Attention, The Future of FT
Posted: Mon Jun 22, 2015 4:05 am
Amazing isnt it? Recently a war has ended. Quite a big one. A lot knew it was going on, the exact origins of the war have been debated time and time again. Buildings were lost, gear was lost. Hate brewed on both sides. Others got involves, they had their reasons.
Now its over. It wasnt solved by diplomacy and a truce, it wasnt solved by one side begging another for peace. It wasnt solved by one side completely destroying another.
It was actually solved by these parties recognising the fact that the current clan warfare system as it stands now, isnt what it could be. That in some senses its broken. All this bad blood put aside to hopefully come here as a collective and explain why.
After a long several days of talking. We are in agreeance that it needs to change. That clan warfare itself now feels hollow. There is minimal to 0 reward in engaging in clan warfare as it stands. Theres more reward in actually organising a war with a pool of gold/matts/items for the winning clan.
All clan warfare at present does is offer pvp. At times unwanted pvp. Other times a scrap in the middle of nowhere can be welcome. Thats the extent of it though. Thrashing any form of building (espeically castles) after the HP update is rarely heard of. Sieges while employed are known to not be that effective at all. The autofiring being turned into what it was led to many issues. But hey it was kinda fixed now that it targets the clan that attacked.
Point being. They arent participating in clan warfare because of how the current system is. Because of what is deemed broken or a bit unplayable by some, for others its the empty feeling clan wars now gives.
I might aswell start.
- Clan buildings. They autofire now on certain groups. Thats fine. Taking one down unless its a mid ranged tower. It isnt happening. Repairs are by far too easy compared to how long it takes to put it all up. Destruction of the same building once its up, isnt going to happen.
With the new bullet system, thats great. 50% no ammo, 100% stone ammo 150% fire ammo (apparently this last one doesnt work) thats cool. But how do you rip it down when its built more solidly than an M1A2 tank? When whatever it is you do over a prolonged period of time is like firing a pea shooter at kevlar?
- Building Regen. Great idea. Ive heard it exists. Havent seen it for myself. Heard that when a building isnt being attacked for X amount of time it slowly regenerates? If its true. While its a good idea, with the amount of HP the buildings have and the time it would take for anyone to hope to drop it... Its not going down.
- Siege Engines. Great addition to the game. Still needs tweaking. I get that too much damage it becomes OP with too many of them. But with too little damage, it becomes a backpack that monsters wont attack. The idea is great, it really is. But needs to be revised a bit. Sorry I dont have a solution to that.
Moving on.
So what do you do if you do somehow wipe out your enemy? ... Sit on their land? Back when walls first came in we wrote "LOL" or drew pictures. That was mostly it. If you were psychotic enough you'd also scout clan maps and prevent them from building again. Other than that. 0 achieved. What now? Build an empire? Well people will always try to usurp you, thats neat.
Then theres another war. You might get lucky in taking down a building when absolutely no one is on to tap "repair" then go nap again... Or if you keep them out and have half a million sieges (Not actual figures).
This threads purpose is to explain what needs to be fixed. Explain what neat ideas could possibly be brought in. New maps are nice and all. So are new monsters, but the overal consensus has been.
"Can we please fix what needs to be fixed first?"
We know you have a priority list. We understand something for pvp to balance may turn up in september, thats good its been asked for so many times.
But a step back. What may be priority on your lists at times may not be priority on the players lists. My thoughts, i do think the staff are good. But i also think their out of sync a bit with how to play the game and who plays the game as it is now.
Sure you can play alts, but becoming a mod or a staff member will always change how you are with the game. With any game. Thats fine, no worries there. It happens, its expected to happen, theres bigger roles to fill.
If you want to see a change, start posting. Not just gripes but possible solutions. Ones that could truly change and make clan warfare what it really could be. The fact that two sides with bloodshed and a fair bit of bad blood between them can get into a single chat room and agree on this and help allow the creation of this post.
Doesnt that mean somethings needed?
(Stay civil if possible... this thread isnt meant to take stabs at who did what to who. Or who did what to whos stuff... or who took what from who. Its an attempt to help make the game better).
Now its over. It wasnt solved by diplomacy and a truce, it wasnt solved by one side begging another for peace. It wasnt solved by one side completely destroying another.
It was actually solved by these parties recognising the fact that the current clan warfare system as it stands now, isnt what it could be. That in some senses its broken. All this bad blood put aside to hopefully come here as a collective and explain why.
After a long several days of talking. We are in agreeance that it needs to change. That clan warfare itself now feels hollow. There is minimal to 0 reward in engaging in clan warfare as it stands. Theres more reward in actually organising a war with a pool of gold/matts/items for the winning clan.
All clan warfare at present does is offer pvp. At times unwanted pvp. Other times a scrap in the middle of nowhere can be welcome. Thats the extent of it though. Thrashing any form of building (espeically castles) after the HP update is rarely heard of. Sieges while employed are known to not be that effective at all. The autofiring being turned into what it was led to many issues. But hey it was kinda fixed now that it targets the clan that attacked.
Point being. They arent participating in clan warfare because of how the current system is. Because of what is deemed broken or a bit unplayable by some, for others its the empty feeling clan wars now gives.
I might aswell start.
- Clan buildings. They autofire now on certain groups. Thats fine. Taking one down unless its a mid ranged tower. It isnt happening. Repairs are by far too easy compared to how long it takes to put it all up. Destruction of the same building once its up, isnt going to happen.
With the new bullet system, thats great. 50% no ammo, 100% stone ammo 150% fire ammo (apparently this last one doesnt work) thats cool. But how do you rip it down when its built more solidly than an M1A2 tank? When whatever it is you do over a prolonged period of time is like firing a pea shooter at kevlar?
- Building Regen. Great idea. Ive heard it exists. Havent seen it for myself. Heard that when a building isnt being attacked for X amount of time it slowly regenerates? If its true. While its a good idea, with the amount of HP the buildings have and the time it would take for anyone to hope to drop it... Its not going down.
- Siege Engines. Great addition to the game. Still needs tweaking. I get that too much damage it becomes OP with too many of them. But with too little damage, it becomes a backpack that monsters wont attack. The idea is great, it really is. But needs to be revised a bit. Sorry I dont have a solution to that.
Moving on.
So what do you do if you do somehow wipe out your enemy? ... Sit on their land? Back when walls first came in we wrote "LOL" or drew pictures. That was mostly it. If you were psychotic enough you'd also scout clan maps and prevent them from building again. Other than that. 0 achieved. What now? Build an empire? Well people will always try to usurp you, thats neat.
Then theres another war. You might get lucky in taking down a building when absolutely no one is on to tap "repair" then go nap again... Or if you keep them out and have half a million sieges (Not actual figures).
This threads purpose is to explain what needs to be fixed. Explain what neat ideas could possibly be brought in. New maps are nice and all. So are new monsters, but the overal consensus has been.
"Can we please fix what needs to be fixed first?"
We know you have a priority list. We understand something for pvp to balance may turn up in september, thats good its been asked for so many times.
But a step back. What may be priority on your lists at times may not be priority on the players lists. My thoughts, i do think the staff are good. But i also think their out of sync a bit with how to play the game and who plays the game as it is now.
Sure you can play alts, but becoming a mod or a staff member will always change how you are with the game. With any game. Thats fine, no worries there. It happens, its expected to happen, theres bigger roles to fill.
If you want to see a change, start posting. Not just gripes but possible solutions. Ones that could truly change and make clan warfare what it really could be. The fact that two sides with bloodshed and a fair bit of bad blood between them can get into a single chat room and agree on this and help allow the creation of this post.
Doesnt that mean somethings needed?
(Stay civil if possible... this thread isnt meant to take stabs at who did what to who. Or who did what to whos stuff... or who took what from who. Its an attempt to help make the game better).