cevaul
122 posts
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OH! You are mean!! Giving us this daily quest new thing with rewards for the lower Tiers, so that the trading feature seems less important!? Now that is what I call mean! :))
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AleisterB
84 posts
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Cevaul is right. Although people could abuse multi-account, it’s not really worth it or even matter. If I’d create 10 accounts and play all of them just to trade items to my main-account, that basically means I have to spend 10 times the time playing here. It also means we’d have 10 “new players” and towns for other people to attack and raid even if all are played by a single player.
Of course it could be abused gold-wise, but maybe then we just remove the ability to sell stuff for gold? Allow only trading items.
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cevaul
122 posts
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What I am thinking about is a part-only trade market, with the ability for the seller to choose what he wants in return for the sold parts. Example: I put in 20 propane tanks for one gyroscope. Simple. No direct sale between players and no “buy with gold” options. Look, I know this will require a separate database and some extra technical efforts on your side, but I just think this is a great feature for the game. Players stuck needing mushrooms, or other early-game parts will have the option to not wait for a couple of days farming period in order to proceed, instead, they will have the market to keep heir base going. High level players wil be able to use the market in order to swap the parts that they have extra, because you know very well that drops are random. It is in this way, that all players will keep evolving tech-wise and maybe not quit. I think it is a pretty engaging game as far as the technological advancement aspect and, this beautiful feature of the game you should take advantage of.
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guinessguy
27 posts
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I’ve been playing and enjoying (I’ve rated it 5 stars) this game for the better part of two weeks now. I’d like to offer some general suggestions that I would assume have been made before, but don’t appear in this thread. I’m focusing here on specific points with (hopefully) specific small fixes; I’m not addressing gameplay as a whole. By way of reference, I’m currently T6.
1) The recycle/upgrade feature of walls is more than a bit cumbersome. If I recycle a wall and then build a higher level replacement, I get half of my lower level resource investment back, but it takes twice as much navigating. On the other hand, if I just press “Upgrade” I get a quick replacement, but lose the advantages of recycling. Can these two features be combined so that any upgrades get a discount for the previously built wall?
2) My initial advancement was very rapid, and has since slowed down considerably. I understand that this is by design. I am concerned, however, about a handful of items that we need a regular supply of, in considerable amounts, that can typically only be acquired through the gifting of friends. I’m primarily speaking here of chains, tubes, and nuts and bolts. (I am aware that the latter two can – infrequently – be acquired through the clearing of large and medium rubble, respectively. I’ll come back to that point shortly.) My concern is that, particularly if we are building scrapyard towers, we need significant numbers of these. Friends can help, but that process is very slow, particularly if you need multiple types of items. Is there any way that they can be made drops (even rare ones) in various buildings? I’m not wanting to supplant the gifting dynamic, but to ease the demands on it.
3) One way to facilitate the gathering of nuts and bolts would be to allow for “medium” rubble to respawn. (I’ve assumed, for game purposes, that medium rubble is defined as that which takes 1-20 minutes to clear.) Since nuts and bolts can be found through medium rubble, its regular reemergence would give us another way to get them. Similarly, if chains and tubes could be salvaged from medium rubble, that would obviate a need to put them in enemy structures. I’m not imagining it respawning at the rate of small rubble – I’m thinking something like 12 piles per day, of various sizes. I can see why nobody would want large rubble, which can take hours/days to clear, to come back, but I don’t really see why medium rubble should present a problem.
4) The NPC bug that necessitates “tagging” is inconvenient and points to a larger discrepancy between farming NPCs and other players. In game terms, the two are the same – you carry them out to get items, experience and resources – generally in that order. So why does the game treat them differently. If NPC encampments were dealt with the same way as other players’ (i.e., you could only hit them once, and not go back to finish off the camp) there would be no need for tagging. It would also make farming NPCs a bit more difficult, which is not a bad thing. Finally, it could allow NPCs to reset in the same fashion as players’ towns, with a timer contingent on the damage inflicted. (This could allow for the introduction of a timer, similar to that we see on the players, something I see that has already been requested in this thread.) NB: I am NOT suggesting that quest/sidequest towns be treated this way – there are good, gameplay related reasons why players may need to go back 2-3 times. If it was required that these towns be beaten in one attempt, it would substantially delay advancement. I’m just talking about the NPCs that respawn and whose only purpose is to be farmed.
I would assume that many – if not all of these points have been made in the Crowdstar forums, and I’m not necessarily expecting that my suggestions could be implemented. I would like, though, to hear somebody’s thoughts on them.
Thanks,
-GG
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Lutherin
27 posts
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I really like some of the points that guinessguy has posted. I do agree with the walls suggestion. As for needing large amounts of gifted parts (metal tubes especially) I get 15-20 gifts a day from my friends, which were easily found in chat. Now that we have had a wave of new players, I don’t think gifted parts should be a problem. Also, if the “tagging bug” cannot be fixed, I do like the alternate idea that GG has suggested.
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cevaul
122 posts
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@guinessguy :1) What you ask for is totally irrelevant, you simply upgrade the walls and that’s that, no need to recycle them and then create the ones from the newer Tier. IF you are doing this just because you wish to farm resources… (which you will have tons of from T7 and onwards, if not from T6)… simply create army/disband army. Hope I made my self clear as to why this particular suggestion is irrelevant
2) and 3) Get enough friends (even new ones that might be active for a couple of weeks/months. then quit), keep your wishlist short… 2, maximum 3 items and you will have TONS of those items as well. Once you have cleared your base entirely, trust me, you will not wish for medium and small rubble to constantly pop up. Plus, there are certain resources that do not even drop from whatnot rubble. And you will maybe find out later on, that you need THOSE resources, more than nuts and bolts. (nuts and bolts are not required for upgrading towers above T7)
4) something needs to be done about the “tagging” system, we should be able to farm NPC bases like we do with player bases.
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Dynk
5 posts
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May have been mentioned already but to many msgs to search through.
1. Make a way to msg ALL neighbors/friends so not having to send 1 message 36 times when you can send 36 msgs 1 time.
2. Make an add friend/neighbor by ID we are given user ID’s for keeping track of stats and what not so make some use out of it for us kongregate folks who think it’s a pain in the @** having to friend, get friended back, invite, get accepted and finally refresh and HOPE it all worked.
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AleisterB
84 posts
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Kane, could I have some feedback on my previous suggestion to the clan benefits?
Such as the bigger the territory, faster the research, building, unit training and salvaging speed.
Something like every 10 territory above the 1000 gives you 1% extra speed. So at 1200 territory you research and build 1.2x faster, at 1500 territory 1.5x faster and at 4000 territory 4x faster.
This would greatly benefit players in a clan and encourage them to fight more for the wins. This is especially important at later tiers when research already takes over 100 hours.
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CrazyIan
1 post
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I really enjoy this game. I feel there needs to be an easier way to add people on here. Maybe a way to show only friends who play the game.
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biscuits22
94 posts
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> Make it so there is always a raider camp in your territory, so your never out of certain items
> Alternatively make parts craftable at the scrapyard
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AleisterB
84 posts
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biscuits22, we’ve all felt the same when starting the game. The towns already respawn every morning and evening, which on the long run is enough. The truth is that once you get to T7+, the research and building times are increasing and going to be pretty high and thus the game “slows down”. By that time the towns you have are a lot larger as well and give you a lot more resources. Therefore the towns that respawn each morning/evening should be enough (at least they are for me). Having a town always respawning might sound like fun, but on the long run it’s not needed and would in fact make the game too easy.
The best option to get extra parts would be a player market where those of us who have extra mushrooms could trade them for other items.
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perezdiver
50 posts
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I’m running into a problem of lack of resources. I’m at tier 8, but haven’t gotten enough resources to build up my barracks to tier 8. Now I’m attacking other settlements, but they are running at tier 9 and 10 so I’m getting slaughtered by the bots. This is very discouraging to the point of me going elsewhere because this is becoming a dull grind instead of watching a cool story unfold.
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AleisterB
84 posts
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perezdiver, either de-level your reputation to get easier towns/player towns or buy stronger units: Rovers or Missile Blazer Trikes. I’m using both and I have no problem taking down T10 robot bases. Of course the first time it spawns, I have to attack it 2 or 3 times to completely destroy it (at least if I don’t want any casulties). The next time re-spawns, I just tag all the buildings quickly with the rovers and trikes, end the attack and attack again.
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AleisterB
84 posts
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CLAN MESSAGE BOARD
We definitely need some sort of clan chat, forum or a simple message board accessable through the command center. A place where the members can post single requests, questions or if they are going on a vacation etc. Just yesterday I kicked one member out of inactivity and replaced him with a new recruit only to notice that today he is back and was only on a vacation I had no idea about. So we definitely need a message board where people can post about these things.
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Avo082
1 post
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I have a suggestion
When moving objects i cannot move the map at the same time. Also i hope you will add rotating the map at some point and zooming in and out. When building walls and roads. Could you add in that you can build a stretch of wall or road at a time rather than a single block. How about day and night cycles or even weather would be a cool addition to the game. Another suggestion would be maybe the map can be randomly generated and more AI to attack. The low percentage of drops bottle neck upgrade progress and tend to be annoying. All in all the game is fun but i feel it still needs more.
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perezdiver
50 posts
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When you recycle your buildings, you should get at least some of the materials you used back. ie. wires or mushrooms, etc. Kind of makes it futile to recycle stuff if you only get the basic bio ,crystal or mechanical especially when it costs so many additional items to upgrade. Doesn’t recycle mean reuse, shouldn’t you reuse the old items instead of having to get a new set of items.
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Byere
2 posts
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Feedback:
I think we need to be able to fight more. What I mean is that I’ve just gotten to chapter 10 and it’s telling me my quest is to upgrade my town hall. Sounds easy enough, I think to myself. However, I’m in a territory where I not only have a raider camp that takes forever to re-spawn when something is destroyed, but 2 other players. This means that I have 3 targets… but the energy cells just are not dropping and there’s only 3 Town Halls I can get them from, one of which is being constantly attacked by the other players, and thus I don’t get a shot at it as it’s always destroyed…
Suggestions:
Give raiders a cool-down time. Rather than re-spawning once every 6-12 hours, make it respawn instantly, but have a prolonged cool-down time like players have. 2 hours if you don’t win, 4 hours if you do… and make it so NPC camps are separate for each player (I forget the name of it, but it’s where something in the game world is changed for one player, but not other players)
Alternately, how about this… A barter hall of some kind. Give all items (that are obtained via destroying stuff.. not quest-related items) a value. ie things like Desert Suits (being so common) would have a value of 1 point… whereas something like Mushrooms, being a bit rarer would have a value of 10, etc. The rarer the item, the more the value.
We could trade in those items we’ve collected in order to collect these points to our account. We can then proceed to use the points to buy certain rarer items (but at something like twice their value… etc Mushrooms would cost 20 or 30 points, etc).
It would mean players can work their way up at their own pace. They still need to battle to gain resources, but they can exchange the more useless ones… like recycled wires at later tiers… for something more useful at the time.
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cevaul
122 posts
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New argument regarding the in-game trading of parts, which by the way, is being brought up by new players as well and overall, by more and more people playing W.E., in chat :) I smile, because it is a good thing. The argument is that we will all end up needing player base-only parts, as it so happens (presently learning this myself) in the late Tiers. So, trading would speed up the process of base upgrading and more and more people will be even more interested – in the game and in the farming process. Players tend to quit not because of the long research/building time as Tiers evolve, but because they don’t have the addiction, or simply the time… to farm as much as others do. They quit because they lack sheet metal to see what that stupid tank does, they quit because they lack one recycled wire to finish their T2 farm. This problem can be easily solved by a simple trading function. This/These part(s) for this/these part(s).
Thanks.
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AleisterB
84 posts
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Byere wrote:
Give raiders a cool-down time. Rather than re-spawning once every 6-12 hours, make it respawn instantly, but have a prolonged cool-down time like players have. 2 hours if you don’t win, 4 hours if you do… and make it so NPC camps are separate for each player (I forget the name of it, but it’s where something in the game world is changed for one player, but not other players)
It’s already like that. Your raider towns are your own, no one else can attack them. They respawn every 12 hours or so.
Player towns aren’t your own, if you have a player on your territory, someone else, but not many, might have him as well. Then depending who attacks him the first will get the town, for the rest it will give the protection time.
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Lord_Steam
12 posts
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Is there somethign new on the Tagging issue…or still same shit diffrent day?
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cevaul
122 posts
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nocaplato
10 posts
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AleisterB’s idea about a clan message board is great. I totally concur. Some kind of clan system is necessary because right now I have more in common with the enemies in my territory than I do with my own clan mates. Generally, I get along better with them, chat with them more, and know who they are. We need some way to tie clans together more closely. I’ve tried using the forums and the radio, but it’s a huge… no gihugenormous problem.
Speaking of which, one possibility is to improve the functionality of the radio. How about a ‘clan’ list, like there’s a ‘friend’ list and an ‘ally’ list. And I’d like to be able to ‘message all clan members’ or something of the sort. As it is, I have to find all the clan members, friend them through Kong (knowing the spelling of their screen names exactly and all that) then find them on the list of 40+ other folks on my friend list, or was that the ally list? I can’t remember.
Clan list in the radio would be very helpful, and might make the radio more useful.
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Lutherin
27 posts
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I also think that a clan message board/in-game chat would be a great idea. I chat regularly with some of my clan mates, but it is more tedious than it has to be, using Kong chat/radio. Perhaps a new tab in our Clan War Rooms.
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skullhead51
1662 posts
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when doing quests, say build or train however many things, it should show the progress. Say i need to train 40 units it should show 0/40 instead of just “train 40 units” and a check mark when i’m done.
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ProspectorSam
65 posts
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Is development still under way? Things seem to have slowed down lately, at least on Kong. (I don’t FB.)
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