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Showing content with the highest reputation since 09/15/2018 in Posts

  1. 14 points
    👑 Kings & Queens, We have just released our new and shiny version (4.2). (Please note that, depending on the platform, you might have to wait a little bit before seeing the option to download the update manually.) With this version, we bring you several Conquest updates and other improvements, as well bugfixes. Please watch this video for a short overview of the new Conquest updates and read more detailed information about all the improvements below: Full Patch Notes: Conquest Improvements: The new Alliance Rank "Sergeant" will allow Soldiers to assign Troops in Conquest, build Watchtowers and assign Orders. Our new Progress Overview Screen will give alliances more insight into their members' donating behaviour and also offer quick access to each member Stronghold Building Level info. The costs of Techs can now be previewed in the Tech Tree A new Sticky Note will now display a notification on the Chat Ticker (and inside related menus) When attempting a movement with insufficient energy, a new indicator will show when the needed energy will be available After being assigned as Tower Guard, a new Mailbox message will notify users and also feature a shortcut to the Watchtower in question The "Conquest finished" Screen now also shows the achieved Conquest Score A new Tile Info entry will inform Players about tiles on which Watchtowers cannot be built upon New System Notifications will inform Players about finished upgrades of their Stronghold Buildings To better indicate insufficient resources when attempting to build a Watchtower, the affected resource's UI element will now flash red The Number Grid now uses a more accessible numbering method for easier navigation and coordination Conquest Balancing Changes: A new Tech Tree Layout will allow a more diverse Tech research approach, while costs for research have been reduced. The benefits of researched Techs can now stack (before researching e.g. a "+15%"-Tech twice, would still give a "+15%" Bonus [because only the higher one would have counted]. But now it will be "+30%") Better Conquest Rewards in Pro-Chests and Voucher-Chests, Alliance Gold rewards increased by 50% Conquest related Alliance Gold costs have been reduced. Most prominently for low and mid Level Alliances Conquest Wars can now be declared until 12 hours before Conquest End (they will then end 20 seconds prior to the event's end latest) Other Improvements: The Portal VFX (Scroll and Janus) will now be better visible in battle Petrify: A petrified unit will no longer cause an enemy Werewolf to cast its Howl Intimidate: An intimidated Unit will now additionally receive increased damage from all sources. This affects the Intimidate everywhere in the game (Growl Pal&Beast, Heavenly Haven Tent, etc.) Further Bugfixes and Polishing: Conquest Map: The Stronghold Player Info can no longer spoil the identity of other alliances before they were encountered Conquest: We removed the "Cooldown is over" notification, since the now very short cooldowns caused quite a notification spamming Conquest: Fixed several bugs that sometimes caused display errors for the costs of attempted movements Conquest: Alliance territory movement bonus not always available Conquest Map: We removed the automatic scrolling to the own entry when opening the "Players on this tile" List Conquest Map: We removed the automatic scrolling to the own entry when opening the "Assign Tower Guard" Screen Conquest: The "Send" button is now greyed out when no troops are available to be sent Conquest: Fixed a Bug that sometimes showed different Player entries on Player Info Screen and Tile info Defense Monks and Necromancers now sport a red instead of blue model in battle Fixed a bug that caused a Pro-Score display offset of 1 between Pro-Map and Pro-Boost Menu Fixed the wrong stun duration display on Archimedes' stats after equipping the Hero with Archimedes' Wisdom Cape Fixed an overlapping issue with the Ninja Icons on the Battle Loadout minimap If you want to discuss this news with us, please do so here: See you in the forums, Madlen
  2. 13 points
    aslan

    When will a pro-cat's pal be released?

      Pro-cat pal can not wait for me who likes the cat's animal the most. Is this space open for the next time to enter the cat's pal?
  3. 13 points
    [Mirroring the post from the official announcement section] Hi there, Today the devs and I set together to talk through the major complaints and suggestions and feature requests by the community. I initially planned to get back to the threads and ideas itself, but because there were quite many of them I decided this is the best way to do so . Not all of the changes that we want to do will make it into the new version directly, some will take longer to implement and maybe we have to make some changes to the things mentioned below once more, but I will keep you in the loop about all the changes that will make it into each new version. With this post, my main goal is to update you about your ideas and to address some issues and concerns (our answers in red). Let's start with the addressing the issues: - bug to see who else is on the map -> will be fixed with new version - Wisdom costs are too high -> we agree with this and will look into it - Not enough pro crystals in the chests received -> we agree with this and will look into it - there shouldn't be enchanted rewards, only pro rewards -> we agree with this and will look into it - scheduling: too long -> We are looking into this // conquest too often: ->We will continue to aim for a monthly conquest. - Time zone (conquest starts in the middle of the night in some regions):-> Currently the conquest starts during the day so we can monitor issues that may appear and address them immediately if need be. But at some point in the future, we aim to have the same start as alliance wars. This will still take some time though. - university not showing all costs: -> will be fixed - matchmaking: We agree that the matchmaking was not ideal for the second conquest, but with the third and upcoming conquests, we think the system will be automatically better balanced. However, we will continue to monitor this closely. As a side note: We had simulations running taking ranks, number of alliance members etc into account for such a matchmaking. The simulation resulted in a more imbalanced conquest. Also, bear in mind that basing the score on alliance members could be exploited. Let's continue going through your ideas: - 10 % cooldown / +20 troops tech tree: ->we will look into updating the tech tree and storage capacities - increase alliance gold reward: -> We will for now not increase this reward but will look into lowering the costs according to alliance level. - orders should send notifications to players: ->we will look into adding this as a mailbox feature - better tile number system: -> we will have a new system in the new version, which should make it easier to find certain tiles - donate all resources button should flash when resources are ready to be donated: -> we will have a thought about this. We agree that this would be a nice feature to have - showing conquest score (tier) of every alliance -> not a priority at this point, maybe a nice to have in the future - rewards for skulls -> Here we disagree. We will not implement such a feature. - suggestion of a conquest event -> We hope to have such events soon and it is defo on our roadmap. - "In case of a tie, first team reaching that score will have the advantage and gets the higher position" -> This can be done, but it is not a priority at the moment. - Option to correct the tower guard -> exploitable, will not be done - Overpower of high-rank alliances regarding Trophies & Skulls + Supreme Victory count stopped ticking -> This is a valid concern. We have to think about it. We will keep you in the loop. -Report that shows each clan members activity for the conquest -> Something like this was on our roadmap, but it needed to be moved to an upcoming version - unproductive tiles/ more tile options / random tiles giving gems or wisdom / gem mine in the middle of a map - There were some great ideas in the forums. We loved reading those. We also have some ideas of our own here. The implementation will take some time, however, but it is defo something on our roadmap. - creating a test server: not feasible - We will think about adding conquest score for exploration and for winning wars. I hope you like to get some direct feedback from the devs regarding your conquest concerns and ideas. Once the more concrete plans for each new version are done, I will make sure to keep you updated.
  4. 11 points
    [Mirroring official announcement] 👑 Kings & Queens, We have just released our new and shiny version (4.2). (Please note that, depending on the platform, you might have to wait a little bit before seeing the option to download the update manually.) With this version, we bring you several Conquest updates and other improvements, as well bugfixes. Please watch this video for a short overview of the new Conquest updates and read more detailed information about all the improvements below: Full Patch Notes: Conquest Improvements: The new Alliance Rank "Sergeant" will allow Soldiers to assign Troops in Conquest, build Watchtowers and assign Orders. Our new Progress Overview Screen will give alliances more insight into their members' donating behaviour and also offer quick access to each member Stronghold Building Level info. The costs of Techs can now be previewed in the Tech Tree A new Sticky Note will now display a notification on the Chat Ticker (and inside related menus) When attempting a movement with insufficient energy, a new indicator will show when the needed energy will be available After being assigned as Tower Guard, a new Mailbox message will notify users and also feature a shortcut to the Watchtower in question The "Conquest finished" Screen now also shows the achieved Conquest Score A new Tile Info entry will inform Players about tiles on which Watchtowers cannot be built upon New System Notifications will inform Players about finished upgrades of their Stronghold Buildings To better indicate insufficient resources when attempting to build a Watchtower, the affected resource's UI element will now flash red The Number Grid now uses a more accessible numbering method for easier navigation and coordination Conquest Balancing Changes: A new Tech Tree Layout will allow a more diverse Tech research approach, while costs for research have been reduced. The benefits of researched Techs can now stack (before researching e.g. a "+15%"-Tech twice, would still give a "+15%" Bonus [because only the higher one would have counted]. But now it will be "+30%") Better Conquest Rewards in Pro-Chests and Voucher-Chests, Alliance Gold rewards increased by 50% Conquest related Alliance Gold costs have been reduced. Most prominently for low and mid Level Alliances Conquest Wars can now be declared until 12 hours before Conquest End (they will then end 20 seconds prior to the event's end latest) Other Improvements: The Portal VFX (Scroll and Janus) will now be better visible in battle Petrify: A petrified unit will no longer cause an enemy Werewolf to cast its Howl Intimidate: An intimidated Unit will now additionally receive increased damage from all sources. This affects the Intimidate everywhere in the game (Growl Pal&Beast, Heavenly Haven Tent, etc.) Further Bugfixes and Polishing: Conquest Map: The Stronghold Player Info can no longer spoil the identity of other alliances before they were encountered Conquest: We removed the "Cooldown is over" notification, since the now very short cooldowns caused quite a notification spamming Conquest: Fixed several bugs that sometimes caused display errors for the costs of attempted movements Conquest: Alliance territory movement bonus not always available Conquest Map: We removed the automatic scrolling to the own entry when opening the "Players on this tile" List Conquest Map: We removed the automatic scrolling to the own entry when opening the "Assign Tower Guard" Screen Conquest: The "Send" button is now greyed out when no troops are available to be sent Conquest: Fixed a Bug that sometimes showed different Player entries on Player Info Screen and Tile info Defense Monks and Necromancers now sport a red instead of blue model in battle Fixed a bug that caused a Pro-Score display offset of 1 between Pro-Map and Pro-Boost Menu Fixed the wrong stun duration display on Archimedes' stats after equipping the Hero with Archimedes' Wisdom Cape Fixed an overlapping issue with the Ninja Icons on the Battle Loadout minimap If you want to discuss the news with us, please do so below See you in the forums, Madlen
  5. 10 points
    Warriors of the Olymp💪, I just wanted to give you a heads up that we will perform a server update either later today, or tomorrow, to address some issues that were reported to us in the forums. We will be tweaking the Trophy system, hopefully, to reduce the feeling of being bombarded by attacks when you reach a certain threshold and we will also be making it possible to attack players of a higher level if you have a lot of Trophies. Furthermore, we will be increasing the bonus strength that items get from forging them by dismantling items with 2 or more stars. I will publish the complete patch notes once the live server update was performed. May the blessings of Zeus be with you! Madlen
  6. 9 points
    BobotheMighty

    Hellfire Cup Reward Tiers

    1710 for top rewards in this Pro League? Can you guys please test out the Pro League before you release it to us so you can adjust the reward tiers to be fair.
  7. 9 points
    Kings & Queens👑, We have just performed a Live Server Update. - We have prepared our servers for the upcoming version. - Furthermore, we fixed an exploit that made it possible to store upgrading towers in the inventory. Have a good day. Madlen
  8. 9 points
    Madlen

    Conquest duration

    Dear Community, I will give you more information about what is new in the next conquest hopefully next week in a new video made by yours truly. Today - I already wanted to communicate one important point, which is the conquest duration. The next upcoming conquest will still have a duration of 8 days in total (over the course of 9 calendar days). This has had a technical background, otherwise, we would have changed it directly for the next conquest. But since it will be the last conquest that will last that long we will provide the biggest map so far in our short conquest history and hope that you will enjoy exploring the map. Hint: 🏜️ The conquest after that will be reduced to 5 days in total (over 6 calendar days). We hope that you will welcome this change. More details on upcoming features and details will follow. Happy exploring. ⚔️ _ _ _ If you want to discuss this news you can do so here:
  9. 8 points
    Exiled

    Pro Tickets & Donates

    Hello Flare Games; @Madlen So far, as technical and corporate policies you have made, I have taken an optimistic attitude by taking your mistakes into consideration. I empathize to understand your company employees and software developers. What I want to understand is, why don't you take into consideration the demands of the players, of us? If you don’t take into account the demands, many super players will abandon the game. I've witnessed this many times. Although there are many mistakes in pro league activity, we have helped you and you have eliminated the mistakes. I want you to reactivate the transfer or donation of Pro League tickets. In addition, Pro League ticket prices are very expensive and many players can not afford it. Ticket prices should be reduced immediately. I hope you will consider this text. Not. For your support, type +1 answer.
  10. 8 points
    Domikick

    war season improvement

    Will the normal war ever change? Or will it be like it has been forever, always the same boosts we are fighting for? Will the main focus be on conquest? If yes, goodbye RR2 We are always fighting for the same boosts, which is boring af. Still can't believe that nothing has changed We play war (nothing new, which means it's boring), then ninja event (which also seems to be the same as always, just tougher cause of the buffs/nerfs), then conquest (which frustrates a lot of players and just thinking about playing it again for 8 days give a lot of people headaches). So, we have a boring event, followed by a boring event, followed by a frustrating, stressful and boring event Is that it? War doesn't change, only conquest? If yes, the game will die. Already see that the activity is not what it used to be, nothing new, players are bored, especially players like me who have everything maxed. Knowing that we keep playing the same things over and over again after such a long time, without any changes is just very disappointing I still think that it was a huge mistake to not improve normal war as well, to make it more interesting, different boosts or whatever. Just something to make it enjoyable again. Many players asked for improvements, but FG didn't listen, instead they gave us conquest. Now you'll see alliances sitting out every other war again, just to have a chance to win a specific war. If the boosts would change, alliances wouldn't sit out as much
  11. 8 points
    Hello again Kings & Queens, After looking at your feedback and discussing internally, we want to do the following change with the new upcoming version (date for the new version not 100% firm yet, will be communicated later): Eris Pal and Attack Beast buff (defense beast will remain the same): -Increase the number of lightning arcs of the attack by 1 on all levels. -Remove the lightning from the spell. Add Swordrain spell instead. The stun range of the spell is matching the damage range. As a reasoning behind this: Necromancers are one of the most used units in defenses. The current version of Eris does not attack Necromancers nor the Skeletons they raise, because they are immune against lightning. Therefore we will provide Eris with a powerful spell especially to deal with opposing Necromancers. Although Swordrain does not deal much damage to some other units (e.g. Skeletons) and towers, it also stuns all units and towers in range. _ _ _ These changes do only affect the Eris Pal and the Offense Attack Beast version of Eris. No changes will be made to the Eris Defense Beast. The argument here is, that, 1. players rarely use Necromancers in offense 2. no towers in offense -> ergo the beast will attack constantly with its lightning attacks. _ _ _ Thanks for discussing with us. This will also be announced in the Official Announcement section, once the new version is out.
  12. 8 points
    I think the petrification is a disadvantage. It shields the enemie units rather than harming them. Also for me it is not easy to see, when the portal opens.
  13. 8 points
    Hi there, Today the devs and I set together to talk through the major complaints and suggestions and feature requests by the community. I initially planned to get back to the threads and ideas itself, but because there were quite many of them I decided this is the best way to do so . Not all of the changes that we want to do will make it into the new version directly, some will take longer to implement and maybe we have to make some changes to the things mentioned below once more, but I will keep you in the loop about all the changes that will make it into each new version. With this post, my main goal is to update you about your ideas and to address some issues and concerns (our answers in red). Let's start with the addressing the issues: - bug to see who else is on the map -> will be fixed with new version - Wisdom costs are too high -> we agree with this and will look into it - Not enough pro crystals in the chests received -> we agree with this and will look into it - there shouldn't be enchanted rewards, only pro rewards -> we agree with this and will look into it - scheduling: too long -> We are looking into this // conquest too often: ->We will continue to aim for a monthly conquest. - Time zone (conquest starts in the middle of the night in some regions):-> Currently the conquest starts during the day so we can monitor issues that may appear and address them immediately if need be. But at some point in the future, we aim to have the same start as alliance wars. This will still take some time though. - university not showing all costs: -> will be fixed - matchmaking: We agree that the matchmaking was not ideal for the second conquest, but with the third and upcoming conquests, we think the system will be automatically better balanced. However, we will continue to monitor this closely. As a side note: We had simulations running taking ranks, number of alliance members etc into account for such a matchmaking. The simulation resulted in a more imbalanced conquest. Also, bear in mind that basing the score on alliance members could be exploited. Let's continue going through your ideas: - 10 % cooldown / +20 troops tech tree: ->we will look into updating the tech tree and storage capacities - increase alliance gold reward: -> We will for now not increase this reward but will look into lowering the costs according to alliance level. - orders should send notifications to players: ->we will look into adding this as a mailbox feature - better tile number system: -> we will have a new system in the new version, which should make it easier to find certain tiles - donate all resources button should flash when resources are ready to be donated: -> we will have a thought about this. We agree that this would be a nice feature to have - showing conquest score (tier) of every alliance -> not a priority at this point, maybe a nice to have in the future - rewards for skulls -> Here we disagree. We will not implement such a feature. - suggestion of a conquest event -> We hope to have such events soon and it is defo on our roadmap. - "In case of a tie, first team reaching that score will have the advantage and gets the higher position" -> This can be done, but it is not a priority at the moment. - Option to correct the tower guard -> exploitable, will not be done - Overpower of high-rank alliances regarding Trophies & Skulls + Supreme Victory count stopped ticking -> This is a valid concern. We have to think about it. We will keep you in the loop. -Report that shows each clan members activity for the conquest -> Something like this was on our roadmap, but it needed to be moved to an upcoming version - unproductive tiles/ more tile options / random tiles giving gems or wisdom / gem mine in the middle of a map - There were some great ideas in the forums. We loved reading those. We also have some ideas of our own here. The implementation will take some time, however, but it is defo something on our roadmap. - creating a test server: not feasible - We will think about adding conquest score for exploration and for winning wars. I hope you like to get some direct feedback from the devs regarding your conquest concerns and ideas. Once the more concrete plans for each new version are done, I will make sure to keep you updated. I will open a thread now in the general discussion section for this post to be discussed You can discuss it here: See you in the forums, Madlen
  14. 8 points
    Hello , We had many questions about how to achieve supreme victory, so one of our devs took the time to write the following guideline below. I hope it helps you. If you have further questions about it, please let me know. _______ Currently, the system works as follows. (Note: We are still looking at such numbers, based on the community feedback and how we feel the conquest needs to be tweaked). ________ Supreme Victory Explanation: The very basis of a supreme victory is rather simple. Basic skulls per Hero: For each Hero that is participating in a war, you need to score 1.500 skulls in order to achieve a supreme victory. Let’s say the Attacker has two Heroes and the Defender has one hero, then as soon as one of the parties scores 4.500 skulls they are rewarded with a ‘Supreme Victory’. However, the amount of skulls you really need to score is modified by a few more factors: Time: Within the first hours of a war a ‘Time-multiplier’ is applied in order to ensure that the defending party has some time to react to an attack. The ‘Time-multiplier’ starts with x8 and slowly reduces over the course of 10 hours to x1. So in our above example, a party that would want to score a ‘Supreme Victory’ directly at the start of the war, would need to get 4.500 skulls *8 = 36.000 skulls. After 5 hours the ‘Time-multiplier’ has reduced to 50% (x4,5), so the skulls needed then would be 4.500 skulls *4,5 = 20.250 skulls. After 10 hours we are back to the original 4.500 skulls because the ‘Time-multiplier’ is x1 now. Strength of Attacker vs Defender: In order to account for strategic decisions also the strength of the Attacker vs Defender is taken into account. For each Party the following is calculated. - Number of Heroes * (75 + any Tech-tree bonuses) - Number of Soldiers * (1+ any Tech-tree bonuses) - Let’s say the Attacker’s army of our above example has a total of 600 Soldiers and the defending Hero has 250 Soldiers. Both do not have any techs researched that would change the calculation. So the values were as follows: o Attacker = 2 Heroes * 75 + 600 Soldiers * 1 = 750. o Defender = 1 Hero * 75 + 250 Soldiers *1 = 325. - Each tile of the Conquest-Map has an Attack and a Defense Value. If the war takes place in a Forest, then the values would be x0.7 for the Attacker and x1.3 for the Defender, so the above values would be modified as follows: o Attacker = 750 * 0.7 = 525. o Defender = 325 *1.3 = 422,5 - In case the war takes place on a tile where the Defender has a tower, then the Defender’s value is increased with another multiplier. Also, the Towers Soldiers are taken into account. For our above example, we assume that the Defender has a level2 tower (x1.5 multiplier) and 50 Soldiers in the tower. The Defenders value changes like follows with these values: o Defender = 1 Hero * 75 + (250 Soldiers + 50 Tower-Soldiers) * 1 = 375 o Defender = 375 * 1.5 Tower-Defense-multiplier = 562,5 o Defender = 562,5 * 1.3 = 731.25 - The amount of skulls needed to score a Supreme-Victory is now scaled based on the proportion of Defense-value and Attack-value of the above example. Let’s say that 10hours have already passed (Time-multiplier has no effect) then the values would be as follows: o Attacker = 4.500 Skulls * 731.25 (Defense-value) / 525 (Attack-value) = 6.268 (rounded) o Defender = 4.500 Skulls * 525 (Attack-value) / 731.25 (Attack-value) = 3.231 (rounded)
  15. 7 points
    Rina

    Sonic Blast Aura Ring

    Hey everyone, I can assure you we did not just put in random numbers, something must have broken the formula @____@ We are going to retest all the auras as soon as possible and try fixing the issue.
  16. 7 points
    Kings & Queens, We have just performed a Live Server Update 👑. For all upcoming Ninja Events, we removed 90% of the gate towers. Provided a fix for the Spells slots issue in Pro-League (If you still experience issues after the fix, let us know in the earlier announced thread). Paying out compensation for the issue with the "boost castle" event ( Everybody who has started an alliance-building upgrade during the current “boost castle” event, will get a refund for the difference of the gold cost being displayed and the actual gold amount being deducted. ) If you want to discuss this news, you can do so here: See you in the forums, Madlen
  17. 7 points
    LacunaC

    Ninja boss fight

    It'll be nice to be able to finally fight the Ninja boss. How about a super long and tough base like a "boss fight". It'll be so long that there's no way one person can finish it. So when a king dies or ran out of time, the next teammate will continue the path. The tent will start from where the king dies or ran out of time. The Ninja boss has the ability to disable the use of scrolls and revive. The only way to defeat it is to have proper teamwork. The boss's difficulty and reward scales according to alliance level. This event can run simultaneously on the weekend with whatever ongoing event. It won't add any burden to players as one can only do ONE raid per player. Once he loses, he can't do another raid. His teammates will have to pick up from where he left off. Of course, that means only one player can do the boss raid at a time.
  18. 7 points
    Kuska

    Hellfire Cup Reward Tiers

    Yes, I felt I wasted a ticket on it. Pretty pathetic setup. Do not see how anyone will score 1700 ...lol
  19. 7 points
    Madlen

    Funny Moments - RR2 Version

    The devs provided me with some footage. I am not gonna post all of them today, but let's start with these 2 highlights
  20. 7 points
    AwesomestKnightest

    Historic Info

    I love this game, even though it has some down parts to it, but all games need new things implemented. One thing that I would find quite fun, would be to have a "i" type of button next to the hero that comes up with a short summary of what that hero is most famous for in Greek Mythology! Would be quite fun and educational at the same time
  21. 7 points
    Hi guys, I just wanted to inform you about one section that I have added in the bug section. In this sub-section of the bug forum, you can post screenshots if you think somebody is cheating in game. We will have a look at it and only if we see game behaviour that is against our Terms of Service, we will take the necessary steps. We will also not be able to come back to you to answer you if it was cheating behaviour and what we have done about it because it falls under players privacy. This cheat detection forum is set up in a way, that you can only see your own thread and no one else's. Developers and I, of course, can see all threads. https://forums.flaregames.com/forum/161-cheat-detection/?page=1 From now on, every other thread or comment that is not in this sub-section and accuses a player of cheating (it doesn't matter if that person is indeed cheating or not) will be deleted, because of privacy concerns. Thank you, Madlen
  22. 7 points
    It is amazing how everything is being asked for opinion. Thx madlen.
  23. 7 points
    Eris should attack buildings too.
  24. 7 points
    First of all let me congratulate you on your efforts, again, Madlen. Seriously. A) Duration + Rewards (they are related in a way) A very important detail to keep in mind when discussing the Conquest event is to remember how RR2 was before Conquest came along. Previously, we were on a War-Ninja-War-Ninja rotation (16 days total per month). 1) Each War required about 20-60 minutes per day (=1-3 fiefdoms; rarely we had to fight in 4-5 fiefdoms) or 100-300 minutes for every 5 day war (so from 1,5h to 5h per war). Lets say it averages at 3h per war and you could play any time during your day. 2) Each Ninja required a total of about 1hour to complete and you could play it at anytime during the day. 3) This means we used to spend an estimate of 3+3+1+1=8 hours playing in all events in a whole month... and you could play it at anytime during the day. Problem #1: Conquest requires you to play that much in just 2-3 days, let alone 8 days. A single Conquest event is much much MUCH more time consuming than a whole month worth of events in the old rotation. Take a moment to let that sink in. Problem #2: the duration (8 heavy and stressful days) is too much and the rewards are too low. I'm glad the rewards were improved, there's no doubt about that, but they are still not nearly proportional to the pain of having to play this event for 8 days. To be honest I'm not even sure you could improve the rewards enough to make this event worth it (fun wise). B ) Matchmaking I agree that it will get better in the 4th event (since you'll already have 3 previous real results). It'll still be possible to manipulate your alliance's conquest tier (just like alliances have been doing for years in wars, with fiefdom manipulation), but hey, that's up to each alliance to figure out. Can't complain about that. The biggest issue, however, is not about matchmaking itself. Even if you get to a perfect matchmaking system, it will fail miserably thanks to deals made during the event. A simple and fast deal in the first couple of hours of an event will ***** up whatever matchmaking you had in place. What do the devs have to say about this? Solution: a completely anonymous system (alliance names, player names, player trophies) would severely compromise the possibilty of making deals during Conquest, making the event itself more fair for all alliances involved. C) Communication (ingame) Steps have been made to improve this. They're welcomed but more needs to be done. I believe you are aware of the main issues so lets hope the devs don't neglect this. The chat system has always been really bad, but the Conquest event highlighted how bad it is. It should be read from down-top (older messages on top), compatible with easier forms of typing (like flow or word prediction on Android), allow longer messages and easy to fix typos. Trying to type even small sentences in the ingame chat is an horrible experience. If I have to write more than a few words I'll actually just log out from my cellphone, log in my PC and just type there. It doesn't make sense to have an ingame chat this bad. Thanks again for trying to get across to the devs.
  25. 6 points
    @AwesomestKnightestYou ever played with Janus? Janus (or the portal)has no morale himself that could be buffed. So your suggested solution is not possible. What could be done is that while the portal is open, morale could build up faster.