[Dev] Skyshard Roadmap page 2

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avatar for joelandos joelandos 31 posts
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“-Level Normalization – Late January
this will not result in any functional difference except the range of players you can attack and be attacked by.

attack is citadel base yet not level base.

 
avatar for WhiteLionKing WhiteLionKing 121 posts
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-Level Normalization – Late January
We will be moving “XP” to more of a vanity stat and changing the way levels are calculated. Levels will now be more representative of power level, calculated as the sum of Building, Hero, and Unit levels. This will provide a more fine-grained power level than the current Citadel-based system, which changes abruptly when going from (for example) Citadel 5 to Citadel 6.
The new intended level cap will be about Level 50. Many players will go up in level, and several will drop in level. However, this will not result in any functional difference except the range of players you can attack and be attacked by.

*i’d like to know how this was calculated for me to be a lv 42 when my highest towers are only lv 8

-Raids – Late February
With configurable towers adding another level of depth, we will refocus on collaborative PvE content that will offer exclusive rewards (such as new Tower blueprints and additional Contracts). Raids will be similar to the Guulak and Gunjack events, but will require collaboration amongst several players to defeat them. They will be limited time events but initiated by players rather than one-off global events. They will also be aimed primarily as end-game content (for high-level players) rather than as content for all player levels. However, we will also try to introduce a small amount of raid content for low-level players to give a taste of high-end gameplay.

*
is this going to be similar to EPICS in War Machine? very much sounds like it

 
avatar for joelandos joelandos 31 posts
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make citadel and level base together for atk range

 
avatar for WhiteLionKing WhiteLionKing 121 posts
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what about showing a row of all our heros in smaller inserts that show when we click to defend just after clicking the crossed swords so once we see what the enemy is using, we can select the correct hero to defend. after all, who would just jump into a battle with the wrong weapons? the existing method of selecting a hero cost us half the town and on low level tiles we don’t stand a chance. the battle is lost before we even get on the tile…that’s to say after looking for the damn tile!

every battle defence does not have to be PEARL HARBOR for crying out loud!!!!

flagging the tile being attacked will help as well