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shelton9778
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 9:30 pm |
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Joined: Wed Apr 20, 2011 2:42 pm Posts: 1129 Location: Ocala Gender: male
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Yes and one of the main problems Crystal farming will be a little harder to accomplish thanks to the raised power lv witch you receive a crystal
_________________ You Will Never forget Me I am The Light and The Dark.
IGN Fallen Angel, Mr. Leader, Vincent Skype: fallen_angel0825
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MmCm6
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 9:30 pm |
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Joined: Fri Feb 12, 2010 6:02 pm Posts: 1373 Location: Not at liberty to tell. Gender: male
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Andrew wrote: [color=green] 2) Level 4 and 5 structures have had their building times increased. Level 4 structures will take 12hrs and level 5 will take 24hrs. This was implemented to give a little more time before advanced tech can be used so that we don't see nukes and ion cannons in the first couple of ticks. /color] Wut? I don't usually criticize updates, but this is really something I disagree with. Sure, it cuts the potential power high-calibre alliances can have within the first 100 ticks or so, but it also diminishes the ability of mid-level alliances and less-endowed alliances to actually compete and survive against each other, and the top alliances. Also, it doesn't really solve the problem, doesn't it? Alliances that can produce more within a shorter period of time can have these structures at a faster rate than anyone else, so you still get that "early advantage".
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Last edited by MmCm6 on Sat Sep 10, 2011 9:33 pm, edited 1 time in total.
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ninja0
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 9:31 pm |
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Joined: Fri Apr 29, 2011 5:51 pm Posts: 868 Location: NOT In the snack cabinet >.> Gender: male
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MmCm6 wrote: Andrew wrote: [color=green] 2) Level 4 and 5 structures have had their building times increased. Level 4 structures will take 12hrs and level 5 will take 24hrs. This was implemented to give a little more time before advanced tech can be used so that we don't see nukes and ion cannons in the first couple of ticks. /color] [color=#404080]Wut? I don't usually criticize updates, but this is really something I disagree with. Sure, it cuts the potential power high-calibre alliances can have within the first 100 ticks or so, but it also diminishes the ability of mid-level alliances and less-endowed alliances to actually compete and survive against each other, and the top alliances. Also, it doesn't really solve the problem, doesn't it? Alliances that can produce more within a shorter period of time can have these structures at a faster rate than anyone else, so you still get that "early advantage". But maybe in the beginning, when the top alliances get ranged, the weaker alliances could fight with damage and armour instead of just armour. It'd help a bit.
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MmCm6
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 9:38 pm |
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Joined: Fri Feb 12, 2010 6:02 pm Posts: 1373 Location: Not at liberty to tell. Gender: male
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ninja0 wrote: But maybe in the beginning, when the top alliances get ranged, the weaker alliances could fight with damage and armour instead of just armour. It'd help a bit. Not really. Who's gonna to have the ranged armies first? Who's gonna have bigger armies? Who's gonna have the infrastructure necessary to expand and kill off competition first? The big alliances will. The structures are an advantage mid-level alliances can hold onto, and having them wait longer to have them than more endowed alliances is basically resigning them to a stagnant era.
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Andrew
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 9:43 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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MmCm6 wrote: ninja0 wrote: But maybe in the beginning, when the top alliances get ranged, the weaker alliances could fight with damage and armour instead of just armour. It'd help a bit. Not really. Who's gonna to have the ranged armies first? Who's gonna have bigger armies? Who's gonna have the infrastructure necessary to expand and kill off competition first? The big alliances will. The structures are an advantage mid-level alliances can hold onto, and having them wait longer to have them than more endowed alliances is basically resigning them to a stagnant era. It's just a minor bump, we don't want tech 4/5 to be way too long but we don't want guys starting the round with them either. It just gives a small headstart. We don't want to toss in major changes and then have to revert back. We may go farther in the future, we're just nudging it a bit for right now.
-Andrew
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shelton9778
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 9:45 pm |
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Joined: Wed Apr 20, 2011 2:42 pm Posts: 1129 Location: Ocala Gender: male
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IS the updates going to be improved over time
_________________ You Will Never forget Me I am The Light and The Dark.
IGN Fallen Angel, Mr. Leader, Vincent Skype: fallen_angel0825
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Military88
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 9:49 pm |
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Joined: Tue May 31, 2011 8:06 pm Posts: 73
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24 hrs is a long time to build gates which is hard to get anyway for normal or new players but great update all and all Military Madness
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ttotheoma
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 10:06 pm |
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Joined: Sat Aug 29, 2009 2:08 pm Posts: 133 Location: Gibbons Gender: male
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Andrew wrote: This was a minor update with 2 simple balance changes:
1) Colonies will get a crystal when they reach 30 power now instead of 20. This is to give players more time to expand and build an army to be better able to protect the crystal they receive and to make it harder to "crystal farm".
2) Level 4 and 5 structures have had their building times increased. Level 4 structures will take 12hrs and level 5 will take 24hrs. This was implemented to give a little more time before advanced tech can be used so that we don't see nukes and ion cannons in the first couple of ticks.
Feel free to discuss these specific changes in this thread, give feedback, suggestions, etc but try to keep it specific to these changes.
-Andrew Andrew im going to be honest most rounds are delayed for a long time before they start and i boost so all this means i get there early and build my structures and i got them all done when ticks start. 30 power i got no problem with
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misakashotgun
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 10:17 pm |
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Joined: Fri Oct 29, 2010 6:12 pm Posts: 259 Location: up your.....SHOTGUN! Gender: male
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well i think since im a booster i should be able to build high level structures alot quicker. if anything this update is helping us red boosters...people who arent active enough or dont have the resources to build the essential structures quickly are at a disadvantage here. i dont think this would balance the game much. in my opinion, at this update's best, the game wont be affected much.
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Andrew
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Post subject: Re: Updates! September 10th, 2011! Posted: Sat Sep 10, 2011 10:21 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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We have a lot of updates planned. Development has been bottlenecked for over a year due to some internal staff issues but we should be back in business and back to regular updates going forward.
Our list of tasks(Updates, bug fixes, new features, etc) is a couple hundred right now. I did a full review of all of our tasks in the last month so they are all current as well.
-Andrew
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