Clan-related changes: Siege reworked

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Crescent Q
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Location: Spokane, Washington

Re: Clan-related changes: Siege reworked

Post by Crescent Q »

Bro lol I feel ye, my Clan was a good test for the New Barracks back in the day, I had an opposing Clan use it real close to our Base and it caused a bunch of problems til it was fixed and the bugs were tweaked...

Sorry to hear you are under attack, but at least you can have First Hand Experience of this New Addition to help work the bugs out of it and the Pro's and Con's of it...you should feel like the Chosen One to help make this better..lol

But thing is we all must work together to figure it out with our inputs here working with the administrators as well the Creator. If those were your ideas and inputs, that's great, it's time to add spice and fun to the game to attract much more new players as well balance out Active and Non Active Clans....

I understand and feel ye on other updates, fixes or new ideas, but right now, we all need to work together and be "adaptive"to help support these new additions calmly, yet passionately alongside the Game Designers, until the game stabilized again, we would be able to get the other things we would like in this game to be fixed or implemented.

I've been looking at our numbers and we are rising with numbers of newer players, since these past couple of months updates... :)

Q 8-)
8-) Crescent Q

:arrow: Forgotten Tales 8-) Evolution 8-) for the Win :!:
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RyoHazuki
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Re: Clan-related changes: Siege reworked

Post by RyoHazuki »

Rest in peace forgotten tales.

Our towers gone in less than a few hours under new update.

Thanks for nothing
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RyoHazuki
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Re: Clan-related changes: Siege reworked

Post by RyoHazuki »

A level 450 castle gone in 20 minutes.
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RyoHazuki
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Re: Clan-related changes: Siege reworked

Post by RyoHazuki »

That's with clan members trying to stop it.
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Crescent Q
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Re: Clan-related changes: Siege reworked

Post by Crescent Q »

Well I hope some will read the posts, Ive been posting to help with the new development siege update...with Counter Siege Weaponry.

Good reports tho Ryo, sorry for one of your buildings, this is part of FT history in the making for Siege WarFare to be in game as well the stress lvl it took and what you weren't able to do, this feedback here buddy, is not going to go unnoticed, it shall help the game further the Balance between Siege Weaponry WarFare included in Clans.

Dude I feel ye, and at the same time I'm trying to balance of what we are gathering here this moment to find out the Pro's and Con's.

Hang in there bud, and like I said you are able to Test and Report "firsthand experience"...how many people ye think would write their experiences while it's happenening?

You got to look at things out of the box sometimes bro, it will help ease your stress...you are actually helping through experience, probably not preferred but in a way, you're Lucky lol plus you give FeedBack hahaha...

Take care man,
Crescent Q 8-)
8-) Crescent Q

:arrow: Forgotten Tales 8-) Evolution 8-) for the Win :!:
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RyoHazuki
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Re: Clan-related changes: Siege reworked

Post by RyoHazuki »

Forgotten tales history in the making?
More like making forgotten tales history.

Out with old, in with the....oh wait.....noone can build now because seiges are overpowered.
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Crescent Q
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Re: Clan-related changes: Siege reworked

Post by Crescent Q »

RyoHazuki wrote:Forgotten tales history in the making?
More like making forgotten tales history.

Out with old, in with the....oh wait.....noone can build now because seiges are overpowered.
Remember bro, it hasn't been out long, just today, keep with the good points and crucial feedback bud and how it could be better improved...

There's going to have to be a counter balance to this somehow, was hoping some had read posts of mine about balancing it all out for fun, while clinging to the fact of active and non active clan status along with it.

Q 8-)
8-) Crescent Q

:arrow: Forgotten Tales 8-) Evolution 8-) for the Win :!:
patrapture
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Re: Clan-related changes: Siege reworked

Post by patrapture »

i dont believe the sieges damage based on lvl cab increase teamwork this clearly gives more power to higher lvls and makes it even more likely that one man clans dominate not only survive. the skill idea is great good idea and nice step to balance.
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Larcos
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Re: Clan-related changes: Siege reworked

Post by Larcos »

STOP THAT SHIT GUYS A LVL 5 K MAKES 1M PER HIT NOW THATS SHIT KILLIN A 1700 TOWER IN 30 MIN STOP THET !!!!!!!!!!!
BEST PVP IN GAME
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naomi
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Re: Clan-related changes: Siege reworked

Post by naomi »

2. Siege weapons become more efficient: their damage will now depend on character level: 50 * charLevel * classSiegeAffinity.
Their Health will depend on character HP : charHP * 3
Their speed (frequency of attack) will depend on new Siege Mastery trade, basic speed - same as before , 1 attack per 5 seconds.
They will no longer limit character movement speed, but they will not extend the backpack either, thus it will be impossible to abuse them as safe BP extension in dangerous zones. They will still count as a follower.



THEY ARE FAVORING HIGH LVL BUYERS!!!
username:naomi lvl.1,631 archer (ADIK-Marshal)
username:naomii lvl.72 archer (ADIK-Duke)



IS NOW ACTIVE...
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