You mean production per second? That's already available for every unit within the settings, and we will also be adding a total production/s setting soon :) Or is it something else you mean?
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Invasion needs to be reconsidered wrt the person making the killing blow on a city. Indeed, if you destroy the city, that ends your attack run right there, henceby hurting your total participaton score if the left over HP was low. Now I know that I will NEVER attack a city with low hp, coz that would mean wasting an attack for a low score, and hence low spoils. Why not give the player making the kill a bonus for every second left on his timer?
This is a known issue- but we didn't properly resolve it, as it should happen in very rare cases, especially when the countries have tons of players. But it is annoying nonetheless. Calculating it based on seconds left is an option, or we first also thought we could resolve is basically just add "max possible damage you could do" to anyone who finished it. However, we'd have to make sure that extra damage doesn't break some calculations, which is why it also wasn't prioritized yet. but will put it on the list so we can do something with it.
The "issue" is only, how to present that to users - maybe it will be enough for "those who care" to look about it in help/ask us. Or maybe some small tip/note that it will add full damage anyway. We'll figure something out - thanks for pointing this out, first one who did actually, that's why I say it's a rare case that we didn't prioritize :P
Well...this will sound cheesy, but the community here is awesome so we love the interaction really! Thanks for your kind words, looking forward to improving the game further :)
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I don't love the Warzone element. I find myself frequently in a position where I can't beat the current boss. So, I take a step back and replay the previous level, but this doesn't earn me much wealth before I'm back facing the boss again, which is a waste of time. It would be nice if I could just go back and grind the previous level until I was ready to choose facing the boss again. This would alleviate a lot of tedium. Moreover, it would be even better if there were an idle element to it. Support fire bonuses are expensive and pretty weak and you only get like 120 attacks per day with it. I would favor that the support units do some constant damage, even if it were pretty weak. I know it would require some rebalancing, but I kinda think the game needs some rebalancing regardless. Anyway, nice start. This is just food for thought.
I hope we can add a "farm" option this week. It's been on our list for a while, just need to ensure it doesn't break something.
We will also be looking at WZ re-balancing very soon - primarily bosses and support power.
One of our first design considerations with support power was actually adding an idle element to it, but we felt it actually "ruined" War Zone in some ways. Also, in War Zone specifically we have to replicate every single click in correct order on server side to ensure 100% sync, and with a such idle element added things could get real messy.
There might be some mid way to getting it improved like that - will discuss it with the team in the following weeks and see if we can do something to improve that. But there are a bunch of pressing updates so don't expect to hear any concrete feedback on that too ("idle support power") soon I'm afraid.
But thanks for mentioning it and getting us thinking about that again :)
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Would be nice to have seperate leaderboards for those who have used kreds and those playing free. Pretty easy to get a huge boost if you spend some money. I'm happy some people want to play their own game that way, but with leader boards being a large part of the game, it will put off some f2p players if you can just speed ahead multiples times or get double DPC.
Very solid suggestion. We discussed this once already, and I think we will again. It's not the easiest to implement with the way how things work currently, but we should be able to. Or maybe just display "gold" status to members who purchased.
But then again, it's also something some members would NOT like to show up as it's essentially private info. I will bring this up in one of our meetings, I surely think there might be a way to make this work and it being friendly to all. But I have to say it's not at our topmost priorities, but might be something we could look in a month's time.
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Not to happy about Pending Contractor limit going up every deployment. Forces me to longer runs which means more waiting and might not be what i want from the game always. Short runs can be intensive and fun. Might mess up balance but personally i love being able to choose more how to play my sessions.
The limit is actually gone after 3rd deploy. The limit is there to ensure that first time players (not familiar with prestige mechanics) make "proper use" of the deploy option, and not use it when it's not "worth it" - i.e. as a general rule you at least double your production. As otherwise they might get a terrible experience. Does it to you feel that you'd really want to play differently the first few deploys?
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Display or connection bug in PvP: The game showed me kong_gamexstudio as first opponent. After i clicked on fight without browsing through the other options a fight with Shizoephren started.
Thanks, will look into this. Maybe it chose a wrong index by default. If I can replicate it should be easily solvable! Actually one question - did you in the same session complete another PvP before already, where you chose either the 2nd or 3rd choice?
EDIT: This has been fixed.
I'm hoping we can add this within a week's update. Basically a note that based on your current production shows how long before you gain enough contractors to double your production. Does that sound good to you - or in your opinion, another note- i.e. when you gain 50% of production etc.?
Should be able to calculate this, so maybe even a few different notes (i.e. 50%, 100%, 200% increase).
There are indeed many options, but we tried to design the game without relying on gold to have a fun experience - it helps speed it up and make it more convenient, but even without it you can progress through all the content just as much. In fact some of our top users in other version never bought a single gold!
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I want to play Bootcamp, WarZone, and Headquarters.
I feel like Bootcamp and Headquarters will both require gold to keep progressing at a steady pace. I feel like the developers need to be more generous with the free gold. Right now it's not really enough to keep up with the difficulty slope in Bootcamp, and it will never be enough to donate to my Country HQ.
I don't mind being behind people that pay for gold, but I still want to progress and have fun in the game. I'm on a two hour run right now with 14k contractors gaining more gold per sec than I ever have before. Yet I have +0 contractors and I hit a huge wall.
Thanks for the thoughts, will discuss this in the team and consider if we'd like to change something. But if you don't mind a few thoughts from my end:
As to date we have been very careful with gold and feel it is adequately balanced, but maybe it deserves another look in some cases, primarily in Boot Camp's early game. As I feel that that's where you're coming from and it might be most noticeable. As when you'll hit privatization that will give you a huge boost again. So it's mainly the difference until getting to there.
In War Zone gold doesn't really give any big progress benefits, it mainly makes things a bit more convenient. And WZ is more of a means to collect gold via various ways.
As for HQ - I ran out of writing space :D But I'd happily elaborate on our view (in a forum post maybe?) and that some things might seem too gold dependent, where they really are not, as we designed them to ensure it doesn't happen.
There are some things that work differently architecturally that we'd like to make sure work properly. For example - like setting your country automatically doesn't work here, so we have to fix/change something.
Plus the game on Kongregate is from scratch, and is using different databases/servers (but same code), so it's another thing we want to make sure works 100%.
We have some plans to improve it in the following weeks. First make it more usable via PvP upgrades giving DPC mx boosts, make skip option work better and some other unclarities/issues with it.
Or do you perhaps just hate that it "break the attacking loop"?
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They need to rework the deployment model so that we have a real sense of progression as we play. Once you hit the 3rd deployment and beyond, it takes a very long time to get enough Power Points to deploy again... Make it so that you can deploy at 100 each, but give threshold bonuses for deploying with Higher Power Points. This will make it possible to continuously progress, and give some incentive to see how far you can get.
Without that we get stuck real quick unless you spend money...
We deliberately don't want this to become "deploy fest" from the start. i.e. you can play for 10 hours straight continuously re-deploying. We want players to be able to progress nicely with short-mid game session length. Still we will consider changing progression speed at various points (or adapt some multipliers) based on feedback, and see at which points you might feel there's not enough progress.
Opinions on specific game-points are really helpful to us so thanks for that :)
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It looks like 2 games with no connection to each other. What I do in warzone has no effect on bootcamp and vice-versa.
At later stages Boot Camp will have a significant effect on War Zone progression, as any deployed units become "support units" in War Zone, affecting your damage output, as well as serving a purpose in defeating tougher Boss Battles.
We've debated around this several times in our team as well, as one can argue "it's just a number" and not really meaningful, but in short (sorry not that short really!):
The game started off as a small project where we added high-scores "for the sake of it" and because we like seeing it as a sort of "achievement" and comparison to others as well - believe it or not many of our players like the stats, and would even like to see more types of them. We also wanted to experiment with (yes you'll read this right) making idle games have meaningful competitions, that can reshape/shift the scales and keep things "competitive" for longer.
Currently we have "weekly competitions", that are based just on these numbers, but the rewards from them also help keep progression curve slightly up at later stages. And also, again a lot of our players like them!
So even if they may not be a core element of the gameplay, it still makes it as sort of an achievement and more interesting to many players.