Clan buildings and sieges big balance update

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RyoHazuki
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Re: Clan buildings and sieges big balance update

Post by RyoHazuki »

Cleopatra wrote:
Combatant please do something about them hiding in between or behind their own Siege machines. I found it extremely difficult to Target some enemies unless I turn the joystick off.
Yeah, for sure. Should make all pets, sieges, dragons etc, stand AT LEAST 2 spaces away. They get in the way of pvp, trades, pm's etc.

Also, all melee range should be increased to compensate for varied press locations (on different skins) to bring up dialogue box. It is very difficult to know where to press to go and stand because if you press the wrong spot, it brings the dialogue box up instead of going to stand right next to your enemy.
Last edited by RyoHazuki on Thu Jul 14, 2016 2:24 pm, edited 1 time in total.
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kollex
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Re: Clan buildings and sieges big balance update

Post by kollex »

patrapture wrote:so u r going to give big castle which previously had the most hp less hp, r u aware of whatnis going on.
let me explain previously becuz of high hp most surviving clans had to build the big castle to withstand siege attks becuz towers couldnt last more than an hour. Now this sudden change and becuz we converted to big castles nownim gonna lose more hp on castles that i only built cuz of high hp. so im concerned i just did what i tht was best and it seems to b getting worse for me.
this is a valid concern. we just might switch stats between the castles before rolling this out. same for towers or is it ok the original way? mind you, all buildings will have their strength and weaknesses. if we switch HP for castles, we will switch all other stats as well - primarily you should look at damage output, which is your main protection against in-range siege weapons.
craig37 wrote:I understand this is suppose to improve the game but bases are built of certain ranges to protect walls and so on to make a castle worst in range don't make much sense to me . Or for a square tower to have more hp then a round castle based on the amount of resources it is to build. Not much to complain but I think their should be some more thinking before this is actually implemented into the game.
we forgot to mention that there will be an adjustment for resources required to build structures as well. both castles will require same amount of resources (maybe one will require more stone, the other - more planks, but both will amount to ~same time requirements to get resources). same goes for towers. the castles will be ~2.2 times as strong (accounting all stats), costing 2 times the resoures. towers instead will have bigger range.
Cleopatra wrote:Bottom left clan map has almost full resistance to Siege attack. It has an extreme advantage over Siege to be honest Craig I don't see how you can complain...

Combatant please do something about them hiding in between or behind their own Siege machines. I found it extremely difficult to Target some enemies unless I turn the joystick off.
both of those are valid concerns too, and will be addressed. it's just how the development cycle works - Mateusz could not work on these and other clan-related issues while this update has been in the works. we will roll this out, work out biggest possible quirks, then it will be time for every other thing clan.
... I have voiced my concern about advantages of -2.-3 clan map before, but I wonder why is it you players have been quiet about it up until now? If this is as grave matter as it seems to me, you should b more vocal about it - my single concern does not carry too much weight compared to player base.
Bowmpire
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Re: Clan buildings and sieges big balance update

Post by Bowmpire »

kollex wrote: ... I have voiced my concern about advantages of -2.-3 clan map before, but I wonder why is it you players have been quiet about it up until now? If this is as grave matter as it seems to me, you should b more vocal about it - my single concern does not carry too much weight compared to player base.
You are an admin and admin have great responsibilty of game. :D If u knew all about it before then why u didnt fixed about it before?
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kollex
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Re: Clan buildings and sieges big balance update

Post by kollex »

Bowmpire wrote:
kollex wrote: ... I have voiced my concern about advantages of -2.-3 clan map before, but I wonder why is it you players have been quiet about it up until now? If this is as grave matter as it seems to me, you should b more vocal about it - my single concern does not carry too much weight compared to player base.
You are an admin and admin have great responsibilty of game. :D If u knew all about it before then why u didnt fixed about it before?
only the developer can fix things. I can only make suggestions. Some suggestions pass, some don't. That's why it is important for community to voice their opinions - when they coincide with opinions of GMs, it makes a strong case to developer.
Bowmpire
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Re: Clan buildings and sieges big balance update

Post by Bowmpire »

Thats why we were collecting voices.So i think it was never late to complain about it. This problem should be fixed soon now.
blitzcraig
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Re: Clan buildings and sieges big balance update

Post by blitzcraig »

Ryo, thank you for the explanation. a few thoughts:

1> if the issue is an invincible base because of the map, focus on that. it has been brought up before, but keep talking about it if it truly is a problem (but be careful not to bury a legitimate concern with a dozen other things, it loses some impact that way

2> if the issue is that a small guild can't defend itself against a bigger, more active guild.... well frankly that only makes sense, right? repairs are supposed to be faster than damage still, neither of which depends on "purchased" levels, so I honestly don't see the problem there.

3> it is obviously up to you whether to spend money on any game, but it's unfair to suggest that compbatant makes changes or additions to "force" players to spend money
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Bowmpire
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Re: Clan buildings and sieges big balance update

Post by Bowmpire »

blitzcraig wrote: 1> if the issue is an invincible base because of the map, focus on that. it has been brought up before, but keep talking about it if it truly is a problem (but be careful not to bury a legitimate concern with a dozen other things, it loses some impact that way
Yes, you are right.But,we only got all the losses and sufferings from the update.They only got fun and no losses at all because of there untouchable base.And dont u think its a major problem too?If we can attack them also then they will be forced to defend there base too.And remember we did our best to defend our base and even our friends base and they are still there.And on other side they are only attacking and they dont have to defend at all.Do you think its fair??
2> if the issue is that a small guild can't defend itself against a bigger, more active guild.... well frankly that only makes sense, right? repairs are supposed to be faster than damage still, neither of which depends on "purchased" levels, so I honestly don't see the problem there.
We have been repairing our damaged building.And we think we did well so far .Because of update we now know the meaning of unity and we are united and is more stronger than before.The question is if we will be able to attack there base then can they repair and defend like us??

3> it is obviously up to you whether to spend money on any game, but it's unfair to suggest that compbatant makes changes or additions to "force" players to spend money
Thats true!!!
blitzcraig
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Re: Clan buildings and sieges big balance update

Post by blitzcraig »

Well said ;) -- So if the map makes their base invincible, that should probably be addressed. Keep in mind, if the GMs decide to act, they would need to be fair to everybody, which is no easy task. When they built there, it was totally fair because everybody had the same opportunity, so it's not like they took advantage of a bug or glitch where it would then be OK to "punush" them with the solution... they did nothing wrong (correct me if I'm wrong about that of course) Anyway, I'm the one who designed the map, so if I'm not defending it as being perfect, I expect that nobody will, so it could be open to change. (again, keeping in mind that GMs would need to be fair to everybody) So let me ask you all to detail the issues, to make sure everybody understands the exact reason(s) that their base is invincible
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Bowmpire
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Re: Clan buildings and sieges big balance update

Post by Bowmpire »

blitzcraig wrote:Well said ;) -- So if the map makes their base invincible, that should probably be addressed. Keep in mind, if the GMs decide to act, they would need to be fair to everybody, which is no easy task. When they built there, it was totally fair because everybody had the same opportunity, so it's not like they took advantage of a bug or glitch where it would then be OK to "punush" them with the solution... they did nothing wrong (correct me if I'm wrong about that of course) Anyway, I'm the one who designed the map, so if I'm not defending it as being perfect, I expect that nobody will, so it could be open to change. (again, keeping in mind that GMs would need to be fair to everybody) So let me ask you all to detail the issues, to make sure everybody understands the exact reason(s) that their base is invincible
Yes.You are right.The only solution is to shift there base little bit away so that there will be some space to siege.I think there is more space in between the map where building can be fitted.And chance can be made.So everybody have right to claim that island.So,let the battle of island begins :)
GOLGREN
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Re: Clan buildings and sieges big balance update

Post by GOLGREN »

ONE PROBLEM GOLGREN HAS WITH THERE MAP IS WE HAD FOOT HOLD THERE WE WERE ATTACKING THERE MAP BUT WAS FORCED OFF MAP FROM ORIGANAL SIEGE UPDATE WHERE SIEGES DESTROY EVERYTHING WE WERE FORCED FROM THAT MAP NOW WE CANT FITE BACK DONT REALY SEE A WAY TO FIX THIS WE WERE THERE NOW WERE NOT
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