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First thoughts on the museum?

First thoughts on the museum?


  • Total voters
    58

yemen

Approved user
Joined
Mar 24, 2017
Messages
680
It is very silly that some of the boosts are "relatively" huge - interest at the vault can take the interest you get and more than double it (11% instead of 5%) if you get a good number in the first slot. And you don't even need to equip it except when removing the resource from the vault.

Whereas the boost to vault capacity, even at 11%, is actually a relatively paltry 2% boost to the storage, since it only applies to a tiny portion of the base.

Some things were not really thought through here. It is clear that the function of the vault in particular is still very much an afterthought for the developers.
 

Dvicious

Approved user
Joined
Feb 8, 2018
Messages
238
Like you said though Yemen. Just figured that out myself this afternoon. Put on the necklace to increase vault capacity and load oil. Then 24 h later switch to vault interest necklace. :) double dipping
 

MartinK12

Approved user
Joined
May 19, 2016
Messages
379
Guys, is this Museum BUG or Attack Log BUG ?

I have Museum artifact Garakji Rings in Jewelry category with benefits at level 1:
- NTG Loot Chance +6%
- All Resources Looted +11%
- Oil Looted +1%
- Oil Looted +1%
- Looted Resource Refund +1%
Truth to be told this is my first decent one and it will give me after about 3 to 5 years ;) NTG Loot Chance +15%, All Resources Looted +20% and Oil Looted +20% when maxed.

In my after battle screen I can see that I looted in example:
-gold: 1,033,655
-food: 965,352
-oil: 3,403

But in my Attack log it shows me only:
-gold: 917,814
-food: 857,166
-oil: 3,022

It looks like I receive the proper amount of the resources - the same amount as shown in after battle screen. So maybe it's just Attack Log BUG? I'm not sure but I noticed this after I put that artifact on exhibit in Museum.
 

MartinK12

Approved user
Joined
May 19, 2016
Messages
379
Do we have answers to those questions about Museum:
1. How Museum bonuses stack with other bonuses, is it +/- % of basic stats like Nexon/BHG like to use? If so, every +/- 1% won’t actually affect anything :( If not, what is the order of bonuses vs Library, University and Wonders and this +/- 1% adds to what?
2. What is the max capacity for mysterious fragments? Is there a max capacity?
3. Are Mysterious Fragments steal-able? So when I win them are they come from my opponent or BHG gives them to me like Diamonds?
4. If Mysterious Fragments are steal-able so how can I protect my fragments?
 

KniferX

Approved user
Joined
Sep 22, 2016
Messages
186
1) For now it looks like the percentages have the same effect as university and library upgrades. So percentage of base value. At least that's how it seems and how it would be logical.
2) I know I won't find out that information, as I spend them everytime I get 475, so should everyone really, for now the fragments have no other use.
3) Fragments aren't stealable. The attacker gets a fixed amount depending on stars attained and ages of attacker and defender. Just like NTGs they show up in report to show what the attacker got (courtesy of the game), not what he stole.
4) Not stealable.
 

Exiliado

Approved user
Joined
Dec 26, 2017
Messages
101
its bugged big time. bonuses do not get calculated correctly.

12080 oil vault with 11% capacity returns only 1% capacity? lol

https://imgur.com/a/HUSA2Vi

Although this will be cold comfort, the calculation is accurate. Bonuses are calculated against base values, in this case the 2400 base oil capacity of the vault (confirmed in "6.2 Vault Changes", https://forum.nexonm.com/forum/nexonm-games/dominations/announcements-ab/617271-6-2-vault-changes)

So you have:

2400 (base oil capacity)
1680 (Moctezuma 70% of base value)
6000 (Savings, ch. 3)
2000 (Savings, ch. 5)
264 (Museum 11% of base value)

for a grand total of 12,344.

The underlying problem is that the base oil capacity doesn't scale appropriately.
 

LordAnubis

Approved user
Joined
Nov 27, 2016
Messages
534
Although this will be cold comfort, the calculation is accurate. Bonuses are calculated against base values, in this case the 2400 base oil capacity of the vault (confirmed in "6.2 Vault Changes", https://forum.nexonm.com/forum/nexonm-games/dominations/announcements-ab/617271-6-2-vault-changes)

So you have:

2400 (base oil capacity)
1680 (Moctezuma 70% of base value)
6000 (Savings, ch. 3)
2000 (Savings, ch. 5)
264 (Museum 11% of base value)

for a grand total of 12,344.

The underlying problem is that the base oil capacity doesn't scale appropriately.

no i burst my own bubble when i remembered the vault was nerfed heavily. now to think about it they did it intentially in preparation for museum.

so this means any artifact dealing with economics other than oil is 100% worthless.
 

kgaskell01

Approved user
Joined
May 16, 2015
Messages
82
From what I see, unlocking an artifact through level 5 and then fully upgrading it will take a minimum of 6 months unless NEXON addresses the “Museum Resources” imbalance issue. I have been churning through Expeditions since the Museum was released (generally have 2 or 3 active) on 5/14/2018? My dock is fully upgraded and I am using the Sydney Opera House.

I have been able to unlock only two levels @ 400 “Museum Resource” since 5/14/2018. In that time, I have collected exactly 916 “Museum Resources”. From what I can see, it is realistic to assume that most users will gather 200 “Museum Resources” a week.

Not sure if “Museum Resources “ are required in addition to researchers/benefactors to unlock levels 4 & 5, but if they are, then 6 months is very realistic, and that is assuming that users are churning through Expeditions like I am (which is about to change because I need the resources for tangible, useful upgrades)

I also have been churning through the artifacts and to date have found only two worth upgrading. (At least three useful perks all of which are +6 or +11).

Think about it,
a +1% heavy calvary damage boost is a 6 point / second upgrade. Not going to make a difference in my MBT 2. Fully upgraded, it is only a 60 point / second upgrade.
A +1% ranged infantry is a 1 point / second upgrade. Not worth considering for my People’s Heavy Infantry.
These are for useful perks. My estimate is that only 25% of the available perk are even worth considering given each player’s play style.

I plan on playing with the Museum for about another week. From what I can see so far, it is a nice diversion, but the design missed the mark.
○ There are two serious bottlenecks (“Museum Resources” and blueprints). This is frustrating. A player should be able to unlock at least one or two levels per week, given normal play style. Most players will be able to unlock a level every other week.
○ Most artifacts generated do not contain at least three useful perks @ +6 or +11, so most crafting sessions result in the sale of 5 artifacts. This does generate blueprints, but it is getting tiresome very quickly. Also, Starting an artifact @ +1 is useless. +6 should be the minimum.
○ Add to this the frustration / unhappiness caused by the way expeditions were sacrificed because the Museum design had issues - see tinsoldier’s post -
“As the Museum opens, there wasn't a permanent place to get all of the resources you will need to upgrade your Artifact to 4- and 5-star items….”
For a number of players, this design oversight caused us to have change our tactical approach to the game. I am sure it drove some away.
 

Niblick

Approved user
Joined
Apr 14, 2017
Messages
25
Most or the items are useless, but a few are actually pretty good (assuming the boosts actually work). It’s an ‘ad infanitum’ building, the developers can keep throwing new items into it whenever they feel like it, so it certainly has possibilities.
 

Quovatis

Approved user
Joined
Aug 29, 2015
Messages
1,454
The only bonuses that are actually worth anything are the loot bonuses. Too many bonuses on under-used units. Nobody uses mortar troops, bombers, or saboteurs. Nobody uses generals in multiplayer. Where are the bonuses for factory units?

And as has been pointed out, the supplies are the biggest bottleneck. The costs for these need to be cut in half, or the offers from the dock doubled. I too have been churning through expeditions like crazy and only got enough supplies to upgrade one artifact to level 2. That's ridiculous. The researchers and benefactors are too easy to come by, but they serve no real purpose that I can see. Just remove them, and require only supplies (after buffing the return).
 

Niblick

Approved user
Joined
Apr 14, 2017
Messages
25
I use sabs all the time. Correctly deployed they can make a massive difference
 

kgaskell01

Approved user
Joined
May 16, 2015
Messages
82
Interestingly my last crafting session delivered two artifacts with four +6% and one +11% (invading raider damage -11%, invading raider HP -6%, invading paratrooper damage -6%, invading fighter HP -6%, invading raider HP -6%)

This is the first artifact with potential and no real junk in it...
 

George Jetson

Approved user
Joined
May 1, 2018
Messages
44
Good artifacts in the beginning. Now I've set up a flea market to sell the useless ones at rock bottom prices
 
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