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 »

Still here talking about this topic because it absolutely has to be sorted out. There's no way we can be expected to sit there levelling your sieges for you all day every day forever, that's just absurd, you know it and this serious problem being sorted is exactly what you're afraid of because you want to go on doing it forever totally unopposed.
Ok, let's forget about your invincible map for a while and look out how unfair this system really is.
A bunch of trolls decide they want to make a clan just so they can waste other people's time because they're trolls and that's what trolls do, they don't have any buildings at all except maybe one castle behind enemy lines, so no-one in the game can get them back, but the system still lets them waste other people's precious time like that.
You're telling me that that's fair are you? That if some troll wants to spend 150 hours of his time because he has nothing better to do with his time, that I should spend 100 hours of my time repairing the damage he does? Irl, those guys would be lynched or jailed but this system fully supports it and you're trying to kid people that that's completely fair are you?
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Blaze
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Re: Clan buildings and sieges big balance update

Post by Blaze »

:D Life is not fair. This is just bickering about u losing... still. The fact that u keep complaining no matter what the update is shows u r a sore loser. U should have kept ur mouth shut about the taxes update instead of whining about it too. So look at what happened instead of taxes. Obviously there was a clan map clutter problem and the new update fixed it. That's all there is to it.
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RyoHazuki
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Re: Clan buildings and sieges big balance update

Post by RyoHazuki »

If I'd have kept my mouth shut about taxes, you'd have been struggling too (and don't lie, even Craig 'cried' about that one with his grandiose "why should we be punished for being the best clan that ft has ever and will ever see" speech) What I said about taxes I mistakingly did for your clans as much as I did for any other's and my own.
Y'all don't wanna listen to my advice just because it's coming from me then watch all my predictions come true one by one.
I can assure you I have no regrets about speaking up about taxes (other than mistakingly feeling compassion for how much you would struggle too) because taxes were the wrong move, so was the siege update. I stand by that. Idk why the creator did what followed but he did and now that's history, now the pieces have to be picked up. Can't just say "life's not fair mate." That's the worst defense I've heard in a long time
This new proposed update by Comp is certainly a step in the right direction, HOWEVER, it's totally unfair to expect us to work so much to keep what we have and y'all know it.

I will say one thing Directly to Compbatant. I'm sorry for having been angry with you but please understand the stress that this has caused (and still threatens to cause) people.
I apologise for being like that.
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_NICKPAN_
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Re: Clan buildings and sieges big balance update

Post by _NICKPAN_ »

compbatant wrote:Finally we announce the big balance update for clan buildings and sieging.

tl;dr:
Times needed to build / destroy / repair any defensive building have been tuned to scale 100% / 75% / 50% respectively.
E.g. if it takes 100 char-hours to build a tower/castle, it will now take 75 char-hours to destroy it and 50 hours to repair it from almost completely destroyed state.


Longer explanation:
I. Sieges.
We introduce 2 siege weapons:

1. Short range siege weapon - has to be placed inside the reach of towers/castles, has a static amount of HP and infinite ammo.
2. Long range siege weapon - can shoot outside the reach of towers/castles, but needs stone missiles to shoot. Has relatively low HP, will easily die from a leveled tower/castle, if placed inside the protected range.

No siege weapon stats depend on owner level/HP etc.
They can now be crafted in any castle or tower variation.

Both siege weapons have same damage output, the number of shots per missile and HP of the tougher one are calculated so that owner would operate them 1/2 of the time, spending the other half for letting the tougher one heal or go to blacksmith and craft new missiles for the long-range one.

II. Castles / towers.
We have a number of changes here too:
- castles have a bit better resource/HP-damage ratio (~1.1*) than towers, but have smaller range;
- all buildings have now quite high Magic Resistance and Damage Resistance, applied to damage done by characters directly - it is done so that main weapons of attack will be siege weapons, while characters are playing the support role in PvB;
- Big Castle and Square Tower do more damage to enemies than Tough (regular) Castle and Round Tower respectively, but...
- Tough Castle and Round Tower have more HP than their counterparts;
- Big Castle and Square Tower are more resistant to mundane damage, while
- Tough Castle and Round Tower are more resistant to Magic damage;
- resources required to repair the structures will amount to 1/2 of what was required to build them (depending on the level of damage, of course, 1/2 is form almost destroyed, if destroyed to 1/2 the resources required will be 1/4 etc.)

These changes will be enabled in the next few days. I can't give you exact date because I need the whole day free to fix any potential bugs and I don't know when I have such day ;)
Veeery good update and I hope come soon.it gonna ballance alot but I think one thing missing:
Siege weapons (both 2) musnt attack walls from big range. I think everything that can attack walls must be at range 1 or 2 like Players do.

Also allies clan under attack message would be great. E.g; If clan AAAA and clan BBBB are allies. When clan CCCC attack clan AAAA . Clan BBBB and all other allies of AAAA will.be message that Allied clan AAAA building is under attack by clan CCCC :-)

Thoughts?
Boo
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compbatant
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Re: Clan buildings and sieges big balance update

Post by compbatant »

CHANGES ENABLED!
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RyoHazuki
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Re: Clan buildings and sieges big balance update

Post by RyoHazuki »

ok
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RyoHazuki
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Re: Clan buildings and sieges big balance update

Post by RyoHazuki »

The damage time seems reasonable but I still think we will be spending too long repairing.
We will soon see if castle range reduction forces us to remodel a third time.
patrapture
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Re: Clan buildings and sieges big balance update

Post by patrapture »

can u elaborate on long rangr siege, if damage output is same for both sieges what is point of using long range and y craft missiles, i dont understand the long range with better missiles entierely, when u have a moment please explain the benefits of long range sieges compared to short range. i was under impression that cuz using stone missiles thy would b toigher, and u use phrase the tougher one what makes it tougher.
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Crescent Q
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Re: Clan buildings and sieges big balance update

Post by Crescent Q »

:?
patrapture wrote:can u elaborate on long rangr siege, if damage output is same for both sieges what is point of using long range and y craft missiles, i dont understand the long range with better missiles entierely, when u have a moment please explain the benefits of long range sieges compared to short range. i was under impression that cuz using stone missiles thy would b toigher, and u use phrase the tougher one what makes it tougher.
1. Short range siege weapon - has to be placed inside the reach of towers/castles, has a static amount of HP and infinite ammo.
2. Long range siege weapon - can shoot outside the reach of towers/castles, but needs stone missiles to shoot. Has relatively low HP, will easily die from a leveled tower/castle, if placed inside the protected range.
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Blaze
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Re: Clan buildings and sieges big balance update

Post by Blaze »

:D just pointing out that the short ranged ballista does attack monsters and gets attacked by them. I saw a lion kill a short range ballista. and the long range ballista provides no extra pack but requires ammo to use. while the short range ballista does provide an extra pack but requires no ammo. the long range ballista does not get attacked by monsters or fight them. not sure if this is an accident that the long range doesn't provide an extra pack. keep up the good work team.
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