroy any town even. Bers has ensured there is a lot of advantages for the defender already. Alas, the CH won't teach this.
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Creature TRAVEL TIME is 150 cells per hour, for most of them. (Probably, I only looked at some.) Given that the snail, on them attacking us, is based on distance from border (+0, +2 basic awareness (archery), +4 for classic (optics), etc), having habitats at 12 and 13 cells out, instead of 10 or less, for those without victories, is more of a curse, than a blessing. It will take longer, to find them under the fog and only add 1 - 2 minutes, to their travel time. Please can you consider reducing their travel time, or a reduction, based on hero age or level, please.
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Creature TRAVEL TIME is 150 cells per hour, for most of them. (Probably, I only looked at some.) Given that the snail, on them attacking us, is based on distance from border (+0, +2 basic awareness (archery), +4 for classic (optics), etc), having habitats at 12 and 13 cells out, instead of 10 or less, for those without victories, is more of a curse, than a blessing. It will take longer, to find them under the fog and only add 1 - 2 minutes, to their travel time. Please can you consider reducing their travel time, or a reduction, based on hero age or level, please.
Reduce their travel time or increase it so it takes them longer to get to the target town? Is it possible to have them not attack until they are uncovered? Either by membership in a scout-happy alliance or on one's own?
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Golems and birdhouses are very strong, maybe a bit much for a new player/hero? https://imgur.com/H8V00F2
Updated album https://imgur.com/a/quIiOC5
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Agree about deadly canyon on post above. Maybe at a later age would be better. Hero 45 days old, level 20, classical age (at the end, but still in classical) Wizen wood - 11 cells out (this may change for others depending on where on the map your dwelling is) total of 56 units, and only a very small number of siege units. Wizen wood was 44 days, 18 hours old. Total of 4 trips to kill it. First 2 trips were plunder to make sure the units inside were dead. Last 2 trips siege was taken and the monster habitat was killed. Hero is despot so there is an attack advantage. As a collect it will probably take you around 12 to 15 trips but it CAN be done.
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Five visits, with Republic hero. https://imgur.com/krWu27h
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Another suggestion to reduce the frustration is to reduce the resurrection time of the hero so that if killed, the entire game session (for those of us that can't play all day) isn't lost to total boredom with little to do other than farm.
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Hero with 4 victories, all 10 cells out. MADAM MIM 9, 10 ,11 & 13 cells out restarted hero, 1 victory VIVIANE 11, 12, 12 and 14 cells out. Brand new hero, no victories.
https://imgur.com/a/quIiOC5 My albulm, a work in progress. Stitch is hero with 4 victories. All first 4 habitats had 1 level 10 building each. Stitch did pvp and smushed all habitats, so no info, on what first attacks would have been. Will find out, with 2 new test heroes.
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Please can you consider reducing their travel time, or a reduction, based on hero age or level, please.
Yes making creatures slower so you will detect them earlier and will have more time to react is reasonable change. Will be changed in the next update.
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