LordJestix
Approved user
- Joined
- May 12, 2017
- Messages
- 805
As mentioned in a previous State of the Nations, 5.7 - Allied Front was focused on improving Alliances. We added Rubies and Alliance Perks to reward players that actively participate in World War with their Allies. Rubies are an Alliance-focused currency which right now can only be acquired through World War and spent at Marco Polo, the Traveling Merchant. In the future we’ll add new ways for you to earn Rubies and new places to spend them, which you can expect will remain tied to Alliances.
- Its great that we are going to have other ways to earn rubies as i can really only purchase a chest every other week because the war loot for rubies isnt that great. With that said, making rubies and for the most part buying things at Marco Polo an allinace exclusive feature is bad. alliances are for everyone, some people just like the multiplayer aspect and you exclude them from a feature because of their play style. Rubies should be giving for every sucessful battle at a rate of either 1 or 2 rubies per star earned in multiplayer battle.
Alliance Perks reward Alliances that earn XP through World War and level up their Alliance. Perks provide all players within an Alliance with various bonuses. While most of the Perks are World War focused, some are more broadly useful. For example, the level 10 Perk automatically upgrades all donated troops to Global Age rank if they were below it. Unlocking this Perk allows lower-Age Alliance members to donate more frequently without worrying about filling up donation space with weaker troops. Currently the maximum level for all Alliances is 10, but you can expect to see this cap increase at some point in the future.
- Level 10 alliance perk is great for low and middle aged alliances but is useless for advanced age alliances. Both of the troop improvement perks need to be reworked. to +1 level/upgrade to IA, and +2 levels/upgrade to GA
I understand the cap is going to increase and you guys will add a AA/CW/Space age level eventually but if you just change level 10 to be +2 levels or minimum AA then tehre wouldnt need to be more of the same levels rewards and you can give us more interesting and useful perks.
Before we get into 5.8 - Combat Intel, I’d like to mention another update which we are planning to release first. In a few weeks, after Summer for the Ages concludes, we will put out the 5.7.5 Balance Update. This will be the first of a new type of release that will not require you to update your game, unlike full releases such as 5.8. In this very first Balance Update, we will be making two changes. The first is that we will be turning on the World War tiebreaker that resolves stalemates based on time elapsed in battle. The second is that the citizen costs and times for Expeditions will no longer increase as you level up your Dock. Though low-level Expeditions have become a little more expensive, high-level ones are now much cheaper. This should encourage players to upgrade their Docks, since there is no longer an incentive to keep it at a lower level. Moving forward, you should expect to see more Balance Updates like this in between full releases.
- You need to leave the tiebreaker turned off. What is the harm in if both alliances fight hard and end up tieing that they get full loot rewards? Just dont give the alliances any glory. You guys continue to ingore us and our hatred for p2w features and this is exactly that. In a war with equal allinaces the one with the best cards will typcially always win based on the tiebreaker.
- Great you lowered? the worker cost for expeditions. Do you not understand that most smart players still wont ever use this feature? Why is that you may ask? It takes over 2 years to max an AA bases buildings only, and if you want to add in the university research, that takes the time up to 4.5 years to max an AA base. This is also the same reason why people quit upgrading their farms and caravans. Workers are too important to waste on things like this. We need to use them to only upgrade buildings, clear forests, and research in the university.
In 5.8, players in the Global and Atomic Ages will get access to a new defensive building called the Missile Silo which heavily punishes clusters of attacking troops. The Missile Silo begins each battle inactive. Deploying troops or tactics of any kind will generate “threat,” and when enough threat is generated, the Missile Silo will arm itself and begin laying waste to the enemy army. The building scans the entire map to find the biggest cluster of hitpoints in the attacking army to fire upon. When it finds a target, it locks onto the location and fires. The attacker can see where the Missile Silo is firing a few seconds before it launches, so you may be able to save your troops with a well-timed Rally. You may also be able to guide the Missile Silo away from your troops with a well placed Decoy. After the Missile Silo has fired, it will take some time to rearm, then begin looking for a new target. The Missile Silo can be built and upgraded once in the Global Age, then upgraded again in the Atomic Age. We’re eager to see how base layouts and attack strategies change with the introduction of this deadly new building.
- I like this addition as its similar to the Eagle Artillery in CoC. I just hope it doesnt require oil. as we already have a low oil economy and millions of oil already required for the current buildings, library/uniersity techs, and troop/general upgrades.
We’re also adding a new Great Leader to the University in 5.8: Moctezuma. Once you’ve upgraded to a level 2 University, you can begin researching his skills, which are mainly focused on improving your economy. For example, you can gain a 90% reduction in hunting, mining, and gathering time, a 50% increase to your Oil Well capacity, and 30% more power from Coalitions. His capstone, Triple Alliance, provides you with an extra random National Trade Good whenever you earn at least one National Trade Good from battle. Since the extra National Trade Good is random, this will help improve your income of all National Trade Goods regardless of the popularity of specific nations.
- I was really looking forward to what the new leader would bring, you have disappoted yet again.
- 90% reduced hunting/gatering time...really? It only takes a few minutes to do this with 2 workers, assuming you have those workers available and they arent upgrading buildings/researching. This is an absolute waste of a skill.
- 50% oil well capacity - this is good but it shouldnt be a research it should be fixed in the actually building stats.
- The capstone is pretty cool but where is the Oil Based research takes 1 less citizen capstone?
- Where is the oil based reserach cost/time reduction? Where is the tech to make Mercs strong/cheaper? Where is the tech to reduce building time upgrades? Where is the tech to reduce coalition costs?
So, what’s next? Well, there are a lot of things that we’re excited about beyond 5.8. As this current World War Replay Beta period comes to an end we’ll be compiling all of the feedback, bugs, etc. into a plan of action for how to improve the feature. We’ll also be doing the same thing for Summer for the Ages. We’re also mapping out what will be in the 5.8 Balance Update, with a few things currently planned. We’re going to be changing the Tactical Helicopter to make it less efficient at raiding Oil. We still want it to be a valuable troop, but we feel that the stats that it released with were a bit too strong. We will also make APCs spawn their first set of troops faster, which will make them useful more quickly.
-You are going to ruin the TH. It is in a good place right now. How about instead of nerfing it to the ground you just remove its ability to carry Raider type troops? They will become like most of the other factory troops, useless. The factory/airstrip troops should be the most powerful troops in the game based on what it takes to train them up and upgrade them, yet other than fighters/apc/TH/tanks i dont ever see any other troops get used.
Lastly, we’re going to change how the Castle handles garrisoned Generals when it is destroyed. Instead of being lost, any Generals remaining inside of the Castle will be released onto the battlefield which is similar to how the Stronghold functions with donated Troop Tactics in World War. However, unlike the Stronghold, the Generals are injured in the destruction of the Castle and will appear with less than 100% hitpoints. Defense-minded players will find with this change that the Generals they’ve invested heavily in will be able to more effectively defend an attack. An attacker’s ability to Sabotage a Castle and destroy it before any General has spawned continues to make Sabotage an incredibly strong Tactic, too strong in fact. One Tactic can shut down the damage that the Castle deals along with what amounts to millions of resources and weeks of time invested into Generals. Sabotaging a Castle and destroying it will still incapacitate a defensive building and will deal significant damage to the defender’s Generals, but will no longer completely shut down an entire aspect of defense.
- Yet another direct nerf to sabatoge. Why dont you just remove it from the game if you guys hate it so much.
A much better option would be to make it harder to destroy. Buff the fort HP by 15% Increase its spawn triggering radius, decrease the general deployment time(make the first one instant)
The bigger deploy radius would allow for more strategicly placed situations as it could be deeper in the base thus harder to get to with a sabo.
You have removed most of strategy there is to trying to take out the fort before it deploys generals. There is almost no reason to use sabatoge now, other than 1 to stop FH from being deployed out of the TC in wars.
***
Issues you guys still havent fixed/addressed:
-Sandbagging in Wars
-P2W in wars
-The economy in higher ages(even with the league reward buffs, its still bad)
- poor AI pathing/attacking mechanics
-Balancing of the nations (buffing other nations to make them more appealing than the auto Brit choice)
-Donation bug
-The ability to not lose an attack if we get a call in the middle of it. It feels great when you are in a war or find a really good MP base to loot, someone calls you which closes the game and the battle instantly ends, losing all of your troops and the battle.
***
Something that has been bothering me for awhile is the state of Generals.
1. Why in the world does it take so long to "heal" a general after it has been damaged or killed in a battle? I beleive the maximum downtime in CoC is 15 or 30 minutes. With a cost of 30 gems to instantly heal.
2. Why when generals are killed on defense dose an available general not take post in the fort? In CoC when a hero is killed on defense, they are back in action in that 15 or 30 min time frame.
3. Why dont generals have a special ability like heroes in CoC?
I would love to use generals more in attacks but in their current state they are pretty useless to me. I can essentially lose all of my generals in a few attacks in an hour for an entire day unless i want to spend hundreds of crowns to have them instantly recover. I think this is partially why i see most people upgrade generals to level 10 and then stop. The cost of generals just isnt nearly as worth it with all of their down time. My generals are almost only used in wars, never in MP because i want to make sure i always have them for wars.
---
I was actually considering spending some more money on this game but this SotN just brought on more disappointment to me.
- Its great that we are going to have other ways to earn rubies as i can really only purchase a chest every other week because the war loot for rubies isnt that great. With that said, making rubies and for the most part buying things at Marco Polo an allinace exclusive feature is bad. alliances are for everyone, some people just like the multiplayer aspect and you exclude them from a feature because of their play style. Rubies should be giving for every sucessful battle at a rate of either 1 or 2 rubies per star earned in multiplayer battle.
Alliance Perks reward Alliances that earn XP through World War and level up their Alliance. Perks provide all players within an Alliance with various bonuses. While most of the Perks are World War focused, some are more broadly useful. For example, the level 10 Perk automatically upgrades all donated troops to Global Age rank if they were below it. Unlocking this Perk allows lower-Age Alliance members to donate more frequently without worrying about filling up donation space with weaker troops. Currently the maximum level for all Alliances is 10, but you can expect to see this cap increase at some point in the future.
- Level 10 alliance perk is great for low and middle aged alliances but is useless for advanced age alliances. Both of the troop improvement perks need to be reworked. to +1 level/upgrade to IA, and +2 levels/upgrade to GA
I understand the cap is going to increase and you guys will add a AA/CW/Space age level eventually but if you just change level 10 to be +2 levels or minimum AA then tehre wouldnt need to be more of the same levels rewards and you can give us more interesting and useful perks.
Before we get into 5.8 - Combat Intel, I’d like to mention another update which we are planning to release first. In a few weeks, after Summer for the Ages concludes, we will put out the 5.7.5 Balance Update. This will be the first of a new type of release that will not require you to update your game, unlike full releases such as 5.8. In this very first Balance Update, we will be making two changes. The first is that we will be turning on the World War tiebreaker that resolves stalemates based on time elapsed in battle. The second is that the citizen costs and times for Expeditions will no longer increase as you level up your Dock. Though low-level Expeditions have become a little more expensive, high-level ones are now much cheaper. This should encourage players to upgrade their Docks, since there is no longer an incentive to keep it at a lower level. Moving forward, you should expect to see more Balance Updates like this in between full releases.
- You need to leave the tiebreaker turned off. What is the harm in if both alliances fight hard and end up tieing that they get full loot rewards? Just dont give the alliances any glory. You guys continue to ingore us and our hatred for p2w features and this is exactly that. In a war with equal allinaces the one with the best cards will typcially always win based on the tiebreaker.
- Great you lowered? the worker cost for expeditions. Do you not understand that most smart players still wont ever use this feature? Why is that you may ask? It takes over 2 years to max an AA bases buildings only, and if you want to add in the university research, that takes the time up to 4.5 years to max an AA base. This is also the same reason why people quit upgrading their farms and caravans. Workers are too important to waste on things like this. We need to use them to only upgrade buildings, clear forests, and research in the university.
In 5.8, players in the Global and Atomic Ages will get access to a new defensive building called the Missile Silo which heavily punishes clusters of attacking troops. The Missile Silo begins each battle inactive. Deploying troops or tactics of any kind will generate “threat,” and when enough threat is generated, the Missile Silo will arm itself and begin laying waste to the enemy army. The building scans the entire map to find the biggest cluster of hitpoints in the attacking army to fire upon. When it finds a target, it locks onto the location and fires. The attacker can see where the Missile Silo is firing a few seconds before it launches, so you may be able to save your troops with a well-timed Rally. You may also be able to guide the Missile Silo away from your troops with a well placed Decoy. After the Missile Silo has fired, it will take some time to rearm, then begin looking for a new target. The Missile Silo can be built and upgraded once in the Global Age, then upgraded again in the Atomic Age. We’re eager to see how base layouts and attack strategies change with the introduction of this deadly new building.
- I like this addition as its similar to the Eagle Artillery in CoC. I just hope it doesnt require oil. as we already have a low oil economy and millions of oil already required for the current buildings, library/uniersity techs, and troop/general upgrades.
We’re also adding a new Great Leader to the University in 5.8: Moctezuma. Once you’ve upgraded to a level 2 University, you can begin researching his skills, which are mainly focused on improving your economy. For example, you can gain a 90% reduction in hunting, mining, and gathering time, a 50% increase to your Oil Well capacity, and 30% more power from Coalitions. His capstone, Triple Alliance, provides you with an extra random National Trade Good whenever you earn at least one National Trade Good from battle. Since the extra National Trade Good is random, this will help improve your income of all National Trade Goods regardless of the popularity of specific nations.
- I was really looking forward to what the new leader would bring, you have disappoted yet again.
- 90% reduced hunting/gatering time...really? It only takes a few minutes to do this with 2 workers, assuming you have those workers available and they arent upgrading buildings/researching. This is an absolute waste of a skill.
- 50% oil well capacity - this is good but it shouldnt be a research it should be fixed in the actually building stats.
- The capstone is pretty cool but where is the Oil Based research takes 1 less citizen capstone?
- Where is the oil based reserach cost/time reduction? Where is the tech to make Mercs strong/cheaper? Where is the tech to reduce building time upgrades? Where is the tech to reduce coalition costs?
So, what’s next? Well, there are a lot of things that we’re excited about beyond 5.8. As this current World War Replay Beta period comes to an end we’ll be compiling all of the feedback, bugs, etc. into a plan of action for how to improve the feature. We’ll also be doing the same thing for Summer for the Ages. We’re also mapping out what will be in the 5.8 Balance Update, with a few things currently planned. We’re going to be changing the Tactical Helicopter to make it less efficient at raiding Oil. We still want it to be a valuable troop, but we feel that the stats that it released with were a bit too strong. We will also make APCs spawn their first set of troops faster, which will make them useful more quickly.
-You are going to ruin the TH. It is in a good place right now. How about instead of nerfing it to the ground you just remove its ability to carry Raider type troops? They will become like most of the other factory troops, useless. The factory/airstrip troops should be the most powerful troops in the game based on what it takes to train them up and upgrade them, yet other than fighters/apc/TH/tanks i dont ever see any other troops get used.
Lastly, we’re going to change how the Castle handles garrisoned Generals when it is destroyed. Instead of being lost, any Generals remaining inside of the Castle will be released onto the battlefield which is similar to how the Stronghold functions with donated Troop Tactics in World War. However, unlike the Stronghold, the Generals are injured in the destruction of the Castle and will appear with less than 100% hitpoints. Defense-minded players will find with this change that the Generals they’ve invested heavily in will be able to more effectively defend an attack. An attacker’s ability to Sabotage a Castle and destroy it before any General has spawned continues to make Sabotage an incredibly strong Tactic, too strong in fact. One Tactic can shut down the damage that the Castle deals along with what amounts to millions of resources and weeks of time invested into Generals. Sabotaging a Castle and destroying it will still incapacitate a defensive building and will deal significant damage to the defender’s Generals, but will no longer completely shut down an entire aspect of defense.
- Yet another direct nerf to sabatoge. Why dont you just remove it from the game if you guys hate it so much.
A much better option would be to make it harder to destroy. Buff the fort HP by 15% Increase its spawn triggering radius, decrease the general deployment time(make the first one instant)
The bigger deploy radius would allow for more strategicly placed situations as it could be deeper in the base thus harder to get to with a sabo.
You have removed most of strategy there is to trying to take out the fort before it deploys generals. There is almost no reason to use sabatoge now, other than 1 to stop FH from being deployed out of the TC in wars.
***
Issues you guys still havent fixed/addressed:
-Sandbagging in Wars
-P2W in wars
-The economy in higher ages(even with the league reward buffs, its still bad)
- poor AI pathing/attacking mechanics
-Balancing of the nations (buffing other nations to make them more appealing than the auto Brit choice)
-Donation bug
-The ability to not lose an attack if we get a call in the middle of it. It feels great when you are in a war or find a really good MP base to loot, someone calls you which closes the game and the battle instantly ends, losing all of your troops and the battle.
***
Something that has been bothering me for awhile is the state of Generals.
1. Why in the world does it take so long to "heal" a general after it has been damaged or killed in a battle? I beleive the maximum downtime in CoC is 15 or 30 minutes. With a cost of 30 gems to instantly heal.
2. Why when generals are killed on defense dose an available general not take post in the fort? In CoC when a hero is killed on defense, they are back in action in that 15 or 30 min time frame.
3. Why dont generals have a special ability like heroes in CoC?
I would love to use generals more in attacks but in their current state they are pretty useless to me. I can essentially lose all of my generals in a few attacks in an hour for an entire day unless i want to spend hundreds of crowns to have them instantly recover. I think this is partially why i see most people upgrade generals to level 10 and then stop. The cost of generals just isnt nearly as worth it with all of their down time. My generals are almost only used in wars, never in MP because i want to make sure i always have them for wars.
---
I was actually considering spending some more money on this game but this SotN just brought on more disappointment to me.