Help test our game? - Page 4
Blogs > affinity |
JohannesH
Finland1364 Posts
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affinity
United States266 Posts
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Infernus
Norway222 Posts
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Ian Ian Ian
913 Posts
On July 13 2010 09:31 affinity wrote: Nah, I didn't bail on the TL forums :< . I've been visiting almost every day since I've signed up; I just lurk =/. I assumed you bailed because you didn't reply to some of the posts, lol. | ||
Ian Ian Ian
913 Posts
You are making it easy for them! | ||
Djin)ftw(
Germany3357 Posts
€: oh wow i managed to beat him. Ok seems to give double the gold/exp wow | ||
affinity
United States266 Posts
Djin: Currently, losing gives you 40% of exp; being the defender gives you 50%. In the future, though, we'll be taking shadowdrgn's advice of making losing not give very much to try to increase competitiveness at lower levels. | ||
JohannesH
Finland1364 Posts
Also the items system doesnt really add that much to the game as it is I feel. Imbues are interesting, and involve some proper choicemaking, but getting new weapons unlocked with new levels just seems trivial, you're always gonna buy the newest, best one no - since its easy to always afford to buy those and an imbue for each weapon too with all this money we get. Mostly it adds to the importance of having a higher level not a better thought out strategy. Also refine is damn annoying UI wise. I'm swimming in cash but don't want to refine everything to hell with that just cause its such a time sink to click that button, then buy new weapon if old 1 breaks, time sink and only luck based, so its not an interesting task. | ||
FR4CT4L
Australia697 Posts
Also having gold/exp gained get boosted when you win against someone of a 2-300+ higher strength than you would work better for encouraging competition rather than punishing losing in my opinion. If you nerf losing it makes players avoid more powerful teams and have less resources to work with should they want to fix/tweak a strategy they invested a lot of gold into. Lastly is there a way to check for a unit next to the unit you are doing priority calculations for? Since I'd like to make an addition to my mage script where it checks for adjacent units to get optimal AoE. Even better if I can get those units stats and feed them into the calculations. | ||
JohannesH
Finland1364 Posts
On July 16 2010 04:03 FR4CT4L wrote: Personally I'm enjoying the way battles are given, this is the first browser game where I don't have to wait an hour or an entire day should I wish to try a different tactic or tweak things. It's pretty awesome. Well, there's still the Sparring option in any case | ||
FR4CT4L
Australia697 Posts
On July 16 2010 04:09 JohannesH wrote: Well, there's still the Sparring option in any case True but what if there is a particular team I'm trying to test myself against and they don't have sparring checked? Plus unless I keep a list of teams with a range of different tactics around my power I can't really get a good quick check about how my performance changed overall. | ||
Djin)ftw(
Germany3357 Posts
On July 16 2010 03:40 JohannesH wrote: Also refine is damn annoying UI wise. I'm swimming in cash but don't want to refine everything to hell with that just cause its such a time sink to click that button, then buy new weapon if old 1 breaks, time sink and only luck based, so its not an interesting task. #2 Refining or in general the whole armory should be remade in my opinion. a) I want to immediately see the effects if I change a weapon/armor. b) I want to buy several weapons at once c) The whole "Refine this item?" -> "OK" -> The Item has been refined! AWESOME" - > Refine this item?" is, as said, a nightmare. Cant imagine how annoying it must be to get a lvl 10 item lol | ||
ShadowDrgn
United States2497 Posts
On July 16 2010 02:51 affinity wrote: Djin: Currently, losing gives you 40% of exp; being the defender gives you 50%. In the future, though, we'll be taking shadowdrgn's advice of making losing not give very much to try to increase competitiveness at lower levels. Well, losing isn't the issue. The matchmaking works very well in ensuring that you win 50% of the time. The problem is that you don't get that much more experience for higher power levels. Let's say you have a 2000 power formation: You put in minimal effort in formation, AI, items, etc. so you can only beat other 2000 power formations. You get like 4000xp for a win and 1600xp for a loss for an average of 2800xp a battle. You go all-out with your formation so you can beat 2500 power guys. You get 5000 xp for a win and 2000 xp for a loss for an average of 3500 a battle. All your work got you 30% more xp - kind of disappointing, especially if you keep upgrading items, updating your AI, moving units around, etc. There just needs to be a larger rep/power bonus. | ||
Djin)ftw(
Germany3357 Posts
I don't know how often i battled IanIanIan today. 20 times maybe? t.t I only get 5 teams max it seems which is kinda annoying since I know I cant beat them. If my team isnt good enough to get higher that would be ok but I dont know that cause I dont get to fight all the teams around me. #128 Big Jaw Seafood (Inane) 1520 579 - 552 #129 andrew (enzhu) 1519 34 - 11 #130 Ian (IanIanIan) 1517 367 - 352 #131 Developmental (Darollan) 1509 328 - 311 #132 I dunno (Glitch) 1509 159 - 153 #133 djinftw2 (djinftw) 1497 174 - 152 #134 djinftw1 (djinftw) 1490 260 - 240 #135 Homestarmy (jahw) 1488 474 - 460 #136 Noobs (Pyroth) 1484 399 - 382 #137 The Omnipotent (MistahWiggles) 1448 518 - 526 #138 OUT OF NO WHERE (Ahenderson) 1447 324 - 377 I'm quite sure I never battled 128, 131, 137 (129 dont know). meh €: ok wow now i got 128. Yeah well, still its boring. 15 times or so I have to click "To war" -> "Never mind" until I get a new team. t.t At least you should ensure that the same team doesn't come twice in a row or so. I just had Frumples Fighters, Frumples Fighters, IanIanIan, IanIanIan, IanIanIan, Frumples Fighters | ||
Ian Ian Ian
913 Posts
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