[Dev] Suggestions/Bug reports page 26

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avatar for Telien Telien 9 posts
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This game needs a ban for anyone who logs in from multiple ip addresses. There is no reason for anyone to be able to log in two accounts from the same ip address. This is getting ridiculous with people creating several accounts and making their own guild or using their multiple accounts to attack a single home town to make sure they defeat it. We are playing this game as individuals. No one wants to have several accounts from one player making sure they lose and it is not fair to everyone if one person can control several accounts.

 
avatar for Telien Telien 9 posts
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Also there needs to be a button to auto attack heros or units because once units or a hero is behind a building the selection of that unit or hero becomes almost impossible. I spent over a min trying to select a hero and lost my town due to this. Other than this option there needs to be just an auto attack button so your hero just attacks which does not attack when I click my hero to a location. Overall this is really flawed currently. Who would defend and just stand there? They would want to attack something at least to stop the attackers. Or Vice Versa.

 
avatar for pheeeeee pheeeeee 26 posts
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HAHAHAHA… let me tell you guys what just happened.

I was waiting for someone to attack our lvl 7 castle tile once protection runs out.. I did the following preparations:

1. Put a high lvl hero to give leadership 4
2. Put Orb of Power
3. Used 3 buffs I have never used.
– Increase unit and hero damage by 25%
– Increase unit and hero armor by 50% (doesnt really matter.. still i used it)
– Increase unit and hero speed by 50%
4. Put my level 9 Joround as my active hero. He is maxed out at level 9, with 1 Indigo lens and 1 Vermillion lens. Total attack damage is 530. Puncture damage is 500. I knew the attacker would be an Alaric with goggles.. so best hero to pick is the one who can deal highest amt of damage in shortest amount of time – Joround.
5. Scouted that shit and stared at the monitor
6. Defended ASAP as soon as he attacked

What happened? Can you guys guess?

As soon as he dropped his solo hero, I dropped mine and immediately attacked him. He punctured the fuck out of the citadel.I used berserk and punctures. He got stunned for a sec but immediately cleansed with goggles. Before I even ran out of mana, he destroyed the citadel with a little less than a quarter life left. I saw his Alaric laughing, when he put up his middle finger before leaving.

SERIOUSLY!!!! THE. CONQUEST. MAP. IS. BROKEN!!!.

I REALLY am getting sick of this game. This game shouldn’t be called a STRATEGY game.. There is no more strategy left in conquest. Just go straight to the citadel and destroy it! The guild who has more attacks win! Its just tile swapping until players run out of attacks.. those who log-out first lose! It already came to the point where “Oh, player X is attacking tile X….ahh.. fuckem.. I won’t defend that shit.. by the time I scout that tile anyway the cit will already be gone..I’ll just wait for him to run out of attacks and/or logout.” FUCK STRATEGY.

Oh I forgot to point out – YOU DON’T EVEN HAVE TO BRING UNITS! ROFL!

Same can be said with level 8-10 tiles.. didn’t get the citadel on your first try? Attack again! You’ll get it for sure! Oh yeah before I forget, level 9 tile SUCK. There’s an area beside castle where no Archer tower or flamebunker will hit you!

So what am I supposed to do? If you are going to say that my hero is still weak and i need to level him up more, then you don’t see the point of my post. He’s max at lvl 9 already with very good equipment.. and even if i bring him to lvl 10, does it solve the problem? Can I defend tiles properly and successfully now? NO.

I have A LOT of ideas and suggestions in mind but I feel like I will just waste my time posting it since it won’t be implemented anyway. Besides, most of my ideas I believe have already been voiced out and posted here in the forums. If half or even 10% of those great ideas were implemented, I’m sure this game will live a little while longer.. but at present it doesn’t look that way. Devs are more focused on designing new heroes..sephira/locke/tarkus.. and started conquest map prematurely – EXACTLY the same as S2 conquest (without putting something new or implementing any suggestion posted in this thread) so players will start buying more stones.

Sorry if my post offends or angers anyone. I am simply stating facts and some of my personal opinion about the game and where it is headed. It really is saddening.

 
avatar for spyke252 spyke252 138 posts
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Bug: Sticky Fingers does not actually add any damage anywhere to Keris.
Test:
Sticky Finger level 9, base attack is same as damage + equipment on status screen (so not added there).
Attacking someone with no reinforce gives damage to be same as total attack on status.

 
avatar for AleXinoS AleXinoS 600 posts
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avatar for pheeeeee pheeeeee 26 posts
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Alexinos – yes.. bludgeons.. typo. As for spamming it, the plan was to deal the most damage to alaric to kill him in shortest possible time to save the citadel. Also he had goggles.. If I waited for goggles 10 sec duration to end, cit will be LOOOOOOONG destroyed by then lol..(he destroyed the citadel still with goggle effect!). I used berserk (40 mana) + razo (hits harder because of berserk) + 3 bludgeons (60 mana total). The citadel was destroyed after the 3rd bludgeon.. while the 4th bludgeon is STILL in cooldown (doesnt matter if I had mana or not after cooldown..cit was already destroyed).

 
avatar for Dowik Dowik 69 posts
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^ Did you cast berserk near citadel so it got both puncture and berserk enfeeble for total of like 55%?:P

 
avatar for AleXinoS AleXinoS 600 posts
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Originally posted by Dowik:

^ Did you cast berserk near citadel so it got both puncture and berserk enfeeble for total of like 55%?:P

Oh, good one.

Btw, I’m officially announcing that I’m done with this game because devs didn’t bother to do shit so f*ck them and f*ck this game. Feel free to farm me; I’ll repair my base daily, or so. Bye y’all.

 
avatar for SSH132 SSH132 12 posts
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Agreeing with the above post 100% and then some. Enough is enough. I could care less how much money you generate off this game on other sites. Consider this the beginning of the end for your game here if you don’t take care of business Now. This is not a threat. This is not a prediction. It is a fact. Enjoy the downhill snowball effect until you decide to give a ****.

 
avatar for Tsuichi Tsuichi 22 posts
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Who else feels the same way? Cause I do too.

 
avatar for AleXinoS AleXinoS 600 posts
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avatar for Manaco Manaco 222 posts
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my request is for the devs to STOP LISTENING TO ALEX, WHO IS JUST ONE, SINGLE PERSON THAT HAPPENS TO HAVE ACCESS TO THE INNER WORKINGS OF THE GAME. SHE IS ONLY ONE PERSON WITH ONE OPINION. She only speaks for herself and nobody else. I disagree with almost everything she wants to see changed. Devs, stop giving alex what she wants and screwing the rest of us over.

 
avatar for Top6a Top6a 7 posts
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Hello.
Immediately apologize for my English – it is not my native language.
I wanted to ask for advice how to deal with a subject.
Today players JeremyEmperor attacked my guild with their five violas Vortexwars2 Vortexwars3 Vortexwars4 Vortexwars5. This upsets the balance of the game and its sense of every kind. Because I have to wait 20 minutes to attack, and he can attack indefinitely.
What could be the solution of this problem?

 
avatar for pheeeeee pheeeeee 26 posts
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Last suggestion for the game.. If this or any other suggestion to fix the conquest map is to be ignored by devs by the next patch, I’m sure as hell I’ll be quitting this game then.

Hero Death Timers

If a particular hero dies from attacking or defending, whether in rivals list or conquest map, that particular hero will not be usable for a certain period of time.

Duration can be fixed (similar to protection of tiles) or based on hero level (the higher the longer). Starts immediately after he dies or maybe can be revived from the HoH or a new building for a certain amt of resource. I am just throwing ideas.

WHY?

1. So that players in conquest just don’t solo hero rush citadels carelessly. There should be a consequence if the hero dies unlike the current setup. Now players will more likely bring units too when attacking to give defender a real option whether to kill the hero and delay that particular player’s hero to attack again or kill the units to make it harder for that player to destroy higher lvl tiles.

2. This will make other useless/subpar heroes to be used again.. e.g. collet is really strong in attacking because of her unit support and defending because of permastuns. If someone attacks your base/tile, some players may avoid using collet in defending to avoid her from getting killed.. other heroes will now be used in defending like gasket, sephira, locke..consequently adding much more variety in the game = more strategy = more fun.

3. Currently, some players have so much armor in their equipment they basically tank all towers.. making the most effective army when attacking to be either 30 rangers/gunjacks or 15 mages (most common in high lvl players like me).. making swordsmen,voguls, rivets, and other units useless and untouched. (I have 95 capacity – 23 mages, 40 gunjacks and 3 rivets.. although my other units are upgraded, i never use them) My suggestion will give some players a sort of “scare” when they are attacking and wont let their hero take as much damage because someone might def and kill their hero.. this may incline some players to build swordsmen, voguls, etc.. again, more variety = more strategy = more fun.

4. This will entice players to buy and upgrade more heroes. Some players use stones on this – good for you devs

5. You can make revival of heroes to be sped up using stones.. again, good for you devs.

6. I Imagine conquest to have a slower/less aggressive pace.. more careful attacks and less tile swapping.

If you can think of other reasons why to implement this, please post it here to convince the devs more. If you can think of reasons NOT to implement this, also please explain why so the community can think of a workaround/solution to that problem.

I’m posting this in the suggestions/bug thread but also in a new thread so it won’t be easily forgotten.

Thanks,
Pheeedom

 
avatar for SSH132 SSH132 12 posts
This post has been removed by an administrator or moderator
 
avatar for AleXinoS AleXinoS 600 posts
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Originally posted by pheeeeee:

Last suggestion for the game.. If this or any other suggestion to fix the conquest map is to be ignored by devs by the next patch, I’m sure as hell I’ll be quitting this game then.

Hero Death Timers

If a particular hero dies from attacking or defending, whether in rivals list or conquest map, that particular hero will not be usable for a certain period of time.

Duration can be fixed (similar to protection of tiles) or based on hero level (the higher the longer). Starts immediately after he dies or maybe can be revived from the HoH or a new building for a certain amt of resource. I am just throwing ideas.

WHY?

1. So that players in conquest just don’t solo hero rush citadels carelessly. There should be a consequence if the hero dies unlike the current setup. Now players will more likely bring units too when attacking to give defender a real option whether to kill the hero and delay that particular player’s hero to attack again or kill the units to make it harder for that player to destroy higher lvl tiles.

2. This will make other useless/subpar heroes to be used again.. e.g. collet is really strong in attacking because of her unit support and defending because of permastuns. If someone attacks your base/tile, some players may avoid using collet in defending to avoid her from getting killed.. other heroes will now be used in defending like gasket, sephira, locke..consequently adding much more variety in the game = more strategy = more fun.

3. Currently, some players have so much armor in their equipment they basically tank all towers.. making the most effective army when attacking to be either 30 rangers/gunjacks or 15 mages (most common in high lvl players like me).. making swordsmen,voguls, rivets, and other units useless and untouched. (I have 95 capacity – 23 mages, 40 gunjacks and 3 rivets.. although my other units are upgraded, i never use them) My suggestion will give some players a sort of “scare” when they are attacking and wont let their hero take as much damage because someone might def and kill their hero.. this may incline some players to build swordsmen, voguls, etc.. again, more variety = more strategy = more fun.

4. This will entice players to buy and upgrade more heroes. Some players use stones on this – good for you devs

5. You can make revival of heroes to be sped up using stones.. again, good for you devs.

6. I Imagine conquest to have a slower/less aggressive pace.. more careful attacks and less tile swapping.

If you can think of other reasons why to implement this, please post it here to convince the devs more. If you can think of reasons NOT to implement this, also please explain why so the community can think of a workaround/solution to that problem.

I’m posting this in the suggestions/bug thread but also in a new thread so it won’t be easily forgotten.

Thanks,
Pheeedom

I totally agree with this. One inconvenience would be the attacker using a strong hero to kill the defender’s best hero and screwing them over, then ending attack and coming back with an army, knowing the defender will defend with a weaker or less-good-at-defending hero. Also, enabling hero-switching before defending is a must for this. I’d say that the defending hero “dies” after 3 kills vs the attacker hero dies on first kill. That way there won’t be Jorunds coming in on the first battle and killing defending hero right away to come back again and win at 99% win rate.

Originally posted by SSH132:

Dear Unresponsive Greedy MiA Devs Of Skyshard,

Congratulations! You have effectively killed your game on Kong as it is heading for a steep decline thanks to your neglect! I hope it is generating Tons of revenue for you on F***B***K!

Facebook has 3 O’s? XD

Originally posted by Manaco:

my request is for the devs to STOP LISTENING TO ALEX, WHO IS JUST ONE, SINGLE PERSON THAT HAPPENS TO HAVE ACCESS TO THE INNER WORKINGS OF THE GAME. SHE IS ONLY ONE PERSON WITH ONE OPINION. She only speaks for herself and nobody else. I disagree with almost everything she wants to see changed. Devs, stop giving alex what she wants and screwing the rest of us over.

I TALK IN CAPSCAUSE I’M MAD. Also, you think I want to screw the rest of the people over? You’re so narrow-minded. I always ask if others agree with me first, and I always get a lot of people who agree. You’re just mad that I beat you in conquest, sore loser.

 
avatar for markboy11 markboy11 380 posts
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I did a campaign mission (Power Up) and was defeated. I changed my base setup and hero and 30 minutes later did the mission again, but all my towers suddenly were at very low health (like 100), which caused me to lose again.

Edit: happened 2 more times already, so I wasted 210 energy.

 
avatar for pheeeeee pheeeeee 26 posts
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Originally posted by AleXinoS:
Originally posted by pheeeeee:

Last suggestion for the game.. If this or any other suggestion to fix the conquest map is to be ignored by devs by the next patch, I’m sure as hell I’ll be quitting this game then.

Hero Death Timers

If a particular hero dies from attacking or defending, whether in rivals list or conquest map, that particular hero will not be usable for a certain period of time.

Duration can be fixed (similar to protection of tiles) or based on hero level (the higher the longer). Starts immediately after he dies or maybe can be revived from the HoH or a new building for a certain amt of resource. I am just throwing ideas.

WHY?

1. So that players in conquest just don’t solo hero rush citadels carelessly. There should be a consequence if the hero dies unlike the current setup. Now players will more likely bring units too when attacking to give defender a real option whether to kill the hero and delay that particular player’s hero to attack again or kill the units to make it harder for that player to destroy higher lvl tiles.

2. This will make other useless/subpar heroes to be used again.. e.g. collet is really strong in attacking because of her unit support and defending because of permastuns. If someone attacks your base/tile, some players may avoid using collet in defending to avoid her from getting killed.. other heroes will now be used in defending like gasket, sephira, locke..consequently adding much more variety in the game = more strategy = more fun.

3. Currently, some players have so much armor in their equipment they basically tank all towers.. making the most effective army when attacking to be either 30 rangers/gunjacks or 15 mages (most common in high lvl players like me).. making swordsmen,voguls, rivets, and other units useless and untouched. (I have 95 capacity – 23 mages, 40 gunjacks and 3 rivets.. although my other units are upgraded, i never use them) My suggestion will give some players a sort of “scare” when they are attacking and wont let their hero take as much damage because someone might def and kill their hero.. this may incline some players to build swordsmen, voguls, etc.. again, more variety = more strategy = more fun.

4. This will entice players to buy and upgrade more heroes. Some players use stones on this – good for you devs

5. You can make revival of heroes to be sped up using stones.. again, good for you devs.

6. I Imagine conquest to have a slower/less aggressive pace.. more careful attacks and less tile swapping.

If you can think of other reasons why to implement this, please post it here to convince the devs more. If you can think of reasons NOT to implement this, also please explain why so the community can think of a workaround/solution to that problem.

I’m posting this in the suggestions/bug thread but also in a new thread so it won’t be easily forgotten.

Thanks,
Pheeedom

I totally agree with this. One inconvenience would be the attacker using a strong hero to kill the defender’s best hero and screwing them over, then ending attack and coming back with an army, knowing the defender will defend with a weaker or less-good-at-defending hero. Also, enabling hero-switching before defending is a must for this. I’d say that the defending hero “dies” after 3 kills vs the attacker hero dies on first kill. That way there won’t be Jorunds coming in on the first battle and killing defending hero right away to come back again and win at 99% win rate.

I completely agree that hero-switching is a MUST for this. If that is implemented, then defender should have a slight advantage when it comes to hero match ups.. which should be the case.. If attacker goes solo joround hoping to kill defender hero, then defender can pick Keris or Tarkus. In your scenario where attacker successfully killled the defending hero and ends attacks to come back with an army.. in my point of view, the attacker there just used 2 attacks.. which is favorable for defending player/guild.

On a different topic, I really think goggles should be removed. It really breaks how conquest works. Devs should think how they should compenssate players who farmed 80 fangs for goggles if they decide to remove it

 
avatar for 3223jlong 3223jlong 116 posts
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Here is a great bug that needs addressing.
Why does a 8k hp die while only suffering 1390 damage in a conquest tile?
I know I am not the only person who is have trouble with this……

 
avatar for 3223jlong 3223jlong 116 posts
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Ok just saw a new bug I attack a home town, my hero was Seripha, but had Alaric’s hero skills
Anyone else seen that?

 
avatar for markboy11 markboy11 380 posts
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In the mission Grinding Gears in the last text Alaric says ’’I beleive you" instead of I believe you.

 
avatar for Telien Telien 9 posts
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Originally posted by markboy11:

In the mission Grinding Gears in the last text Alaric says ’’I beleive you" instead of I believe you.

Reminds me of people saying googles instead of goggles.

 
avatar for Casperge020 Casperge020 53 posts
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I think we need the option NOT to defend your Hometown. Than you can attack their town, or maybey you want to defend in conquest. Also i think that the shortcuts need to be disabled. I did not know that there was this option and only now understand why i always was to late. Reposting because it was ignored the first time, this is not acceptable. Either you react in detail or you try to do something with our posts.

 
avatar for Top6a Top6a 7 posts
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avatar for spyke252 spyke252 138 posts
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Another bug- all my orbs are no longer accessible. No clue how it happened.