@madlock421 - I get around 1 legendary chip per month from raids - 7 in total so far and I win about 20% of the raids. So it is very slow progress and it would be nice to speed up. but even though the chip reward is poor, I still find raids fun
referring to my post about the distribution of modules... there are 16 modules and in 10 picks I got 5 AA and 5 plasma. the probability of that occurring, if the distribution was equal (ie: 1/16 chance for any given module), is 1 in 137 MILLION. so either I'm incredibly unlucky or the distribution is not equal. given the other (anecdotal) reports from chat, I'm leaning towards an unequal distribution. Please fix.
can you please make the modules more fairly distributed? I bought two rare module packs. I got FIVE AA modules and FIVE plasma modules, 2 rares of each. I've been playing for months and 3-4 units still don't even have common modules. Other people in my corp are saying the same thing - the system is highly flawed.
we think it's good at random chance, it makes players try different play styles, and generally increases modules value, cause they are hard to obtain, even if purchased.
really fun game! some great mechanics that I haven't seen before in other games but are so obvious I can't figure out why. sell is so nice and intuitive. skills are easily selected/removed. enough rng to keep it interesting but not so much you get frustrated. if only rating a game 6/5 stars was possible.
When a juggernaut costs 100k energy and ONE wall segment costs 2M titanium (and that's only level 8 - I don't know how much worse it gets) there is a massive imbalance, despite what your game designer thinks. this is especially true when you get Zeta so you use far fewer juggs. Every person I attack has almost no titanium and lots of energy, which not only shows the problem is rampant but also means that there's not much point in attacking. Which means people lose interest and the game dies.
In terms of suggestions: you can copy Clash of Clans again, which some years ago recognized there was an imbalance problem, and allow walls to be upgraded with energy after say level 7. Or reinstate the resource exchange part of the advisor - for free for everyone.
Resource balancing changes incoming soon, though we don't want to have exchange option at this moment, instead we are thinking of extra options to spend those extra accumulated resources.
Game Designer says it's balanced - you should be spending energy on troops, and titanium on buildings usually. If you don't do much attacks - you will have too much of energy, or otherwise you will have too much titanium. Seems reasonable to me. So what are your suggestions?
now that the advisor is removed, which is a terrible mistake in my opinion plus many in the global chat who are quitting the game, how are we supposed to deal with the massive titanium/energy imbalance. I'm fully maxed on research but still have tons of buildings and walls left to do. I used to exchange resources through the advisor but with that gone I will be perpetually maxed in energy and almost no titanium.
I intensely dislike how your troops are in different orders for every attack. It would be great if that was consistent, perhaps with the order they appear in the training screen
there have been several times where I start an upgrade and get debited the materials. then I close my browser and check some time later only to find the upgrade hasn't started! It's really frustrating especially when you get looted in the meantime and can no longer afford the upgrade..
As I know this may happen if you build for crystals. It asks if you want to spend crystals for purchasing resources, and if you agree - it just buys the crystals for you, but you have to click the upgrade button again to spend them on resources.
(4) I personally don't like how duels cost crystals but are required for daily rewards. (5) I wish you started with 2 drones. (6) I'd prefer if you didn't have to click subdialogs for each building to see if you can upgrade it. perhaps some consolidated screen whereby you can see buildings/troops you are currently able to upgrade, sorted by loot
Good game. crystal gather rate is fine; the advisor is reasonably priced and very useful; dev seems to really care about the game. There are quite a few rough edges though. (1) if I earn war points for corp wars, then I move up leagues and will face stronger opponents with no chance of moving down. so you have to choose one or the other and it's very contradictory. (2) my current daily reward requires 1.2M each titanium+energy but most of my buildings take only 15-30k to upgrade (and take 4h with the advisor boost) which doesn't line up. also there's no way I can earn that without moving up leagues (3) I'm HQ4 Silver but am routinely matched with people with way higher HQ and XP levels so have no chance of getting any loot; waste of search time. the matchmaking needs to be revised perhaps to incorporate HQ or XP level.
pretty fun game. a couple of small things on kong (like drones that are supposed t reserve cargo room doesn't always work). but the $10 steam game has more features and worth the money for this fun game
oh, another one: it would be nice if you would highlight the Item icon when you have a new unsold/unrefined item. same with the skill icon if you have unused skill points
I don't really get some parts of this game.
- I don't really get item levels? if I have a lvl 43 legendary item why is it way better than any lvl 98 rare item? unfortunately, the power of a character seems to be based on item level so I have to downgrade my items to make a higher level and have a chance vs tougher creatures due to the damage Reduction
- doesn't seem like the gold find makes much of a difference? or maybe because I'm a sorcerer.
- why is there a DR on creature level? Seems a bit unfair if I hit creatures for 2.4k on level 104 but only 550 on level 105
Otherwise a good game.
Enhancement requests:
- see what the missing achievements are: like I have no Item achievements and don't know what this means.
- it would be really nice if there was a bit more flexibility when defining the special rules. for example, only use on Large creatures if more than 50% energy left
- Right now, I need to spend 30M to get 1 more health regen/5s. can you please scale this up so 30M gets you 10 or 20 or 30 points (whatever is balanced)? or make regen a percentage of max health?
- I think skill points are gained too slowly. maybe higher levels should grant more than 1 point.
we think it's good at random chance, it makes players try different play styles, and generally increases modules value, cause they are hard to obtain, even if purchased.