synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Conquest Update
Originally posted by bbrady:
I noticed my heroes did not move faster, despite finishing the 40% vehicle. I guess that’s incoming though, huh?
It should be in. The vehicle is equipped?
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Conquest Update
-The Spire citadel has been replaced with a proper Spire! (And increased Health)
-Shield Generators now give additional Hero Damage reduction to the Citadel. This should continue to mitigate Cit Rushes.
-To help offset the increased defenses, we have reduced the resource cost of training units by about 20-30% across the board.
-We have added Vehicles to the game under the Conquest section of the Forge.
-Fixed a bug where units would initially move in the wrong direction after placing them in an attack.
-Players can now abandon influence-only assets on the World Map.
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Conquest
Here’s an outline of our plans for and thoughts around Conquest:
1) We want Conquest to make up a good chunk of the end game. Fighting with your guild brothers should be fun and intense.
2) We recognize the current state of the new Conquest isn’t there yet. However, it was never our intent to release a completely full-featured metagame in one swoop. Instead, we want to see what your feedback is, and how you play Conquest, and develop the feature from there.
3) The problem with old Conquest was that a season would last for a very long time (4-8+ weeks) and that would cause things to stagnate.
4) We now intend on doing Conquest one week at a time. This makes battles shorter and sweeter, and prevents the “no chance to catch up” feeling.
5) An additional, and maybe more important, benefit to doing Conquest one week at a time: we can iterate very quickly on rules, and adding new features.
That said, if the World Map Conquest just sucks no matter what we do with it, we don’t have a problem going back to the old tile-based system. HOWEVER, I am very confident that we can tweak the rules as necessary to incorporate everything into the World Map, while also improving the basic PvP on the map as well.
Here are some things we definitely plan on adding to Conquest soon:
-Guild members can defend any member’s asset
-Guild notifications for anytime an asset is attacked
-Vehicles that significantly improve movement speed on the World Map
-Guild ownership labels on controlled assets
-An indicator telling each Guild what rank they are on Influence, and how many Conquest Cores they will get at the end of the week
-A timer showing exactly how much time is left until the Conquest week ends and influence dies down
-A “Conquest Map” – it will look very similar to the old map, but will actually show an influence map overlay using the Guild Colors.
-Potentially giving Influence-only Assets combat boosts or additional resources.
Long story short, give it some time and give us feedback on what specifically you don’t like (or do like) about the new Conquest.
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synapticon
630 posts
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Topic: Tyrant /
[DEV] Small conquest suggestion for next week.
Originally posted by Alan_Blake:
This change would kill my faction, please don’t go through with it.
wat why
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synapticon
630 posts
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Topic: Tyrant /
[DEV] Small conquest suggestion for next week.
We’re cool removing tile limits for this. Thoughts?
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synapticon
630 posts
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Topic: Tyrant /
[DEV] 5/7/13 New Promo Cards and Phobos for Gold!
Originally posted by sss1:
Originally posted by CocoBumfluff:
Devs be trolling with 80k packs..5k gold, 10k enclave…..50k nexus…..80k phobos? Pah!
80k is “just” a 72h straight farm of the last mission with 95% win chance deck.
Sure, but that ignores quests/faction wars/daily bonus. Gold income is sufficient to buy a Phobos pack every two days without using/selling any shards.
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Scarlett the Bloodwitch is now available!
Cool suggestion. No, we did not remove the post.
The next hero will have another variant on the Blood pool idea, as well as a short teleport, and a shapeshifting mechanic. We intend all new heroes to introduce new mechanics.
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Current roadmap
We’ll look into the balance issues regarding Conquest and Fame. We’re working hard on the actual implementation first, and we’ll see what we need to do to balance with basic PvP afterwards.
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synapticon
630 posts
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Current roadmap
Here’s what we’re working on:
May 6: new Archanid raid
May 16-23: Conquest week – we’ll be doing a one week test run of Conquest on the World Map.
May 23: New Shapeshifter hero.
May 30: Defense Tower equipment – this will allow configuration necessary for the defense buildings.
Weekly content releases and pvp events will follow.
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synapticon
630 posts
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Topic: Tyrant /
[To Devs] When Raid Revamp??
We’ve been somewhat delayed due to various bug fixes (e.g. the tournament sync bug) and discussions about slightly reworking various features to mitigate the advantage of alts/etc. The raid revamp is on hold for now.
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synapticon
630 posts
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Topic: Tyrant /
[Boycott] Force Devs to take action against cheating
Anyone who thinks IP address is a clever tool to distinguish bots has no idea how exploitable IP address is.
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synapticon
630 posts
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Topic: Tyrant /
[Boycott] Force Devs to take action against cheating
Originally posted by catepillar:
Originally posted by synapticon:
You’re right, that was a poorly phrased response.
I’ll take another look at these things, but if there was a thread that actually aggregated all of these exploits and were verified by players as issues, it would be extremely helpful for us and we’d be able to turn around fixes much faster. Of course, we should be doing that on our side, and we will. I’m just offering a way for threads like this to be more helpful. I promise my next replies won’t be so emo.
Specifics (Just a start):
- Tile blocking with alt factions.
- Bots in Faction wars allow people to be active when sleeping/vacationing.
- Account sharing allows people to be active when sleeping/vacationing.
Thank you. This is a useful start.
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synapticon
630 posts
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Topic: Tyrant /
[Boycott] Force Devs to take action against cheating
Originally posted by ralkkdillon:
Well I can tell you there have been numerous threads and complaints about the faction bestofbest – all 50 members are some form of the username jindola (jindola1, jindola2, jindola3, etc). May be a place to start.
My question would be: what are those players doing that’s considered an exploit? How are they gaining an advantage? We’re aware of several grouped players with similar names and, yes, it looks suspicious, but that’s hardly cheating. If, however, they are coordinating in a way that gives them an advantage, that IS cheating. The way to fix that is to modify the game design to reduce advantages gained.
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synapticon
630 posts
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Topic: Tyrant /
[Boycott] Force Devs to take action against cheating
You’re right, that was a poorly phrased response.
I’ll take another look at these things, but if there was a thread that actually aggregated all of these exploits and were verified by players as issues, it would be extremely helpful for us and we’d be able to turn around fixes much faster. Of course, we should be doing that on our side, and we will. I’m just offering a way for threads like this to be more helpful. I promise my next replies won’t be so emo.
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synapticon
630 posts
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Topic: Tyrant /
[Boycott] Force Devs to take action against cheating
If you want to help us out immensely, you can post here specific examples of cheating/exploits regarding various features. For example:
-Player A uses multiple alts to do X and Y and get a ton of extra gold per day
-Faction A uses multiple alt factions to give protection to owned tiles if they X and Y
If you just whine and say “Stop the Cheating!”, that gives us no information. The word cheating is thrown around here so much that it no longer means anything. In other words, this thread would be a lot more effective if it outlined specific ways alts/scripts/bots can be used to gain advantage.
Edited to remove my unwarranted emo QQ.
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synapticon
630 posts
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Topic: Tyrant /
Quick QQ about...Tyrant xD
Originally posted by WindKnight17:
My personal opinion, I agree but disagree with Coco. Yea it does seem like a basic routine, but there is lots to be done when playing. Like challenge yourself to a set faction and play with a MonoRaider deck on the next expansion, or even come up with a new idea to share with the DEVS. :P but you are right, with out the community, Tyrant is just pretty bland. The game and community are hand in hand, and that is why I keep coming back. Updates almost regularly, and community treats each other with respect. :D Thanks synapticon & Tyrant DEV team!
WTF are you one of my alts?
Edit: no in all seriousness, I completely agree that the community is a key part of this game being fun – even for us.
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synapticon
630 posts
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Topic: Tyrant /
this game should take a break and solve its powercreep problem
The point of Upgrades is to increase the breadth of the metagame, and it’s actually done a pretty great job of that so far. It’s unreasonable to expect every card to be at the exact same power level, largely because you guys are so good at finding new strategies to use with cards. If you want every card to have a pre-defined strategy and power-level, it would actually get boring very quickly. The meta-game will never be stable, static, and balanced, because that would mean rock-paper-scissors and is actually really boring. The meta-game has been, is, and will always be ever-changing. That’s the only way to keep it interesting.
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synapticon
630 posts
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Topic: Tyrant /
[To DEVS] [FIX SYNC BUG] (Weekly Reminder?)
We are working on this at the moment. It’s an extremely elusive bug but we hope to have some fixes soon.
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synapticon
630 posts
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Topic: Tyrant /
Quick QQ about...Tyrant xD
Originally posted by darkfang77:
Originally posted by CocoBumfluff:
“Fuck off” or “No.”?
Originally posted by OOHnirav:
Originally posted by MSUSpartan3096:
Originally posted by CocoBumfluff:
“Fuck off” or “No.”?
Why not both?
When you ask a question, and you only get one of those as a response with nothing else said, it usually means both.
Newsflash: if you sign everything as “F*** U Developers”, you don’t get taken seriously.
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Roadmap
Originally posted by Casperge020:
Its ridicilous that again you do a upgrade without telling first what and when its going to happen. I have posted and talked about your behaviour before and it is NOT acceptable that you make this mistake again. I see no reason whatsoever why if you take away the assets the resources wereny added to my silos.
Because your silos were full because you had a billion assets
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Roadmap
With the release of the newly revamped World Map underway, we want to clarify our current Roadmap of new features:
1) We will be introducing a series of staggered, week-long Conquest seasons that involve asset-takeovers on the World Map. In the short term, these will award Conquest Cores in much the same way that the original seasons did – based on a Conquest Rating that is aggregated from “King of the Hill” style point system with strategic assets. In other words – yes, Guilds will be important again.
2) A new raid, the mechanical spider-boss Archanid, is in development. We expect a release early May.
3) A new hero, a dark blood mage, will introduce a new mana mechanic. She will be out shortly.
4) We will be introducing a new of Tower Equipment, reappropriating the now out-of-date “Orb” items. Everyone who currently orbs will find the new orbs to be more useful, adding special properties to the defense buildings that equip them. Expect this feature around end of May.
5) In the long run, we want to keep a much more steady stream of new content available. Our goal is to give a new event every week: a new hero, a new raid, a Conquest week, or a single-player PvP event.
Thanks for bearing with us while we make the World Map awesome. We did our best to listen to the playerbase while also moving forward with our globally-dominating-master-plan, and we’re very happy with the results. Your feedback has been vital for making this feature fun :) To clarify, our focus is now able to be put back on a) more regular content updates, and b) GUILD CONQUEST!
Semper fi, Skynerds.
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Bug fixes
Originally posted by DerKrieger007:
Originally posted by synapticon:
The following patch will be up shortly.
-Total Honor output (max-per-day and per-battle) increased about 20%.
-Honor is no longer awarded by AI towns.
-Added a limit to the number of Assets you can control at one time. You can now only control one asset for each Hero you own.
-Fixed a bug that would force second/third attacks on opponents found through the Find an Opponent button to use the World Map. Additional attacks (through the Attack Again button) should now take players directly to the enemy town.
-Bookmarks, rivals, and assets owned on the world map are now sorted alphabetically
-Battle reports will now show the location of the territory being battled
-Fixed a bug where Hero switching on defense wasn’t working correctly
-Heroes moved to Assets/enemy towns will now permanently stay there until moved again, rather than automatically being returned to base after 12 hours of inactivity
I have 89 assets…………….now i just can have 5 really??!!!!!!!!?!?!?!
(wat)
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Bug fixes
The following patch will be up shortly.
-Total Honor output (max-per-day and per-battle) increased about 20%.
-Honor is no longer awarded by AI towns.
-Added a limit to the number of Assets you can control at one time. You can now only control one asset for each Hero you own.
-Fixed a bug that would force second/third attacks on opponents found through the Find an Opponent button to use the World Map. Additional attacks (through the Attack Again button) should now take players directly to the enemy town.
-Bookmarks, rivals, and assets owned on the world map are now sorted alphabetically
-Battle reports will now show the location of the territory being battled
-Fixed a bug where Hero switching on defense wasn’t working correctly
-Heroes moved to Assets/enemy towns will now permanently stay there until moved again, rather than automatically being returned to base after 12 hours of inactivity
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synapticon
630 posts
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Topic: Skyshard Heroes /
[Dev] Upcoming changes tomorrow
-World Map updates in realtime
-Asset takeovers no longer award fame/honor
-Notifications for movement/scouting/attacks
-Keris/Colette balance
-Protection displayed for assets
-Locke honor/ss cost significantly reduced
-Gunjack raid difficulty reduced
Still to come:
-Guild-level control (Conquest)
-Leveling-up asset defenses
-Hero position persistence
Edit: No, this is not conquest yet.
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