![]() Incidentally, progress is now so slow that even though I can watch the adverts I don't bother as they make little difference. I am not suggesting specific changes in relation to Invasion/Events, rather, putting forward the principle that leveling up in WarZone should be the main aim in War Clicks and that achievements there should have a fundemental impact on all other parts of the game. The link to Invasion is tenuous as coins make way more difference than level ( I don't want to argue how much) and there is no link at all to the recent Event. So far, there is very little benefit of this nature in WarClicks. If not, then why bother? Usually that means your high rank allows you to go and beat the living daylights out of a ton of mobs/help a guild system - or some such arrangement. Instead there needs to be some benefit for all the hardwork and coins spent that has gone into leveling. ![]() Changing settings can help but this is not the answer because it is a temporary solution and the same wall will inevitably reappear. In games where I have leveled up there has always come a point where progress becomes tediously slow. ![]() Hope that makes sense/explains things a bit more, and why it's not as straightforward to "just add something" on a live game. There are several good ways we could do this, but for a while we simply have a bunch on our plate to sort out still with general game improvements, bugfixes before we can commit huge amounts of time to a major "long term" auto balance solutions. Ideally we'd like to get to an auto solution, but that would take a ton of time to properly prepare, test and not ruin existing game balance or have it skyrocket away too fast. ![]() So for now, our best bet is to stick with our "manual ugprades", that take a bit more time/testing to add properly, than risking it with a new set of progressive multipliers that would jeopardize the overall balance of the game. if priv cap raises 1e10, it could increase all ugprade costs by 1e10X, and their effects "cumulatively" by 1e10xĪnother thing to note is that we could easily "blindly" add tons of ugprades/priv MXes at late stages, but the huge risk there is that if you do it quickly/blindly it can make things go too fast and completely ruin the experience in another way altogether!īottom line is that doing such potential good "auto solutions" would fundamentally change some of the game math, and on a live game that players have played a ton it's extremely hard to do such big changes and not ruin everyone's experience. One solution to this would be to have privatization perhaps have an effect on the upgrades themselves - i.e. This means that as prestiges raise the gains cap/level, we also have to properly adjust/add new upgrades from that point onward to keep the experience good, or otherwise there'd be no upgrades (or poorly balanced) from that point onwards. if a game has masteries, that you can level up indefinitely that's much easier to balance late game), and we have them made as set costs/multipliers we add manually. One of the main problems we face here at late stages is that upgrades are not progressive/infinite/scalable (Well at least no in BC, And i.e. Well it depends of the type of the prestige and also how much of the balance do you want to focus on the upgrades themselves in the game. We definitely want to work more on making late game exciting again so it's a well known issue/part of the game to improve still. We already improved late game a lot with our recent progression update, but CvC and events have put us on the sidelines for a bit to continue working on that. But before we get to any major late game balancing properly again, we want to focus ~month on various game improvements, bugfixes, soem QoL and work on some balancing on the way here and there, but unlikely we'll be able to make a huge late game balance update before that. ![]() After we release CvC and updated spoil points rewards, those will help in some progression stalls/issues by themselves, and we'll also be able to expand on those in the future and create various late game boosts etc. As after e110+ things slow down a bit too much. Second suggestion also valid, I think it's on our list though already to do some other improvements in the army setup Yes, we want to have another big late-game balancing update asap. By near future I'd estimate within a month or so as we'll be soon focusing on some general improvements, bugfixes, QoL for a bit. Our settings code is a bit rusty/bad and we have some limits on that currently and it's a bit tricky/time consuming to add new settings, but we want to rework that in the near future, and have opportunity to add a whole lot more options to customize your experience better. I can see it being a pain so will put it on the list. ![]()
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