Manaco
205 posts
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Topic: Magic Pets: Guild Battles /
terrible loot system needs to be re worked
If you click on a building and open a window, all loot are instantly collected. No waiting, no mousing over, no nothing.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Conquest
the world map needs side-scrolling, where moving the cursor to the edge would auto-scroll the map.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Conquest
could you please add a counter next to each guild on the rankings showing the total assets/forts/fortresses controlled?
like; Level 7 – 20 members – 100 assets owned – 58000 IP – 41000 TP.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Conquest
I was thinking along the lines of making levels similar to raid levels. Despite upgrading an asset level, it appears identical, only with more hp and damage, like the way it is with Raid Beacon.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Conquest
from other thread,
I believe this new direction IS the old direction but in a 3D view with real travel time.
Make all Assets, Fortresses, and Spires defendable by ALL guild members, regardless of personal ownership. This includes assets. (see next section).
Add levels to Assets, Fortresses, Spires. Each level increases the tile’s defenses. The IP bonus remains same at all levels. Resources on each asset level increases by a percent. All asset resources now go directly into the guild fund with a small percent going to the owner. (For example, an asset of 10k arcana at a 10 percent means 9k goes to guild, 1k to player. Each asset level up would eventually bring that number back up, say level 4 or 5 it would become an asset of 100k, then 200k at level 8, 300k at level 10 max?) So while this is initially an nerf to personal player funds, it does increase guild cooperation and warfare. Eventually it becomes a bonus for a player to be in a guild, enjoying increased resources by claiming higher leveled assets and being able to defend assets.
Fortresses and Spires simply increase in difficulty at each level. IP remains same at all levels, though I am not opposed to an IP increase but only at a slight rate. (like level 10 would only be double the IP of level 1).
Bring old tile cap back. Old tile cap = Heroes + 1. Current tile cap = Heroes + 0. Add a guild level. Guild levels add to tile cap (Level 1 = +1 for all members, Level 2 = +2, and so on.)
Assets, Fortresses, and Spires cannot be defended if a hero is not on the tile. Your hero personally must be on the tile to defend it. This forces players to use every hero at their disposal, instead of relying on only one or two of their stronger heroes, if they are expected to defend at multiple fronts at once. This will increase guild cooperation and warfare because two guilds can work to overcome a stronger guild by having both guilds attack at once at opposite ends. This also increase an awareness of guild territories because a guild would want to have a strong area of presence near forts and spires by claiming all assets near said forts and spires.
With the already locked-out of lower leveled tiles for higher players, it already applies a guild presence lock by preventing guilds at top-tier (Agency, L7, Brutal, for example, because they don’t have any players with low level citadels) from claiming any of the low-level spires, forts, or assets. This means a guild filled with only level 3 to 6 citadels can avoid a guild filled with citadel 7+ completely and duke it out only with other, lower-cit-leveled guilds on low-level tiles. All players at all levels won’t feel overwhelmed and cannot be bullied or dominated by the higher-tier guilds.
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Manaco
205 posts
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Topic: Skyshard Heroes /
Petition for Old Conquest
I believe this new direction IS the old direction but in a 3D view with real travel time.
Make all Assets, Fortresses, and Spires defendable by ALL guild members, regardless of personal ownership. This includes assets. (see next section).
Add levels to Assets, Fortresses, Spires. Each level increases the tile’s defenses. The IP bonus remains same at all levels. Resources on each asset level increases by a percent. All asset resources now go directly into the guild fund with a small percent going to the owner. (For example, an asset of 10k arcana at a 10 percent means 9k goes to guild, 1k to player. Each asset level up would eventually bring that number back up, say level 4 or 5 it would become an asset of 100k, then 200k at level 8, 300k at level 10 max?) So while this is initially an nerf to personal player funds, it does increase guild cooperation and warfare. Eventually it becomes a bonus for a player to be in a guild, enjoying increased resources by claiming higher leveled assets and being able to defend assets.
Fortresses and Spires simply increase in difficulty at each level. IP remains same at all levels, though I am not opposed to an IP increase but only at a slight rate. (like level 10 would only be double the IP of level 1).
Bring old tile cap back. Old tile cap = Heroes + 1. Current tile cap = Heroes + 0. Add a guild level. Guild levels add to tile cap (Level 1 = +1 for all members, Level 2 = +2, and so on.)
Assets, Fortresses, and Spires cannot be defended if a hero is not on the tile. Your hero personally must be on the tile to defend it. This forces players to use every hero at their disposal, instead of relying on only one or two of their stronger heroes, if they are expected to defend at multiple fronts at once. This will increase guild cooperation and warfare because two guilds can work to overcome a stronger guild by having both guilds attack at once at opposite ends. This also increase an awareness of guild territories because a guild would want to have a strong area of presence near forts and spires by claiming all assets near said forts and spires.
With the already locked-out of lower leveled tiles for higher players, it already applies a guild presence lock by preventing guilds at top-tier (Agency, L7, Brutal, for example, because they don’t have any players with low level citadels) from claiming any of the low-level spires, forts, or assets. This means a guild filled with only level 3 to 6 citadels can avoid a guild filled with citadel 7+ completely and duke it out only with other, lower-cit-leveled guilds on low-level tiles. All players at all levels won’t feel overwhelmed.
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Manaco
205 posts
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Topic: Magic Pets: Guild Battles /
Selling pets
you can cancel training by clicking on the red X on the pet currently training in the training window. If you messed up with a pet, you could always buy another pet and start over.
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Manaco
205 posts
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Topic: Magic Pets: Guild Battles /
Team hall training time reduction not working
Where did you come up with 90 minutes? I always thought it had been 2 hours?
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Manaco
205 posts
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Topic: Magic Pets: Guild Battles /
Selling pets
See the other thread with the same topic “Killing Pets”. Short answer, there’s no way.
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Manaco
205 posts
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Topic: Magic Pets: Guild Battles /
Killing Pets
Originally posted by Darkkenia:
Incubation can be cancelled though.
Really? I did look but couldn’t find a way to cancel the incubation.
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Manaco
205 posts
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Topic: Skyshard Heroes /
Noob Hero question
Uh, while I agree Colette is a solid choice for PvE, I think Seriphra is far better due to her 50% debuff and healbuff skill. Her Earth and Water skills are so great when used with mages, especially on computer bases where buildings are burst-able.
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Manaco
205 posts
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Topic: Magic Pets: Guild Battles /
Killing Pets
There is no confirm window when purchasing a pet. I accidentally purchased a tier 1 pet when I was trying to click on the TINY green info box. Now I am stuck with an extra pet I do not want. There is no way to sell, kill, or get rid of the pet in any way.
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Manaco
205 posts
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Topic: Skyshard Heroes /
Attacking as a means to avoid doubletaps
I think this is just as bad as trying to move the citadel. I believe that during ‘repair phase’ the defender should not be allowed to do ANYTHING. Simple as that.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] 4/6/2013 New Raid
Originally posted by JeremyEmperor:
tile set not worth it’s cost, i want a better tile set :D
I have to admit I agree with this. While I love my tileset collection (I have ‘em all!), they are lacking in the ’ahh ohh’ factor. I certainly wouldn’t mind seeing an update to existing tilesets (and future tilesets) where building appearances are modified. (Health and damage output would remain identical, of course). For example;
Guulak tileset should make all of my buildings slimy.
Talric tileset should add a snow-covered ‘roof’ to my buildings.
Fendor tileset should add a dust-covered ‘roof’ to my buildings.
Stonewick tileset should add… well i don’t know for this one.
Get the picture? :)
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Manaco
205 posts
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Topic: Skyshard Heroes /
Bugs with the Gear spider
This is not specifically related to the relic. This is a general summoning bug. The exact same three bugs happen with Kabal when summoning Zuggs.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] 4/6/2013 New Raid
Where is my Archanid tileset!!?!!?!!!?!!!?!
I’m dying here man, it’s been forever since a new tileset!
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Suggestions/Bug reports
gets attacked and loses oh okay. battle report appears, Revenge button clicked “It’ll take you thirty minutes to get here.”
W
T
F
?
!
?
!
So stupid. FaO doesn’t require traveling at all, yet revenge does? Fix this. Either make revenge travel-free or make FaO require traveling.
Also a thought; it would be interesting if someone’s hero and my hero’s traveling paths overlapped and forced a fight
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Current roadmap
so… any update on bulwarks? We (I) need them.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Suggestions/Bug reports
Originally posted by deathreapers:
Originally posted by Tessa1111:
Don’t buy Locke until the “doesn’t appear in your group” bug….when you spend your 500 honor. Wait until it’s fixed. thats cause you cant buy locke untill you pass gunjack lvl 25
actually it’s a bug. You can buy Locke for 500 honor, even without having a raid beacon. Not sure why.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Scarlett the Bloodwitch is now available!
aw, a teleport skill on a shapeshifter? that means one less shapeshifting skill! I would honestly prefer a shapeshifter with the following skills;
1- gains blood somehow
2- shapeshift into a wolf (increased speed, less armor, mild increased damage)
3- shapeshift into a bear (decreased speed, mild increased armor, increased damage)
4- passive.
with a teleport, that means only one shapeshifting skill? :( :( just save the teleport for a wizard-type hero… an arcane wizard for instance.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Scarlett the Bloodwitch is now available!
I think the blood meter is a great direction, I’m really hoping the shapeshifter hero is also blood-related. I can see him amassing blood and then using a shapeshift skill, and having that blood slowly decrease while shapeshift is active.
Reminds me of the Druid class from Diablo 2X. If I’m not far off, awesome!
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Suggestions/Bug reports
P.S.S. when harvesting from producers, you have us completely deplete one producer before moving to the next producer. Please fix this so it collects from ALL producers evenly so all producers can generate instead of just one empty producer.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Suggestions/Bug reports
cit 5 also allows for five towers.
Cit 4 = level 6 max tower with a max of 4 archer, 4 flame, (max level?) 2 web, 2 mage, 1 totem (max level 1), 0 generators.
Cit 5 = level 8 max tower with a max of 5 archer, 5 flame, (max level?) 3 web, 3 mage, 1 totem (max level 2), 1 generator.
Cit 6 = level 8 max tower with a max of 5 archer, 5 flame, (max level?) 3 web, 3 mage, 1 totem (max level 2), 1 (2?) generator(s).
Cit 5 gets way too many improvements. Cit 5 should only have either the ability to go to tower level 7 and gains +1 tower max OR allow the ability to go to level 8 but doesn’t gain +1 towers, and whichever ability is omitted, is added to cit 6.
P.S. Cit 5 can have level 8 producers, yet at Cit 9 you can only have level 11 producers. That means at one citadel level, you can’t upgrade producers. Just throwing that out there.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Suggestions/Bug reports
I have been playing on a new account on Armorgames and I am now citadel 4. I have noticed a glaring issue between cit 4, 5 and 6.
Cit 4 allows for level 6 towers.
Cit 5 allows for two more levels, going to level 8 towers.
Cit 6 allows for no more levels, remaining at level 8.
With the recent tower buff, this has become increasingly hard for players currently at citadel 4. It is next to impossible for a level 5 hero with the cit 4 levels of units to wipe out level 8 towers. level 6 towers were hard enough.
My recommendation is to change it so cit 5 only allows up to level 7, and cit 6 gains the level 8 towers. For players who are cit 5 and already has level 8 towers…. lucky them.
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Manaco
205 posts
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Topic: Skyshard Heroes /
[Dev] Current roadmap
That’s pretty much exactly my point with fame. If there was some sort of a weekly/monthly PvP reward for having fame then there would be intentions to keep fame at a secure number. It’ll be hard to accomplish PvP rewards if you’re devoting your attacks and time for your guild – and conquest. Meanwhile other players who prefer to be guildless – and conquestless – can accomplish PvP rewards more easily.
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