Some things gotta change.
Moderator: Game Administrators
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- Posts: 724
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Some things gotta change.
I was 50/50 about posting this under clans or suggestions. I feel more that the clans forum would be better for this.
Weve all noted the clan updates. Auto fire being removed. Buildings hp being upgraded. The resource system put in place. The additional clan map. The introduction of walls, gates and perhaps many more other things.
These are good updates. Some were unexpected and a few casualties were had. Such as farms. Others were completely expected, such as walls and gates.
The introduction of all of this has been slow and yes I realise that development does take time and Im personally greatful that its still happening.
Ive still come across a lot of ranting and raving specifically about how clan warfare isnt what it use to be. That its now broken and yeah. I can see that from their point of view.
All this great stuff has been added but theres no balance in it. I dont intend to start a flame thread. Just one with discussion and opinions.
If you dont want to voice your opinion publicly because you think you might cop some flak. Pm me, ill write it up for you and leave your name out of it, im not bothered if I get unsettling pm's.
So here goes.
The removal of autofire I didnt see as a bad thing. If there was warning given and a bit of time so people could rearrange their base to properly protect their farms (for those who had them). This I guess opens up the opportunity of two allied clans protecting each other when they came under attack. Thats cool.
The problem with this is that theres no function (yet) to set other clans as enemies, nuetral or allied. I understand thats in the making. But these two updates released together wouldve been great. Along with communicating the fact at the time of what was about to happen. Nuetral still being fired upon. Allies being left alone and enemies getting the full force of a hit.
Building hp being upgraded. I'll raise my hand and say thats probably my fault (as im pretty sure people expect it to be anyway). In this only one player has been catered to. In making something a lot more difficult for them.
Fair call I suppose. But what about the rest? Since this has happened. Clan politics, warfare, agreements, even hastily turning up to check on buildings has taken an epic dive.
Theres no fear of anything. Get that first 100 levels on a building. Smooth sailing ahead. Upgrade at leisure, turn up every so often to repair that minimal chunk of hp taken from it. All good, go out and kill a few more people your at war with. Might loose some gear but you wont be loosing that building.
This, from what people have explained to me is the problem. Buildings were upgraded. Sure they take longer to build. It requires time and effort. But ways of taking them down when you finally go to war with someone is incredibly limited.
With this update if any form of method was also introduced to help in clan warfare when your finally at war with someone wouldve helped out a lot. Instead, as it is now. Its just a massive building frenzy.
Someone knows something will change eventually. But until that happens they're going to use this incredibly long safe period to make sure theyl be perfectly fine when it does change.
Somethings got to change. It really does. Clans and everything that comes with it is both the best and worst part of the gaming experience on FT. At the moment it is very broken because at present... Theres no actual way to win a clan war.
The mentality on this has slowly changed to pvp when you see an enemy clansmen but other than that, its a "why bother getting everyone together for an assault. Lets just pawn their gear to the shop for lulz" Or of course give it back if you respect that player.
Would it be worth considering scaling back the hp somewhat to a more respectable level?
The resource system when first introduced was harsh but people adapted. When found that upgrading costed far too much in resources, it was scaled back pretty fast. That was great. This is something I enjoy. Instead of magical buildings appearing by sprinkling gold on them, you actually have to work for it. Thats epic, it brings a clan together. Especially when you have to defend that.
Walls and gates are great. It gives the feeling you can make a mini fortress where you can stand atop your tower and giggle when someone like Jony or whoever else comes and attacks, then dies. Instead of rushing in. Targeting you and killing you before the tower kills him and running away. It really does become your own slice of land.
So a summery i guess.
-Walls and gates = epicness
-Increased hp needs a bit of a reduction. Because theres no fear of loss. At all.
-Autofiring being removed isnt a bad thing. just needs a mechanic such as ally/nuetral/enemy to accompany it.
-Clan politics is mostly dead due to this "safe era".
If you have comments please comment or pm me and ill submit them. Try not to just read it and not comment. If you want something to change and many others do aswell, it wont if you dont speak up and fight a little for it.
This is a WiP. Ill add more later possibly.
Weve all noted the clan updates. Auto fire being removed. Buildings hp being upgraded. The resource system put in place. The additional clan map. The introduction of walls, gates and perhaps many more other things.
These are good updates. Some were unexpected and a few casualties were had. Such as farms. Others were completely expected, such as walls and gates.
The introduction of all of this has been slow and yes I realise that development does take time and Im personally greatful that its still happening.
Ive still come across a lot of ranting and raving specifically about how clan warfare isnt what it use to be. That its now broken and yeah. I can see that from their point of view.
All this great stuff has been added but theres no balance in it. I dont intend to start a flame thread. Just one with discussion and opinions.
If you dont want to voice your opinion publicly because you think you might cop some flak. Pm me, ill write it up for you and leave your name out of it, im not bothered if I get unsettling pm's.
So here goes.
The removal of autofire I didnt see as a bad thing. If there was warning given and a bit of time so people could rearrange their base to properly protect their farms (for those who had them). This I guess opens up the opportunity of two allied clans protecting each other when they came under attack. Thats cool.
The problem with this is that theres no function (yet) to set other clans as enemies, nuetral or allied. I understand thats in the making. But these two updates released together wouldve been great. Along with communicating the fact at the time of what was about to happen. Nuetral still being fired upon. Allies being left alone and enemies getting the full force of a hit.
Building hp being upgraded. I'll raise my hand and say thats probably my fault (as im pretty sure people expect it to be anyway). In this only one player has been catered to. In making something a lot more difficult for them.
Fair call I suppose. But what about the rest? Since this has happened. Clan politics, warfare, agreements, even hastily turning up to check on buildings has taken an epic dive.
Theres no fear of anything. Get that first 100 levels on a building. Smooth sailing ahead. Upgrade at leisure, turn up every so often to repair that minimal chunk of hp taken from it. All good, go out and kill a few more people your at war with. Might loose some gear but you wont be loosing that building.
This, from what people have explained to me is the problem. Buildings were upgraded. Sure they take longer to build. It requires time and effort. But ways of taking them down when you finally go to war with someone is incredibly limited.
With this update if any form of method was also introduced to help in clan warfare when your finally at war with someone wouldve helped out a lot. Instead, as it is now. Its just a massive building frenzy.
Someone knows something will change eventually. But until that happens they're going to use this incredibly long safe period to make sure theyl be perfectly fine when it does change.
Somethings got to change. It really does. Clans and everything that comes with it is both the best and worst part of the gaming experience on FT. At the moment it is very broken because at present... Theres no actual way to win a clan war.
The mentality on this has slowly changed to pvp when you see an enemy clansmen but other than that, its a "why bother getting everyone together for an assault. Lets just pawn their gear to the shop for lulz" Or of course give it back if you respect that player.
Would it be worth considering scaling back the hp somewhat to a more respectable level?
The resource system when first introduced was harsh but people adapted. When found that upgrading costed far too much in resources, it was scaled back pretty fast. That was great. This is something I enjoy. Instead of magical buildings appearing by sprinkling gold on them, you actually have to work for it. Thats epic, it brings a clan together. Especially when you have to defend that.
Walls and gates are great. It gives the feeling you can make a mini fortress where you can stand atop your tower and giggle when someone like Jony or whoever else comes and attacks, then dies. Instead of rushing in. Targeting you and killing you before the tower kills him and running away. It really does become your own slice of land.
So a summery i guess.
-Walls and gates = epicness
-Increased hp needs a bit of a reduction. Because theres no fear of loss. At all.
-Autofiring being removed isnt a bad thing. just needs a mechanic such as ally/nuetral/enemy to accompany it.
-Clan politics is mostly dead due to this "safe era".
If you have comments please comment or pm me and ill submit them. Try not to just read it and not comment. If you want something to change and many others do aswell, it wont if you dont speak up and fight a little for it.
This is a WiP. Ill add more later possibly.
- Mike McGuire
- Posts: 45
- Joined: Sun Feb 08, 2015 11:34 am
Re: Some things gotta change.
Right from 9 monthr ago when I first mentioned this what I am about to say everyone was against it.. which was "money is too easy to be earned" I actually believe that if money was harder to be made in the first place half of this would never of been brought out and buildings would still have been bought. But no... People too greedy and want loads of money.... Then months later they introduce pets and let people Carry 3 packs of robes to shop instead... End of day issue is money is too easy to be made.. ill always say this and always have.
A tower was built ---> A tower was destroyed
A tower was given ---> A tower was void
A tower was given ---> A tower was void
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- Posts: 467
- Joined: Mon May 26, 2014 1:15 am
Re: Some things gotta change.
i agree what this two hold ft mans telling they play game years has i
u can learn more with thems than any other mod that am sure
just posting to tell i agree with new changes that was proposed by isoril in his summary
game losing people ik that game dieing ik that but ik too we can change it is in ur hands staff team(creater)
u can learn more with thems than any other mod that am sure
just posting to tell i agree with new changes that was proposed by isoril in his summary
game losing people ik that game dieing ik that but ik too we can change it is in ur hands staff team(creater)
dinoponte1000 lvl1065 mage(BK)
dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage
Languages spoken:
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dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage
Languages spoken:
Potugues,English
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- Posts: 3032
- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
Re: Some things gotta change.
I like these for the most part too (more detail later)
and for the record, the game is growing and has more players now than ever before
and for the record, the game is growing and has more players now than ever before

Beeware the Spiral Blitzbees...

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- Posts: 57
- Joined: Tue Nov 25, 2014 4:44 pm
Re: Some things gotta change.
Asmodeous wrote: So a summery i guess.
-Walls and gates = epicness
-Increased hp needs a bit of a reduction. Because theres no fear of loss. At all.
-Autofiring being removed isnt a bad thing. just needs a mechanic such as ally/nuetral/enemy to accompany it.
-Clan politics is mostly dead due to this "safe era".
Agree with all of the above, although I can't really comment on the politics since I am still relatively new to the game and have nothing to compare to.
There definitely needs to be some sort of balance added regarding the buildings as they are are virtually untouchable at this time. Rather than see a decrease in hp and str however, I would like to see an increase in strength for the siege weapons (right now these are only being crafted for backpack use). I think this would encourage clans to work together and to work hard if they wanted to bring down another clan. Also, maybe add an additional skill that would make you more effective at attacking buildings as the level increases.
The biggest issue I see at the moment is with how eeeaaaassssyyyy it is to repair a building. Case in point, I watched Iso attack a lvl 500 or so wall for nearly 2 hours. Finally got it yellow and then within 1 second the opposing clan was able to restore it to full hp.
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- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
Re: Some things gotta change.
I agree here... best case scenario imo is level by level destruction.. it would take a lot of recoding for sure, but I've yet to hear anther option that's even close to as good as this one
Beeware the Spiral Blitzbees...

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- Joined: Mon Aug 04, 2014 4:56 pm
Re: Some things gotta change.
Blitz. That sounds like such a nightmare to code. But if it ever came about it seems pretty interesting. Interested in going into detail on this? On how that kind of system would work?
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- Joined: Fri Oct 18, 2013 12:00 am
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Re: Some things gotta change.
here's the basic idea: you build a castle and it's level 1. it has 2000 str, 650k hp, 0 dex & 0 arm (fair to non-mage). each upgrade adds 200 str and 65k hp. (similar to current) so a level 11 castle has a total of 1.3M hp, and 4k str..... here's the big difference - the life bar would indicate only the 65k hp from upgrade .... when it is depleted, it would go back to full life level 10 building. (then 9, 8, 7 etc...) also remove the "fix with gold" while the building is under attack
Beeware the Spiral Blitzbees...

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- Joined: Mon Aug 04, 2014 4:56 pm
Re: Some things gotta change.
So for each upgrade on a castle. Lets say it is 65k. You deplete 65k each time and it slowly delevels itself? Over the course of time if it was a lvl 100 castle youd deplete 65k hp 100 times amd it would delevel each time until it was dead?
Sorry if i dont understand. Im pretty interested in your idea.
Sorry if i dont understand. Im pretty interested in your idea.
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- Posts: 3032
- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
Re: Some things gotta change.
yes, that's exactly right - - this way a clan could organize an assult against a building level 1,000...maybe they can't totally destroy it, but after some time they knock it down to level 700 - now the other clan would have to upgrade 300 times to get back to where they were, instead of instant cash update..... plus, as you damage the building, it gets weaker and weaker (as it should)
Beeware the Spiral Blitzbees...
