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I know how to remove P2W from this game.
Why not give everyone 10 gold every level up ?
A lot of Players will happy.
NB: Existed Player's should get gold x10 from their level (level 12 get 120 and level 20 get 200)
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This game is nice! But there are a few stuff I think what should be changed:
The Fuel yard and Supply yard should say collect when its full and not when has like 100 stuff in it, its pretty annoying. The fuel yard and Supply yard should say directly how much the hourly rate is not the %.
For all stuff you use gold on, there should be an "Are you sure?", I clicked wrong sometimes and "waste" my gold.(This have only happend once to me but I am afraid it will happen more)
For me it looks like a non-P2W but maybe I change my mind later :P
Love the game!
Thanks JoTigers! Much appreciated. The Fuel and Supply Yards have different icons when they're partially full (you'll see a resource icon) and when they're completely full (you'll see a stop sign). The fact that this isn't obvious is our fault and I'll take that feedback to the design team. Thanks!
Hi jcheung, you'll find them in some of the military leaders you can equip onto your buildings. This unlocks around TOC L5 when you start fighting some of the special event content. Each leader gives different bonuses and there's additional bonuses when you complete a task force set
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Should have a way to tell exactly what in my attacking army and what's dead and what's alive. Also somehow stop the tendency of my infantry to clump into a real small group, and thus all get 1-shot by a mortar.
Hi FishinthePong, you should be able to see unit health levels in the Battalion menu display. Also, please see the Instructions section on the right side of this screen for keyboard and mouse commands to micro your units to avoid splash damage. Thanks for playing!
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I Play this game for 2 days,and I found something in Developer's Heart.
Spinpunch has "Game Developer's Spirit",not like Kabam,BigPoint,IGG Games, and another studios.
Spinpunch try to give us an enjoyment by TRY TO REMOVE P2W from this game,I Hope another Studios be Like this.
Great Game,6/5 Stars if i can
Hi linaparam13, appreciate the feedback. In Thunder Run we try to focus on real world weapons, so there's not much technology beyond modern day weapons. This might change in future and that would let us add some of the defenses you suggested.
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Ok i am 5 min in and one thing i like about this game is that you can control your units in battle unlike in many similar games where you just drop them somewhere and then they attack and walk themself (you cant choose what they attack or who go in front in those)
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I would compare it to 90% of the RTS Strategy games here on Kongregate and all around internet and Facebook...It just feels like a old school RTS copy of a copy...especially Facebook if you played any of the RTS on facebook you would notice how similar this is to them...only on Facebook they have something that stands out from another RTS...this game has all the basic old school stuff (build upgrade base, build army, build deffence, attack, deffend)...nothing that stands out in this game from other RTS games all around the internet
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for those who haven't seen this game before try and find the right version....i've played this game over 2 years ago...its nothing new, just a copycat
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Wow some komments on a new game and in the forum section 1 Topic with P2W in the name is censored.
That doesn't look to good for new players. It's ok fpr Games to make Money, becuase the servers have to get paied and new stuff made over time. but you shoudn't try to stop a Diskusion about P2W. Rather learn from the Diskusion what goed to far and what players can Acept as ok.
And make multipel unit selecion possible no one whants to click on 1 unit after the other.
And try at least to have a beta Phase, wher you give players Premuim Money to see how the game changes with it, and they restart the game with real money. Having a beta where the player hase to Pay for some things that will be reset on game start will piss people off, and not resetting at real start will piss people off either because then new players whoud have a chanse angenst older ones.
ATM the Game is a 4/10 Game everything is ther that is needed, but no new ideas or great conzepts or visions.
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It'd be nice if I could set a "rally point" sort of thing in my base where all trained units would drive/run/fly to, or I could teleport them to it. It was funny at first but 5 of my soldiers have been running into eachother and humping eachother for half an hour, and one of my vehicles is constantly driving into a building and spraying dust everywhere. Although it's only a visual thing, I still like the game. Reminds me of backyard monsters sort of.
Thanks darkrai51! You can avoid unit humping--and improve your defenses--by setting patrol paths for your units using keyboard commands:
Select unit then hold P: PATROL back and forth along a set path; use [SHIFT] & click to patrol using waypoints.
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What most strategy games usually do for formations that require orientation is alt+hotkey followed by a right click in direction to face. So the line formation would form a parallel to the right clicked location whilst the v formation would have the point aimed at the clicked location. Circle and stacked formations wouldnt require a direction. It's best if a player can custom save their own formations to a hotkey though, would allow for quite interesting tactical experiments.
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carloi, i like those ideas as well, however, i think seeing the range to start off with would be a poor idea... maybe show range after it's fired once already?
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Couple of suggestions to make combat more optimal rather than just being guesswork:
1. Toggleable option to display attack range overlay for units. No more guessing whether that mortar is able to kill your paladin.
2. Ability to set custom/preset formations for units that are saved to a hotkey. Like Ctrl+O for circle formations, Ctrl+L for line formation and Ctrl+S to stack tightly.
3. Hover over enemy units during the battle phase to see unit lvl and type. Can be hard to tell a stinger from javelineer when zoomed out without the tooltip text in battle.
Thanks Carloi, excellent suggestions. I'll bring those back. Can you share more on the ideas for automatic formations? For example, how would you want the line oriented?
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also, if you're going to make it so only one battalion can be repaired at a time, allow us to queue the battalions to repair >.<
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Please add a repair all option, tired of sorting through hundreds of reserves to find damaged units to put into a repair battalion
Hi Carloi, appreciate the feedback. The repair timing in the early game has short cycles, since battalions are relatively small. When you get into the heart of the game (around Tactical Operations Center level 5) you have a lot more battalions and they're each larger in size so there's less need to shuttle units around. I'll bring up the repair all option with the design team as well. Appreciate the feedback!
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its a nice game but it could be a lot better. till now the most annoying thing for me is the repair-system. it simply takes to much time and u cant shorten it (for example with ressources) except with gold, u cant make any selection about the order of repairs and u just have one repair slot.... in my oppinion it really kills the flow of play :(
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it is in my opinion that for repairs, each unit type be repaired separately, infantry by barracks, vehicles by motor pool, aircraft by airport instead of one randomish unit that you can't control at a time.
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confirmation when using gold would be much appreciated, i for one tend to misclick things.... others may or may not have my problems.
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Another game that belongs on Facebook. This type of game doesn't need that base time build crap, Either do a RTS or A base time builder NOT BOTH, they do not go hand in hand
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Needs a mission to replenish tokens/gold used in the tutorial, i know you don't have to use them to speed it up but since its the tutorial there should be some leeway. Also a menu to see which units were lost in battle instead of just kills and deaths. A way to minimize the person giving you a challenge would be good its very distracting to have him taking up space on the screen. Maybe make the minimized menu say "Challenge Time Left: yada yada yada"
Thanks silentkiller, gold can drop in loot, missions, supply caches, expeditions, tournament prizes and many other ways. We're working on new UI as well, that might take a while because it's a significant change.
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My military base landed on some odd alien planet with a grid surface. I'd recommend getting rid of the grid beyond the sands and just have it be never ending sand if anything. The grid snaps you out of the game very badly.
Thanks Nightwynde, useful feedback. It used to be a continuous surface, but players got lost when maps were large. You make a good point about the home base though...
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If i could i would give this game 100 out of 100 stars. i don't mind the bug for losing progress. I LOVE THIS GAME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thanks Howard! That's awesome! The design team works super hard for players who enjoy the game, and everything we do is for players like you!
PS: Sorry about the progress bug, if you're able to complete the tutorial all your state should be saved. If you're on wifi, sometimes there's a disconnect before the tutorial completes but once you're through it your status should always be auto-saved.
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Already two seconds into playing and almost got caught up the game's ploy to get me to use gold. Without even checking, I'm assuming gold (or some currency) is a premium currency that runs the game. After reading the top comments, I will likely not play this game due to P2W. Sorry, developer.
Hi Conquerer95, appreciate the feedback. We had a number of comments about P2W during our closed beta and made changes based on the Kong feedback--including adding free speed ups for upgrades less than 5 minutes and removing missiles from the store until players unlock weapon crafting, and missile looting. The goal of the design team to make a fun game for players, regardless of whether they spend money. If you feel that's not being achieved, that's our fault, and something we need to change.
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Get right of the missiles. Land increase should be buyable through ressources. More queues for building, healing, not only one unit. With these changes you could maybe hope or a small player base here. But how it is now, well to much pay to win. Like many mentioned, its not very popular here on kongregate.
Thanks marfagames, appreciate the feedback. Agree on missiles; we've just removed them from the store until after they're available as loot drops. You make a good point on the land increase item, I'll bring up changing that at our next meeting. Hmm... I could use some help understanding the proposed change in number of queues. The thinking from the design team was single queues gave more advantage to strategic players, since benefits to optimal upgrade chains would be more meaningful, and to skill players, who avoid repairs through micro.
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Thanks soul4hdwn, aslan132 and ballzac, appreciate the feedback in comments, as well as all the folks, like Guiltygear, who shared feedback via chat. The design team tries hard not to make Thunder Run F2P but not P2W, and in our first day on Kong, it seems we need to make some adjustments, such as removing missiles from the store. There's been other feedback about allowing free speed ups below 5 minutes. This might be tricky because Kong is on one server of a larger world (which unlocks after TOC level 3), and one day if we want to offer interaction between the servers Kong players would have an advantage. We'll bring this topic up at a design meeting and see what we can do here.
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pay to win (p2w) is a game model tagged by players for how using real money grants an advantage against non paying players, it is very frowned upon in kongregate.
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Not a bad game. Nothing different than any other Clan Wars/Backyard Monsters type. You build a base, upgrade, and attack others bases. Unfortunately there is a very steep Pay to Win model. It takes real money to expand the base, speed up researches and builds, and even buy "I win" missles to attack with. Dont touch this game if you dont plan shelling out hundreds of dollars for Kreds.
Hi Aslan132, thanks for the feedback, highly appreciated.
Hmm... I think you're right about the missiles. I'll bring it up in our next design meeting. While later in the game missiles are common loot items (and have a variety of counters), those aren't available to early players, so you're right that Kreds would give an unfair advantage. Will see if I can make a case for removing them. Highly appreciate the feedback. It's our first day on Kongregate and your feedback really helps.
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Hi Ballzac, thanks for your feedback. The design team for Thunder Run designs for four approaches to game play. The first is skill, where a smart player a strong advantage in choosing optimal upgrades. The second is play, where players advance over time, and grow more powerful. The third is leadership, where players can earn significant bonuses by taking over territory as a clan. Fourth is investment, where players can exchange Kreds for time. The players who dominate the Thunder Run leaderboards on other platforms use a mix of these approaches, however, for the best players in game, we've seen there's no substitute for skill. I can't speak for the RTS genre, what I can share is how our designers approach the design of Thunder Run.
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Hi Ballzac, thanks for the feedback, sorry, can you help me understand "P2W"? I'm new to Kongregate, and in learning mode.