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mfreak
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jun 25, 2011 4:41 pm |
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Joined: Wed Feb 10, 2010 2:21 am Posts: 2757 Location: Chicago, Illinois Gender: male
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Quote: I am not saying they are not important, I am saying that if the focus of resource income switches from conquers to oil wells and metal mines the game will lose one of the most challenging features, getting and keeping conquers. Actually conquers popup everywhere, getting them is not that big of a deal. Also they delete in the end, atleast most of them. Getting and keeping mines and wells imo is more challenging. Especially since they are limited, and there are lots of alliances competing for it and they are spread out over the map. Quote: I've no idea what limit on Force Relocation is removed but certainly not the 24 tick distance limit, so Michael.. why not remove the limit I mentioned earlier? Previously, you couldn't force relocate a conquer to an outpost with incoming or outgoing squads. Now you can. Especially helpful in defence.
_________________ Deadman - SYN ----------------
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TheoSchultz
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jun 25, 2011 7:03 pm |
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Joined: Mon Jun 13, 2011 12:38 pm Posts: 6 Gender: male
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Cool! Make some more achievements though because there is not enough i don't think.Michael wrote: The following fixes/modifications have been applied to the game: - Lowered spoils of war from 10metal to 8metal per unit
- Lowered tax income from conquers from 5metal to 4metal
- Increased cost of Ion to 250Energy
- Fixed logout issues on Chrome
- Fixed the tick engine to avoid getting stuck when one tick is failing
- Removed limitations on Force Relocation (you can now force relocate a conquer regardless of the status of incoming/outgoing squads)
- music now won't load automatically for a registered player
- you can no longer disband units in squads that are flying (only while parked on friendly targets is allowed)
- fixed world full message not displaying for new accounts
- structure information is now displayed when a structure is still locked
- Various UI & text fixes
_________________ GreenDayIsBack
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Seth
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jun 25, 2011 8:45 pm |
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Joined: Sun May 31, 2009 10:47 pm Posts: 2416 Location: U.S.A. Gender: male
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You should post that as a suggestion in the Suggestions Forum, and have a poll added. See if the rest of the community agrees with your idea!
_________________ Battle Dawn Staff Community Management Specialist Technical Support World Administrator Music Composer
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Roman
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sun Jun 26, 2011 3:57 pm |
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Joined: Sun May 31, 2009 7:41 pm Posts: 180 Location: dead
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Still no word from Michael on what is and isn't considered Ion abuse. I'll probably PM him later if there isn't a response today. ultimatedoom27 wrote: THERE SHOULD BE AN INCREASE OF FREE TOKENS INSTEAD OF 5 BLUE TOKENS FOR EACH VOTE IT SHOULD BE 10 OR 8 IF YOU INCREASE ALL THE OTHERS MAN GIVE SOME RESPECT FOR PEOPLE WHO TRY HARD TO WIN AND ESPECIALLY IF YOURE GOING TO MAKE THE GAME HARDER You could try taking that to the suggestions forum but I doubt you'll get much support. IMO: No.
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Lord Nitro
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sun Jun 26, 2011 5:04 pm |
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Joined: Sun May 31, 2009 11:16 pm Posts: 76 Location: Gotham City Gender: male
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Best upgrades are!!!
This is a good one that is always needed to be fixed. Fixed the tick engine to avoid getting stuck when one tick is failing
I never came across this one but its alot better!!!! Removed limitations on Force Relocation (you can now force relocate a conquer regardless of the status of incoming/outgoing squads)
I love this one. Not saying the music is bad but some times starting the game late at night i dont want to wake every one up!!! Music now won't load automatically for a registered player
This one makes sense! You can no longer disband units in squads that are flying (only while parked on friendly targets is allowed)
What does this mean? fixed world full message not displaying for new accounts
THANK YOU GOD!!!!!! ITS ABOUT TIME!!!!!!!! IF THIS ONE HAD A FACEBOOK LIKE BUTTON I WOULD CLICK ON IT!!!!!! Structure information is now displayed when a structure is still locked
I never seen anything wrong but its cool lol. Various UI & text fixes
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http://prod.battlegate.net/forum/viewto ... =217&t=396 Thanks Michael for this game!!!
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killorblade
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Fri Jul 01, 2011 10:46 pm |
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Joined: Sun May 22, 2011 1:40 pm Posts: 1
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[ hmm, well this is not that good but its ok...
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MWhale
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jul 02, 2011 1:24 am |
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Joined: Wed Mar 30, 2011 3:14 pm Posts: 26 Gender: male
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Well some of these updates such as the ioning missle and less income for conquers is obviously a strategic move to get players to spend more money on tokens. We all know during a big war ioning missles can be key to winning a war and we spend money on tokens now they want to get a little more money for them. Can't blame them, but it does make the game harder for us. The reduction of income from conquers in my opinion is not a good one because already tons of our conquers are daily deleted now they come up with this! I hope they go back to how it was or even make it higher income
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DETH F6 Era 11
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Michael
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jul 02, 2011 6:53 pm |
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Joined: Tue Apr 21, 2009 5:47 am Posts: 173 Gender: male
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While you may feel the balance changes are always for the worse and demand you to 'spend more tokens'
the case is quite different. every change we make affects EVERYONE, therefore, in the end result, no one is losing.
when you are in a world that everyone makes $1 less an hour, then no one is actually making less.
The idea is to lower slowly the amount of resources available in the world, so there will be less squads flying, and less units. so the game will be easier to play, instead of battles with hundreds of units on a regular basis, such battles will be rare. it will take less time to manage your colony each time, as well as managing your army will become less time consuming.
we're adding all the time more options to gain resources like resource outposts, increasing wrecks income, global boost bar, mini-games, tokens from voting, tokens from referring, etc etc... all these changes weren't in the client 2 year ago.
the idea to increase ion cost is to make them more rare, increasing the chance of having nukes actually reach their target.
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psg188
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jul 02, 2011 8:10 pm |
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Joined: Sun May 31, 2009 7:18 pm Posts: 1410 Location: Georgia Tech Gender: male
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To be fair Michael, I mostly agree with you... but saying a global reduction affects everyone equally is not true.
Donations are a static increase above the overall income.
Let's say everyone makes $10, and supporters on average spend enough tokens to add an extra $5 to their income.
So the comparison is $10 for non-supporters, $15 for supporters.
Now let's take away $3 from everyone.
Now the comparison is $7 for non-supporters, $12 for supporters.
See the difference? The ratio between the two went from 2 :: 3 to 2 :: 3.43... which basically increases the advantage of supporting. Usually the move in that direction is not very large, but I am just pointing out that a move is indeed being made by following that philosophy of reducing resources for everyone.
_________________ Kane - GLA - LoM - UBL - TdCt - Simp -------------- Beware the wrath of Ovaltine Jenkins, for he shall show no mercy.
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daerduo
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Post subject: Re: Battle Dawn update 23rd June 2011 Posted: Sat Jul 02, 2011 9:09 pm |
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Joined: Tue May 24, 2011 6:20 am Posts: 576
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Think this woulda been obvious, but Kane, with the decrease of resources in the world, the cost of boosting would be proportionally increased.
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