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Re: Clan-related changes: Siege reworked

Posted: Mon Jun 13, 2016 5:54 pm
by kollex
RyoHazuki wrote: But that doesn't change the fact that people can just stand there all day with a seige weapon while they are fishing and you are sleeping.
Your view is naive kollex. I'm sorry to say, I can hardly believe you'e still defending that players of a game should be present 24/7 in order to keep their achievements.
I told you - yes, if you are 1 person, you are supposed to be doomed. If you have a reasonable amount of members, someone's bound to be awake. With email notifications you only have to log in and kick the behinds of the attacking players 'fishing'. Or do repairs. They are still very fast compared to what they represent.
RyoHazuki wrote: This is unrealistic and nothing more than slavery, it wont last 5 minutes, you'll be changing the rules again once the maps are INEVITABLY clear again, there is no trust in the mod community...
We will see about that.
RyoHazuki wrote: See how long my tower lasts, wont be long considering that it has no way of defending itself against seiges.
That's my whole point! It should not last a single day under attack w/o someone looking after it.

Re: Clan-related changes: Siege reworked

Posted: Mon Jun 13, 2016 5:55 pm
by RyoHazuki
Goodbye to all my friends on forgotten tales, I won't forget you. If you see me in game. I'l most likely just be checking on the damage.

Re: Clan-related changes: Siege reworked

Posted: Mon Jun 13, 2016 6:00 pm
by kollex
Whitestar67 wrote:
I was there before you even came there to try and save a raw building, now I don't care if I get banned on the forum, I'm proving that you are wrong
No one is being banned for speaking the truth or their minds here, as long as they don't use obscenities and direct insults.

I still can not understand what you think I am wrong about?

Btw, I was on when there were still LGND buildings on the map and it was a long time until raw towers were under attack, I received a complaint that no one except archers could damage siege weapons, went to test map, confirmed, brought it to developer's attention and as a result it was fixed in 2 steps during the next hour. But I guess no one cares about that, right?

Re: Clan-related changes: Siege reworked

Posted: Mon Jun 13, 2016 9:29 pm
by Crescent Q
Everyone, please take into consideration of a New Game Generation and just calm down....
Use your imagination for creation and get along....
Games are meant to be fun my friends, really, I enjoy everyones company...it keeps the stress at bay...Let's add to this game with positive solutions for the game we enjoy for all...it's still growing, once the Company can establish more Server capabilities and whatever else they need to expand the World of this game, like maps, while working it into the game engine..It probably not that easy while keeping the attraction to the game but these new updated features, just like anything in this world, always needs refinement to make improvements to balance, it's NOT the End of the Game...
....it's Evolution, my Friends, this Game is Evolving and we have a Forums here to put Inputs...and our suggestive refinements, that is really awesome from a game company looking out for it's people and it's players as a whole, to make this game "Fun" for all and Increased Player Interaction within the game.

:) I see a lot of the ideas I shared and ideas shared and agreed upon by others, that are going into effect in order to Evolve the game we all enjoy, and always hope perhaps to be rewarded :lol:
I really didn't know but had a feeling that I have foretold, there was going to be some compensation for people who were participants in the Test Study of these New Evoluionary Updates of the Game, they couldn't do it without seeing How Hard It Will Effect the Outcomes and they are still Refining things to these updates as things are being Tested...they couldn't do it if you knew what to expect, it was tested in real time, not the End of the Game World ...an Evolution of Solution...with Refinements ofcourse lol.

I hope they could refine this cuz it wouldn't be fair to lower lvls and smaller clans trying to build and survive on Clan Maps well, against established higher lvls, either Defending or Attacking. The number 2, but we will see...
2. Siege weapons become more efficient: their damage will now depend on character level: 50 * charLevel * classSiegeAffinity.
I inserted that only cuz it goes beyond Class Affinity Bonus which certain Classes already get and kinda does favor beyond what the Demolition Ballista should be able too...it is starting to favor once again to higher lvls to really do some damage with their Siege Weapon when it should only count from the "Weapon" plus or minus with Affinity based on Class itself, doing a said amount of "variable damage hits" and maybe critical hits too if not implemented already, but not based off of someone's lvls because it will only take less people to actually Siege a Building if they get Bonus Damage from their own Character lvls...it should in my opinion Only be based off Siege Weapon Mastery Skill Trade and an "Army of BeSiegers" .... ;)

Here the 3rd which wasn't numbered but will quote it...and yet again it shouldn't be based off Character Lvls for Health of Ballista:
Their Health will depend on character HP : charHP * 3
Ok, once again that would be entirely unfair and not realistic like the Character lvl bonus damage, because it don't make sense a higher lvl character having a stronger Siege Weapon than a lower lvl who Crafted them with Way Better Crafting skills them all to make them better...but perhaps I am being silly cuz the Crafting bit, but kinda like reality in Craftsmanship, but do you see my point?

It could be based off of Various Crafted Ballista to do more Damage or to serve a certain purpose, like I have seen on forums who had posted New Ballista Pictures of different Siege Weaponry, please post again, not sure about the Stats but ofcourse everything can be Refined.

I close to say, let's get along and put our minds together to have fun for all and to help expand with these Newest Updates in Forgotten Tales "Evolution" with sound refinements to help balance the game for all, in reasonable and solidified ideas that had to go the refining process through player interactions in game and on forums. 8-)
The Game can only get better through and after the Storm has Calmed and we were and are all apart of this Evolution History, some Fortunate enough to Test it on both sides of the Battle Scenarios, some who helped with Refining things through solutions that could work for all, in forums and out of forums, and the Patience that our Game Developers and Mods as well the Game Creator in having to deal with the new changes and gamer posts, in the Evolution of the Game we enjoy with their hardwork and dedication putting so much effort with Speed even while testing it, they were Busy and Stressed too I'm sure :lol: lol.
8-) It Shall All Come Together...The Game just got Bigger and Better, while Ever-Evolving with Refinements...I'm already getting Stoked for Newer and Refining Updates in the Future after these Updates..lol But now, it is the time to come together and move Forward joining in to make this game Great! And Most Importantly "FUN" ;)

Sincerely, to Help, Improve and Refine, and Adapt to FT EVOLUTION,
Crescent Q 8-)
Duke of Army of Deliverance

:D Forgotten Tales "Evolution" For The Win!!!

Re: Clan-related changes: Siege reworked

Posted: Tue Jun 14, 2016 12:17 am
by Blaze
:lol: i was there for the whole battle of TRIO,RASH vs RAW,LGND,KAL,FTSS,CHN and RYO clans. the battle we had was most epic to say the least. TRIO,RASH dominated the battle field by penetrating LGNDs base . By sheer force we advanced further into enemy territory, pushing them back with each tower that fell. in the end it was TRIO and RASH who claimed victory. Thats how the towers crumbled. WOOT

Re: Clan-related changes: Siege reworked

Posted: Tue Jun 14, 2016 2:26 am
by terminator
kollex wrote: That's my whole point! It should not last a single day under attack w/o someone looking after it.
LGND tower was destroyed with 8 ppl+ healing it, only 10 sieges.......Destroyed in 1 hour /w heal.

Re: Clan-related changes: Siege reworked

Posted: Tue Jun 14, 2016 2:33 am
by naomi
Kollex, see your post..


2. Siege weapons become more efficient: their damage will now depend on character level: 50 * charLevel * classSiegeAffinity.




-it was level base!!!



all 4k-5k players has 2siege now...its was so horrible to see that players walking ft around your base!

Re: Clan-related changes: Siege reworked

Posted: Tue Jun 14, 2016 9:40 am
by RyoHazuki
No, it seems obvious to me what's happened here.
Kollex wants to ruin the game by enslaving us.
Our buildings shouldn't be able to stand for 8 hours by themselves. He said it himself.
So, I guess all of you with towers are now slaves to ft unless you just give up and stop building.
So, what next, what about when noone wants to build? i certainly don't. I may add 48 levels to my (reduced by 800some levels) tower. Just to make it 3500 but that is it. Once I've done that. i'm not building in forgotten tales, not going to waste my time
If any of you players had seen how fast my 1.5k towers fell, you wouldn't either. It doesn't matter what level it is, the only thing that matters is that someone of k's of levels is stood there defending it 24/7 and that an army of workerr are piling stones and planks into the castle relentlessly just to counter the damage that the seiges are doing.
The buildings that trio are building now near the entrance to the island will essentially become invincible because they leave nowhere to stand without being attacked by tower. So, now, instead of several clans owning that land. It's been handed on a platter to whoever built their seiges first.(not to make more space for other clans to build as you claimed)
All that having been said, when you finally do realise that noone will build under your dictated rules of stuff having to be defended 24/7, you will (and I can almost guarantee this) be forced to reduce it even further, maybe even make towers attack seiges but the damage will already have been done by then, the only clans that will stand are ones that suck up to trio/rash/godz and ac.

When you do change the rules back (once you've cleared the maps), trust will be so much diminished, that people probably still won't want to build.
Kollex, you're absolutely insane, thanks for ruining the game for everyone mate, we really appreciate you for it.

Re: Clan-related changes: Siege reworked

Posted: Tue Jun 14, 2016 9:58 am
by RyoHazuki
Don't forget the years of work you have stolen/are about to steal off of us.
My mage would be hundreds of levels higher by now if you hadn't dictated all this. So, the work I did instead of levelling is (as good as) GONE, or at least it will be whenever trio are done with their invincible tower.

Re: Clan-related changes: Siege reworked

Posted: Tue Jun 14, 2016 9:58 am
by RyoHazuki
You're insane.