DeletedUser3507
Guest
Some peoples kids seem to love to argue even if there wrong.
I'll say again that they were warned before they set it out there for everyone. They were told before they released it to not release it but they did anyway, so I will ask yet again why ask for feedback if you don't intend to listen? In fact, I'll go so far as to ask why even bother to beta test?
Part 2 is out here and part 3 is out on beta. All pieces of the package out. They wanted fewer people to be able to battle and they got their goal. They are now nerfing negotiating too because, as I said, their goal is to sell more expansions.
. But, I do believe that most of the changes are part of a more balanced game.
None of that answers my question.You beta test to look for bugs, glitches, errors. To test new content. To check playability. As has been stated before the Beta test community is not large and I would wager represents in large part long term players.
So that folks will have a chance to unlock the techs and get some troops trained. When the final bit drops into place then you'll be ready to roll as soon as you build the last building and train a few of the newest troopsI am fully aware there is a part yet to come, but seriously, why create such a disaster (in release 1) if you fully intend to correct it in release three?
How high is up?. The fighting system is simply too hard for a city building game.
And they're allowing the same players to keep the resources that have suddenly become more expensive.Due to the devs writing the code the way they have they are costing players extra time and resources.
This is no more true than saying exactly the opposite, which would be that the players are fighting in the tournaments because they all refuse to buy any expansion. Neither extreme is true. It's reasonable to volunteer YOUR motives, but ascribing motives to other people is pretty much pointless, and actually says more about your motives than theirs. Your statement is akin to saying that you need a gun because everybody else has a gun.They have stopped EVERY player at every level of the game from fighting as much as they could before because they are trying to extract more money in expansion sales
The developers have a TON of analytical information regarding player activities, see https://www.adjust.com/in-app-event-tracking/Any problems with the game are on the devs. The devs wrote the game. If they couldn't anticipate how people will play it and what types of incentives get you what kinds of actions, they were be in the wrong business. That is part of writing a game
The opposite statement would be that YOU DON'T CARE what's best for the game, so long as you can avoid buying any diamonds. Neither statement is true, nor useful.the devs do not look at the game and decide what is best for the game, they decide what is the best way to extract money from individuals.
No, their goal is to tighten up the game and make folks think about what they are doing.as I said, their goal is to sell more expansions.
pruning grapes is a vital part of their overall health
I look at Elvenar as a game having multiple layers, but a the basic core of it comes down simply to resource management. "Balanced" to me means managing all available resources so that your city doesn't become lop-sided by heavily favoring any particular type of resources over the others. With Elvenar, your choice of playing style (more aggressive/fighting or more pacifistic/negotiating), will lead to a city generally favoring some types over others, but not to extremes. Within those choices though, there are still additional levels to be balanced, such as tier 1 vs tier 2 vs tier 3 goods, for example.Define this for me. I don't know what that means. What is being "balanced"?
Elvenar is a VERY complex model, and the really interesting thing about City Builders is that folks can and WILL take off in weird unexpected directions just because they can.
No, their goal is to tighten up the game and make folks think about what they are doing.
CONSTRAINTS are what provides the puzzles and makes it a game.
The REASON it's a good example, is that it prunes an undesirable behavior, and it's more convenient for the folks who just want to balance their inventories a bit, so that they will have the right mix for their upcoming research.
The issue at hand (and is still a problem for the most advanced players) is that between those available through the research tree and those available through completion of provinces, more expansions are available to the players than the map will hold - even after additions to map to hold more expansions.
The next problem is that the above change also really only addressed those that favored negotiation over fighting. Those advanced in fighting techniques weren't slowed one little bit by the above attempt.
Hence, these players still basically have unlimited potential for growth up to the original coins hard cap
I think once it's all fully implemented, a solid set of strategies will be developed by the player base to make them fight-able
No limit on our expansions once again, woohoo!
To be blunt, they need to place a limit on the total possible expansions a player can obtain at any given point in the game for the game to have a longer term growth - and that limit needs to be held to at or below whatever absolute maximum city space expansion grid count they intend to have.
"Balanced" to me means managing all available resources so that your city doesn't become lop-sided by heavily favoring any particular type of resources over the others. With Elvenar, your choice of playing style (more aggressive/fighting or more pacifistic/negotiating), will lead to a city generally favoring some types over others, but not to extremes. Within those choices though, there are still additional levels to be balanced, such as tier 1 vs tier 2 vs tier 3 goods, for example.
Again, my long-winded point is really just that devs COULD find ways to keep active, long-term players engaged during these so-called NECESSARY* (*at least in the eyes of the devs) changes - they just don't seem to want to, which is certainly where a segment of my own frustration comes in.
The only players who are were unlimited were the spenders and these changes don't affect them.
Also, I will add that "balanced" to me also means that a player is *relatively* on equal footing in the province rings. Meaning, they are not exploring Ring 12 on the SE side while only at Ring 6 to the north.
*hugs* BK. We'll get through this, one way or another.Sorry Buttrflwr, I meant limited by the amount of places they are allowed to explore. You are absolutely right. They have crushed the game you were playing. I am so sorry. That is why I will never spend a dime with Inno. They do things like this ALL the time.
I was wondering the same thing about Mortar upgrades, maybe they'll come later? They're definitely lacking compared to the other stage 3 human units. They have huge range which is obviously going to be a tradeoff for things like raw power and durability, but they're currently the weakest normal unit for humans on all counts except for range. 10-64% less HP than a squad of anything else, 33-66% less damage, weaker bonuses and no special abilities to speak of. Hopefully they do get some promotions somewhere down the line, even if it means reducing the stats they currently have so it balances out better (promotions tend to be rather large increases in power, and compared to what a new player would have by the time they reach the Mortar they seem like they'd be rather powerful right now).