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Showing most liked content since 01/22/2018 in all areas

  1. 22 points
    Hello Kings & Queens! A quick announcement: @GalaMorgane has joined us as a new full-time community manager! She’ll be working on Royal Revolt 2 and Olympus Rising, and is excited to start participating in the community. (you may have noticed her lurking a bit over the past few weeks) If you’re feeling friendly, go give her a warm welcome here: Cheers Your Royal Revolt 2 Team
  2. 13 points
    Greetings Kings & Queens, Today we had a Live Server Update with the following changes: Offense Cannons don't target skeletons anymore, but do target beasts now Hammerstrike damage increased: +20% on Level 19 +56% on Level 20 +94% on Level 21 Thank you, Your Royal Revolt 2 Team
  3. 13 points
    Don't open your attack history, then you won't know who attacked you, and won't get bored or irritated since you wont know who it was.
  4. 13 points
    Greetings Kings & Queens, Today we had a live server update with the following changes: Attack rate of the primary attack of the Eris Pal increased by 20%. Corrected the Range Improvement of the Bomb Kicking Aura Pearl Upgrading. Also fixed a bug that caused a wrong value to be displayed. Removed strong obstacles and troops like Basilisk Towers and Vikings from the lower tiers of Ninja Events The chances for getting the same Perk after a Perk Removal are 0% now Mass Hysteria confusion probability and duration reduced: Level 1 = from 15% to 10% Level 2 = from 20% to 12% Level 3 = from 25% to 14% Level 4 = from 30% to 16% Confusion duration from 2.5secs to 2secs for all levels Ascension Archer Rebalancing (changes only affect the big transformed Archer, not the regular ones): Health: +200% on level 1 +200% on level 2 +300% on level 3 +400% on level 4 Damage: +200% on level 1 +270% on level 2 +390% on level 3 +500% on level 4 Archimedes Rebalancing: Pal: Pal's Spell Attack Rate: +7% on all Levels Pal's Primary Attack Damage: +50% on all Levels Pal's Spell Range: Level 3 & 4 = from 5.5 to 6 Levels 5 & 7 = from 5.5 to 6.5 Levels 8 & 9 = from 5.5 to 7 Level 10 = from 5.5 to 7.5 Beast: Beast's Primary Attack Damage: +38% (Level 1) ~ +56% (Level 10) Beast's Secondary Attack Damage: +12% on all Levels Beast's Spell Range: Levels 3 & 5 = from 4 to 5 Levels 6 & 8 = from 4 to 6 Levels 9 & 10 = from 4 to 7 Defensive Beast's Health: +8% (Level 1) ~ +10% (Level 10) Thank you Your Royal Revolt 2 team
  5. 12 points

    Little Improvement in last ninja island!

    Let us fight the Villain in the last Ninja Island, the Villain should be like a beast so he spawns after 1 crown and its special ability is to spawn many ninjas around! This thing should be used also for the other types of Events, so for the yeti we have the big yeti beast, and for the zombie event we have the witch beast! So at least there is a sort of "oh finally i really beat the villain" and it's no more just a routine of ninjas
  6. 10 points

    Trophies frustration

    Hi guys, Again, another awesome thread which as far as you guys can see has gone unread and unnoticed by us. Just posting here - this is not lost, and I have read every post and taken the thoughts and suggestions seriously. However, as Dumpster and others have mentioned, this is a long-lasting, ongoing topic. Just to be clear - we are very aware of the failings of the current Trophy system, obviously we don't want frustrated players, or people quitting out because they feel like their time is wasted. 4.0 will not be the final version of Olympus Rising, and as such, a glimmer of hope for the future is that we are actively considering changes to the Trophy system. However, this is a very delicate balancing act which is prone to acting in the most unexpected ways. As such, the current train of thought is to shift the focus away from Trophies, but to use Trophies as an access point to another, cooler feature, which rewards active play, without being mandatory and will be season-based. We do not want to throw away the work you guys have done to reach where you are, but we also want to make the sting of Trophy loss a less painful experience. Once the mountain that is 4.0 has been climbed, you can rest assured that we will bring you more into the discussion here, and give you some insight into what is planned. For now this is quite a long way off, but it is the current plan that this area is addressed as the next highest priority after the Alliance Wars. Keep up the discussion, keep it civil, and thanks for bearing with the frustration this far. You're a great community, with an atmosphere that is hard to find in other games.
  7. 10 points

    More info in attack history

    As long as we are not getting replays of attacks on our defences, might just as well get more info in the history screen. Things that could help in estimating how your defences are doing: - Show the pal used - Show if insta-troops were used - Show how long the attack took (battle time)
  8. 10 points

    Introducing GalaMorgane

    Hellu everybody! Very happy to join the team here at FlareGames and super excited to work with you all guys! What to say now.... I love octopi! Here we go, I had to put it somewhere! Also, my favorite Pal is definitely Fritz If you have questions, letza go! I'll happily reply. Looking forward to share awesome moments with you guys! Cheerzyy!
  9. 9 points
    Fii Nami

    Changes Needed

    As the title says, this is a list of changes I want to see in the game : -Monk in offense to ignore across path spikes and in general focus more on healing instead of killing cuz thats his job!! -Cannon in offense to stop targetting units except mortar/cannon/viking...seriously cannon targetting skeletons guys ? Thats a lost battle for sure.... -3rd perk slot on boots/belt/ring that focus on scream, morale, leadership and other perks that is not spell/unit perk... -Ability to bring TWO DIFFERENT PALS into a war raid ONLY -Set max forging cost at 500 pearls per spin! -Removal of CoF skulls in war raid just like CoF coins in ninja (the skulls added directly according to rank of base raided) Overall the game in both offense and defense offers a lot of variation now which is very good but defense is too strong in war...I understand some player want to raid in XP and gold gear in normal raid but I think its possible to win with weaken gear if you scroll and that is imo fair...so that makes normal raid pretty balance overall as long as you choose the right combo and gears to go with... I'm very annoyed by the stupid amount of gold needed to run all the boost and to level up an alliance but I guess that is FG's main source of big income... End of post
  10. 9 points

    Blacksmith Meltdown

    Get those forges fired up! Another Blacksmith Meltdown is kicking off tomorrow! Here's what you can expect: πŸ”¨ Forge Slots are 30% cheaper πŸ”¨ X3 Pearl outcome from melting down items πŸ”¨ Time to meltdown items is reduced by 30% πŸ”¨ Maximum cooldown for Pearls upgrades is 12h πŸ”¨ Higher chances for successful improvements πŸ”¨ More Pearls granted per Gems spent (1P for 2G) πŸ”¨ Hero Item Slots are 50% cheaper πŸ”¨ Alliance Members receive Pearl Chests (content varies) when a member purchases a Gem Pack. The event will last from tomorrow ~10AM until Friday ~11AM (CET)! β€”Your Royal Revolt Team "Hey......maybe next time the Blacksmith will remain generous for a bit longer...Shhh, it's a secret!"
  11. 9 points
    This is so annoying. I won 6 pro chests and I got 8 uber items and 0 pro items.... this is just ridiculous. When all other rarities in the chest is pro then why add uber items. It seems like recently the probability of getting uber items in them increased.
  12. 8 points

    Fans of your creativity flaregames

    You are loved by your fans you are on the right track. Thank you.
  13. 8 points

    No news on update 4.0

    Because we need a 4.0 update? The game is broken already. No thanks.
  14. 8 points

    Introducing GalaMorgane

    @Mag - I already hate ya'll but that's standard for any Community Manager! Joke aside, thanks for the warm welcome! Really appreciated
  15. 8 points

    Introducing GalaMorgane

    Welcome to the Community @GalaMorgane! πŸ˜€ Wish you luck! We're looking forward for your activity here. 😊 ps. by the way @cr1 is one of 'those complainers' too but has yet to realize himself. LOL
  16. 7 points


    The cooldown is calculated based on the following formular: Death of the King + 1 Second
  17. 7 points

    The bect NOT help from from suport

    Totally agree, to get a decent item then lose it due to a random connection issue is massively frustrating, similarly when you've finished a battle and loose everything. There should be a means to recover or go back to a set point in the past
  18. 7 points
    I think it will be hard to be 100% correct to show XP. Some waves appear twice and since you gain xp also by beating troops (also for skeletons!) it's hard to give you exact numbers. Say you beat the base with 90 seconds left, this would give you less XP points than a person that beats a base within the last second (more waves, so more troops beaten).
  19. 7 points

    Why not phoebe in shop?

    They like ruining goals of many alliances! Just when all want to work had together to achieve something (in this case unlocking Phoebe) they close the door in your face!
  20. 7 points

    I hate Stone Ninjas in offense!

    I hate Stone Ninjas in offense for the simple reason that you can't kill the enemies that are petrified! Why i can "unblock" my units petrified by basilisk with troops and spells but i can't continue to kill quickly the enemies that are petrified? You can easily get confused because you think there are always immortal enemies in defense and the time they take to die is really high to get confused easily. You see a werewolf among skeletons and others troops. That werewolf confuses you because he remains alive and you think you can kill it but you can't. What the heck? Let me destroy those petrified units. Let me kill them all.
  21. 6 points
    @GalaMorgane , We are not talking about individual player bonuses plus champions. We know that champions get higher skull percentages and that it depends on the number of declared champions. We talk about this bonus it's the bonus a team gets after losing a war. We start a war season and no team lost a war. So every team starts with a predefined bonus. For current war season this is 10%. Then the first declared war ends, one team loses, say this is team A. Team A has now a loser bonus. When before any war ends a new war is declared by or against team A, the loser bonus is added to original bonus and that's the bonus we see for the next war for team A. It's actually very simple, when a war ends, new loser bonus statistics are calculated for each team and those current stats are used for the total bonus a team gets during the newly started war. The total bonus is a constant for ongoing wars, it should never change during an ongoing war. But what we see now is this What we see now, is that on the header of each war, the total loser bonus per team actually changes during a war in progress. It seems that wars that ended do influence already started wars, at least this impression we get from the changing numbers. This should never be the case. A bonus (original skull bonus of 10% this war plus 4.8% or 5.8% in those screen shots) should stay constant for ongoing wars. That's the question topic starter asks. Is it a display bug or did something change, so that even during war seasons, later ended wars influence the bonus?
  22. 6 points
    Hi there Gala, I think you have gone off topic as the query has nothing to do with champions, but please do not lock the thread. If you read the again, Thomas is saying the bonus is changing through the war without champion - in line with LB from losing wars. which from your response seems like something is wrong since the devs expect it to stay the same. edit: just wanted to point out also in thomas's screenshot, the LB goes down in the second one. So obviously it is not going down from activating champs, nor will the opposing team LB change from champs.
  23. 6 points
    I will check if my response got deleted. and what do you know, it is, so I will demand explanation. A community manager should accept positive criticism, not just remove responses from forum members. This is just not done, also a community manager should follow the rules. I just send a message to Galamorgane, Flothaboss and flaretara asking for explanation for those deletes without a valid reason. When answers are ontopic and not violating any rules (Critics I don't see as an attack), they should not be deleted. If she keeps removing answers, I will think twice before even responding, why would I have intentions to help, when my answers are deleted?
  24. 6 points
    I have all my stuff maxed, but I'm cool with this for the lower level folks. I'm glad they get a chance to move up and get closer to maxed folks, and for those in my alliance who are close and this will get them to max. Frankly, my fear is that complaints like this will get Flare to issue more levels for everything and I'll have to grind again. I'm happy to have the down time.
  25. 6 points
    Now we have to wait a whole month to get uber pal chest and that gives craps most of the time. Also only 8 member max gets the opportunity to attain the war pal chests(obviously the champs will be top players of an alliance) Those two things really annoys lower players of any alliance. Ok many players use real money..They take OTO and gem discounts which make them stronger with less effort..OTO with aska or nidogg is not big thing for them. There comes the inequality. At least don't do for pals. Make Nidogg & Aska collector event n bring back life to game. Which will surely help many free players.
  26. 6 points
    Hello friends, I am Alberto is a pleasure is here and contribute to improve our game. I thought it was very good some changes in the update 3.9.2, but we have to improve and facilitate more the mission to release the titan chests, because there are many complaints from the players, for not being able to do the tasks that are difficult and from there we lose the other chests titans who are in the queue to be released, find some way to improve it, I think it better to increase the time of the chests, or take that time, since you have the missions to unlock them, so help us in this. Another thing, I had already said that the blessed items are unnecessary since they have no way to forge them, take them out or allow the agent to forge them. Now it's about mistakes in the game, in several battles you realize that there are many units in the defense that are acting strangely, many get stuck when climbing the barricades, please fix this, it is damaging the defenses. One more thing that is damaging the defenses is the griffin, you get a lot of time in the air choosing who to attack, or he is fleeing the battle, that is in defense and attack, help us in that too. Thank you for always improving the game, good work
  27. 6 points

    ign change prank

    This post is serving to warn my fellow friends. My ign is no longer buuks due to my wife or greasy screen prank. I would like to write new name but it is ridiculous bunch of letters which I cannot read properly due to fact I am a bit dyslectic. I ask customer support to change back my original name but they have refused my request. What actually make me angry and pissed off that customers support ask me bunch of information in several mails which I answered in timely manner and after all that they said no. We cannot do that for you. Well you should said that in a first mail and not to 5 th. So in order that something similar happens to you use your chance to change your name into same or similar one and lock a possibility that someone or your faulty greasy screen to it for you.
  28. 6 points

    I hate Stone Ninjas in offense!

    That item is very hard to obtain and cannot be bought or unlucked on purpose, but only found randomly, as a matter of luck, in chests. As a consequence, very few people have it, and most will probably never ever get it (at least not in the foreseeable future). Moreover, The type of base shown above is full of towers and units that easily outrange any long-ranged spells by a full tile's distance, and the layout makes use of that fact, making much of what shoots at you simply out of reach. Thus, the strategy of "make sure nothing gets to the petrified units" is bound to fail - even with kicking back bombs aura, as that does only help right next to your king, and when you have to stay in place and just wait there until any petrified units have crumbled, you yourself will also be dead by that time, or simply run out of time to beat the actual base... bomb kick aura also doesn't stop range-perked arblasters, mortars or other stuff from hitting petrified troops. Another issue is that usually not a whole wave of hostile troops approaching you is all petrified at once, so those not-yet-petrified units can still unpetrify others again, making it almost never save to assume "petrified will stay petrified" unless you already beat down most of the base already - but those issues can prevent you from getting that far in the first place. Also, e.g. take a necromancer - it will usually survive 1-2 spells fired at it and can then spawn half a dozen skeletons out of thin air which deal high damage. That can very easily cause nearby petrified units to get unpetrified again. Also, defensive towers (e.g. skull towers on opposite lanes and probably also firebolt towers which outrange your spells and continuously deal high damage) sometimes specifically focus on petrified units to unpetrify them again, so even within your own army, hostile units may be unpetrified again. Stun alone is not an option, due to being outranged by some troops/towers, and due to not affecting anything that only enters the area after you cast the stun spell, which has a long cooldown. Plus, you always need to time it well and be very cautious because a single defensive werewolf howl can not only nullify any stun effect, but even cause the very opposite effect (rage / battlecry) within a large radius. Speaking of wolf howling... wolfs do howl at allied petrified units, as they see them as attack targets (attacking them to unpetrify them), so even when none of your own units or king is near a hostile werewolf, it may still cause a rage effect due to petrified defensive units near that wolf. Which then in turn of course also increases the chance for the petrified units to get unpetrified very quickly, but also has the side effect of buffing a lot of stuff for quite a while as well. And yes, stone ninjas do also attack across adjacent lanes, so you can have a newly arriving werewolf howling at the opposite lane as well, and there may be nothing you can do to prevent it... Another annoying aspect of petrified units is that they do very easily (and quite unrealistically, considering stone is supposed to be, well, heavy like a rock) get pushed along with troops. Thus it can happen that your army drags along and forward a whole bunch of hostile petrified units, keeping them close to the frontline and various potential sources of (area) damage. This doesn't quite feel intended, and often it complicates things. And generally speaking, with the current petrification system you have to worry about petrified hostile units, petrified own units, and ways to unpetrify your own or prevent unpetrifying hostile units. It makes raiding more complicated and more random, which is an implicit buff for defense / nerf for offense even when the petrify effects would otherwise look balanced. --- One very recent example of offensive stone ninjas wrecking raids of their owning player happened to me when I raided a base that had defensive werewolves, and opposite-lane skull towers near the start. Through a quite well-timed (be it by skill or luck, but I would argue most of it was intended and planned, thus rather skill-based there) combination of actions at the beginning of the raid I managed to get my king into a position where it could damage + slowdown 2 adjacent skull towers across lanes, as well as killing 1 werewolf next to my king on the first lane, as well as a 2nd werewolf on the opposite lane, plus slowing down or killing a bunch of "smaller" troops in between, all by hitting them with a well-placed and well-timed blizzard spell. You know, that kind of spellcast where you think "neat!" and are proud of yourself for a split-second because it feels like you managed to sort of find the optimum for that particular spellcast. Anyway, after that split-second, I was quite disillusioned as I found that right at the very same moment as I casted my blizzard, one of my stone ninjas made an across-path dash attack, petrifying the wolf there about 0.05s before it would have died from the blizzard! But now it stood there, rock-solid and with full health. Well, still the skull towers were slowed down, and the werewolf next to me thankfully died and didn't get petrified too, so still a decent spell-cast at least... Now, 2 seconds later, another werewolf showed up on the opposite lane, immediately howled at his petrified friend, causing both skull towers as well as some other towers and the next 2 approaching waves (one on the opposite, one on "my" lane) to all go into rage-mode. Another second later, the petrified wolf was unpetrified again as well, while the no-more-slowed-but-now-raging skull towers had meanwhile killed part of my troops and also my stone ninjas right after their dash attack had ended. Moreover, of course, my stunning ogres that I summoned at the start of the raid to, well, stun opponents to avoid howling, unpetrifying etc and smash stuff were not pretty much obsolete, as the approaching troops were all raging and thus unstunnable now, and the ogres didn't last very long between a bunch of angry skeletons, skull bombs, as well as arblaster- and firebolts from the other lane. Killing those approaching hostile troops with another spell was - you guessed it - not particularly successful either, as the rage effect makes them more resistant to any damage. Last but not least, an unreachable (not even visible from where I was, but probably also raged-up) Heal Tower healed back up the damaged skull towers as well. So, long story cut short, an unforeseeable, single dash from a single stone ninja did not only nullify or reverse my perfectly casted spell, but even cause the very opposite (survival, rage and damage dealing) of the expected results (death and slowdown). This raid would have been very easy, but due to that it turned into a very tough raid. I barely managed to win that raid with nearly no rest time, not taking down gate towers, and using some insta-cannons on the way, where without that incident it would have been a "no instas, no troubles, 50s left at the gate" raid. And the most positive outcome of that incident probably was the death of my stone ninjas, judging by what damage they had done to me already... not to think what more might have gone wrong had they survived the raged-up skull towers' revenge... maybe another such "twist" right when the beast approaches? More havoc caused behind the frontlines, killing off all my reinforcement troops? ...? --- Now this is not to say that the petrify effect as such may be a bad idea, but the current implementation state, especially in combination with Ninjas - that generally have a long track record of often times causing more harm than good on offense since years - just doesn't feel controllable enough or useful / positive in their average effect for being enjoyable for players. And while I have to say, the petrify system can sometimes work in your favour, e.g. when your own werewolf howls at one of your own petrified units, or when you drag along a single hostile petrified unit within your army and manage to get it unpetrified before it vanishes, so that you suddenly have a target among your troops that your werewolves can howl at with no other enemy troops closeby, and while it does sometimes make me smile to shield hostile petrified troops (yes, that's a thing! neat idea!) to prevent them getting unpetrified, I can't but think - let alone you cannot shield your own petrified units in turn, ofc - that most often you won't even have the petrifying power on offense either way: Defense has it not only temporarily by defensive stone ninjas, but also permanently on the new basilisk tower, while offense will only have it for maybe 1 more ninja event by offensive stone ninjas... So mostly, on offense you won't be able to use that new system anyway, soon enough... Trying to practice dealing with the randomness it brings, and making the best of it while you can seems like a waste of time as well, as it will be gone soon anyway, and then will still constantly face a mechanic, but without being able to actively use or control it on offense, which is kinda sad imho. A bit like lightning-induced stun - defense has LTs, necromancers, offense has... mostly-unusable necromancers... Anyway, to prevent going too far away from the topic, I'll leave it with this final remark: Offensive stone ninjas might seem to suck, but the truth is pretty much all offensive ninjas seem to suck. I mean, e.g. regular ninjas often cause wolves to howl and you cannot scream them back or spawn them later like regular troops, and then they easily die to the first snake tower or mortar they encounter, and many topics on the forum are filled with complaints, even proposals to give players an option to "disable offensive ninjas" for themselves. The general lack of controllability and reliability, the randomness in a place where you need to be in control and all randomness messes with decision-making, planning, etc - or, in other words, kills strategy and "skill" to some extent. Thus, please do not think about "how to rework stone ninjas", but instead think about "how to rework ninjas".
  29. 6 points
    Greetings Kings & Queens, Today we had a live server update with the following change: Archers can no longer be confused or petrified. Thank you, Your Royal Revolt 2 Team
  30. 6 points

    There is a problem

    Hello, we will release a solution for this in the future version of the game This kind of situation won't happen anymore.
  31. 6 points
    Fii Nami

    Introducing GalaMorgane

    Ahhhhh Flaregames' new sacrifice...
  32. 6 points
    @LordBarnot: nice poster hope he will stop attacking us
  33. 6 points

    Introducing GalaMorgane

    I guess now that you got uncovered as Octocommunity Manager Queen is a good time to wish you good luck and good relations to the team and the community! Looking forward to more posts as informative as the quirks about octopus plural forms! Although, I have to say, cats are even better than octopi!
  34. 6 points

    Introducing GalaMorgane

    Hey thanks @MagischerKoenig for the recap! I'm no freshman tho and I've been doing this job for quite some years now! I do play the game pretty actively! Loving them dungeons! There is definitely a lot of things to explore but I have an awesome team around me helping me out and giving me all the tips!
  35. 6 points
    ... showoff
  36. 6 points
    ...or not.
  37. 6 points

    Filter / Categorize Items for Forge

    Hey all. The forge system already filters to only items of the same rarity, which is helpful since you can only combine like rarity items. However, I have A LOT of item inventory space (200+) and there are too many items for me to keep track of. Let's say I'm saving a couple extra green/blue rarity items for each Hero while also maintaining items that I dont need (Forge disposable items). When im picking an item to combine, I'm kind of guessing which items i dont need for the Hero. My suggestion is this: Add some sort of filter/sorting/category system to items which would allow you to mark an item as disposable (trash icon) and need for Hero (exclamation mark). The icons could be colored dots in the corner of the item portrait. What do you think? -oo Vyrus
  38. 6 points

    Funny Moments

    Oops.!! That must have hurt 🀭 Idiot you have to break the Gate not his a**
  39. 5 points
    Hello guys, It was definitely a misunderstanding here and I'm sorry about that. This is in fact a display bug and we are aware of it. The teams are working on it and it should be fixed in the future. Many thanks, Gala
  40. 5 points
    I just tested a members base with Ceres plus pyro, ceres copies pyro and as a result I get dragon after dragon. And that is a problem, you try to run forward, but you are drawn backward due to a dragon video. You try to run forward again and less than a second later next dragon animation. At one moment I had that many dragon animations after each other that I needed to stop summoning pyro, otherwise I could not even move forward. Instead of that the animation is helpful, it starts to be a huge disadvantage. Hero should never b moved backwards, into an incorrect direction plus being distracted from the raid. We want an option to turn the animation off, we lose precious time by those animations but also the hero us moving in wrong direction. I know a lot of time is invested in that animation, but why not show first dragon as animation and the next ones as a notification text? Developer happy that animation is still shown, we happy that max one animation per raid is displayed.
  41. 5 points
  42. 5 points
    I am willing to give @GalaMorgane time. Also to get her to know the game better. We can not expect an experienced RR2 player to do the CM job. But we can expect to see some respect towards long time forum members which have helped the Community (and Flare) a lot over the years, like @Dena4 As I said in my welcome posting, it is important to understand all levels of the game. Gameplay and some game-related things are very different for low, middle or top-players. This takes time. RR2 is special, it is not just another "build your town" game. Most long-time players do play (and spend money) on RR2 because it is a strategic game, among other things. This is where support from FG has been poor for a long time. Some adjustments have been pretty unexpected, random and changes have been communicated poorly or not at all. I admire @FTBs latest efforts in this area, by the way. Bugfixing is very poor and not very transparent to players. Frustration has been building build up over a long time. It is unfair to blame somebody who just joined the team. But, as mentioned in this thread, criticism should be taken positively. And locking threads or deleting posts (aka censorship) for that reason is out of the question. Flare already had some "unaesthetic" history of censoring things they did not like to see here. Many players were upset due to that. If this is something that continues to be done, I guess players just do not show up any more or choose other ways of communicating to each other, without interference. Which is bad, as FG seems to rely so much on us, e.g. for giving feedback on bugs they do not seem to have the ressources for to find by themselves. Right now, people just laugh when they hear Flare won a title as "Best Publisher". But these are just a few of the problems evident to many people. So, to improve things, we prefer real answers, even if it means saying "we can not do it" or "we don't know". @GalaMorgane, tell us the truth, respect community and they will accept you as a good community manager. We will not do this for telling us you know your job. The "easier" questions have been answered by community for a long time as nobody from Flare did care to do it. We can continue to help here, but we need a really good Community Manager to fix this situation and answer the urgent issues to your best knowledge and accept help if you have difficulties in understanding the background story. Meaning talking a lot to Keen Flare Devs, Flaregames and of course the players. In the end you are important in finding clever solutions to make the game better and include community to turn it into a happy one again. There are many issues that have been discussed before and need to be discussed again and dealt with if we want this game to stay alive. Many good proposals for improvement have not been answered or ignored in the past. I will bring some of them up again when I feel the circumstances for that are good enough. And I hope others will do so too. Otherwise it would be a waste of time to continue to use this forum.
  43. 5 points
    Greetings Queens & Kings! The next Pro-League will start on Friday 9th, February at 9:00 UTC and will end on Thursday 15th, February at 12:00 UTC. You can register to this Pro-League until 18:00 UTC on Wednesday 14th, February. This week's Pro-League is called "Dungeon Cup" with Ogre, Werewolf, Mummy and Gargoyle. The Pro-Shop has been updated. Each player participating in the weekly Pro-League will receive rewards based on their final rank. Below is a breakdown of the various rewards you can get from the Weekly Pro-League Leaderboard based on your rank: With the Monthly Pro-League Leaderboard now live, you can earn even better rewards depending on your final rank. Below is a breakdown of the various rewards you can get, rank 1 rewarding you with 50000 Gems and 10 Chests! Have fun and good luck! Your Royal Revolt 2 team.
  44. 5 points
    lol before everybody complained that hammerstrike was too weak, now everybody complains it's too strong. And y'all are wondering why flare ignores player feedback.
  45. 5 points
    Thanks for improving Hammerstrike, i'm reborn inside
  46. 5 points
    Welcome Gala! It has been about 10 months without a Community Manager and there has been a lot of frustration about this in the community. So you being here and filling this important position is very much appreciated. And even if some of us (including myself) have been ranting a lot because almost nobody from Flare has been hearing the communities less and more important complaints, I think I speak for everybody if I say we will be glad to help you to adjust to this new position and hope to start finding good solutions to improve the game we love. Together we can be a healthy community again. I hope you had time to get used to the game and play it, as it comes with experience to realize that there are many very different aspects/needs to RR2 for players of lower, medium and high level. A part of your job will be to make clear to your boss, co-workers and devs what the community wants, proposes or needs. Another one might be to tell the players what is possible and what is not (most of us do prefer some clear words instead of silence). I wish you good luck in finding the right balance for this task and will be happy to help you with it. See you around, MK
  47. 5 points

    Introducing GalaMorgane

    Oh( hello @GalaMorgane and best wishes with all those complainersπŸ˜‚
  48. 5 points

    New way to merge alliances?

    Now if 2 alliances want to merge there are some troubles, mainly 3 issues: alliance level pals donated alliances name merge What if you can implement in-game the possibility to ask to another alliance for a merge (one time option) where you choose the permanent alliance and the second alliance that wants to merge in the other will be transferred for example the gold treasury and the pals donated. I see many alliances around that have to find workarounds just because doesn't exist this option. Also add the option to edit the alliance name when there is the merge. Would be awesome.
  49. 5 points
    Hello, the Ascension Archer boost increase is only applied to the Big Pro Archer appearing when 5 Archers merge into one. The little Archers still have the same power.
  50. 5 points

    Alliance Party Event

    Kings and Queens, Time to get that party equipment out of the royal basement, because another Alliance Party is starting tomorrow! Get ready for some awesome bonuses: πŸŽ‰ Cheaper Alliance Tower upgrades (-30%) πŸŽ‰ Faster Alliance Tower upgrades (-30%) πŸŽ‰ All Donations receive the max Tax Bonus (+40% taxes) πŸŽ‰ Alliance Chests for all your Alliance friends when you buy a Gem Package (content may differ depending on the type of package) The event will last till Friday! Have fun! Your Royal Revolt 2 Team