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Showing content with the highest reputation since 09/17/2018 in all areas

  1. 12 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.
  2. 10 points
    Warriors of the OlympšŸ’Ŗ, 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
  3. 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
  4. 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.
  5. 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
  6. 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
  7. 7 points
    Eris should attack buildings too.
  8. 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.
  9. 6 points
    Us as a community, me especially am very dissapointed that i can't make a post without it getting censored or deleted. Now, this forum was pretty good with our third CM, but after our third CM left, its never been the same. we've gone through CM like rapid fire and now the newest one abuses power and doesn't allow the community to just do what they do best, write random posts about random stuff and have fun playing this game. 99% of the original players have quit ( 1million now less than 5k active players) New CM Dude, You take our posts with a touch of humour and you seem like a really nice "dude" But, no need to control the forum, let us be free and play this game. moderate the forum, keep everything reasonably peaceful and ressolved, if a question has been answered, don't close the post, what if it needs to be reasked or something, just write it off what was there before. simple. No need to sensor messages that make you look bad. I have taken a nice screenshot of this post so if you delete it i will just repost it till you get the point. xD Step 1) Stop abusing power Step 2) Stop making people need "moderator" permission to post, its dumb. Step 3) Stop giving people warning points, its like "pointless" and kind of dumb Step 4) Don't make yourself look like an *****, let the community love you like the first CM we had (ask your boss or something to see what that person did) Be real, we aren't robots, don't act like a business, act like we are talking to a real person, not a robot with pre-designated replies. Hope you get the idea New CM Dude. Regards Me. šŸ™‚
  10. 6 points
    Hi there, We are planning to buff Eris. This involves to raise the number of lightning arcs and maybe to increase the arc range. We hope to make Eris a more desired pal with this. The exact numbers are not set in stone yet, however, we still wanted to communicate that we are planning this and get your opinion and concerns. So go! šŸ’¬
  11. 6 points
    It is amazing how everything is being asked for opinion. Thx madlen.
  12. 6 points
    Rewards for skulls would be a bad idea. Conquest isnā€™t about doing useless silly unneeded wars all the time. Itā€™s about working together as a team (be it sitting in a tower for 6 days to protect it, going scouting to discover more territory, or just sitting on a tile while saving energy... those can all be valuable ways to contribute to your alliance). Giving extra rewards for skulls would just mess up all strategies that leaders and generals are working on
  13. 5 points
    This guide is for those special players interested in starting & managing an alliance for the benefit of other players. Considering that an OR alliance is quite like a business organization, this guide aims to orient the young Founder on the management fundamentals of Human Resources, Operations, Marketing & Finance. OK, so you have an entrepreneurial spirit that likes to take big responsibilities & risks that come with founding an alliance. Thank you, itā€™s good for other players & the game in general. But, itā€™s not a walk in the parkā€”taking responsibility for another playerā€™s growth is no childā€™s play. If youā€™re only interested in gaining some Divine Blessings but not inclined to taking care of other players, better stick to being a regular member in an existing alliance, not become a Founder of your own. šŸ˜Š (1) SETTING UP THE ALLIANCE (1.1) Alliance Requirements First things first, the all-important alliance name. Select one that is meaningful & inspiring to your target members. Do some research. If you prefer only English-speaking members in your alliance, pick a brand name that communicates to them. So, here, avoid non-Roman letters. Also, weird emojis may look cool in the beginning, but as your alliance matures, these will appear frivolous. Note that it costs 500 Gems to edit the alliance name later, so baptize considering long-term consequences. Next, work on the alliance's motto, the "way of the alliance". It is a summary of what your alliance stands for, why it exists, or how it operates. You can keep changing this motto as you like, so no one-time decision here. If unsure, leave it blank. Then comes the sensitive Language selection. You get several "languages" to choose from as identified by flags. Do not confuse these flags for nationality. As a Founder, you may be from Timbuktu, but if you speak & want English-speaking members (for example), select the "Union Jack" flag for British English or "Stars & Stripes" for US English, it's that simple. Avoid bringing in needless national politics into this simple exercise & communicate the same to your members very clearly. As OR is an MMORPG with players from around the world with diverse patriotic affiliations, this clarity will help prevent internal conflicts later. It is best to pick only a single language & use it in chats so as to not offend/ alienate members who don't speak another language. For example, if you know both English & French, decide on one language for your alliance & chat---we all know it is impolite to converse in a different language among members who speak the same language. When selecting the way you want new members to join, pick "Apply to Join" so it is relatively easier to get new members. After your alliance matures, change it to "Invite Only" to avoid saboteurs. The unfiltered "Open" doorway attracts all kinds of members that you may find challenging to manage. Get the best possible members, then maintain them---as a principle, avoid terminating members. Avoid getting in members below Ascension Level 30. They are too junior with tiny donation limits who may find it hard to donate Gold daily. This will affect your alliance's ability to sustain Blessings (see Section 6). (1.2) Alliance Emblem Your alliance emblem is the face of the alliance. Choose wisely. Google the meaning of various symbols available for selection. For example, the first symbol is Lamda, also represents the Spartan shield, which can be used to represent Strength. The Psi symbol represents Intellect. Depending on what you want the alliance to represent, you should choose the appropriate symbol. Here, avoid symbols that may be offensive to certain cultures or communities. For example, the Flying Pig may not attract those following the Islamic faith. Why lose members unnecessarily on that account? Next, pick a border pattern for the emblem. Here, note that the emblem border color will remain dark gray until your alliance wins wars. The border will change to Gold for 1st place, Silver for 2nd place, and Bronze for 3rd place in wars. Visualize how the emblem will appear in these borders & pick the fill color accordingly. Generally, dark fills & light symbols are preferred for better contrast. (1.3) Membership Slots Before starting an alliance, first ensure that you reach a reasonably high Ascension level, say 70 (when you get all your towers). This serves 3 purposes: You have a better understanding of game mechanics, so you can guide your junior members. You hopefully have a higher Trophy count, so you can offer higher Gold bonus to attract members. You have sufficient Gold balance to donate to the Treasury for awarding Divine Blessings. Generally, aim for at least a +20% Gold bonus at the start of the alliance & quickly work your way upwards. The more the Gold bonus, the faster your seats will get filled. Also, more the Blessings, more attractive is your alliance. Most importantly, never grow too fast in alliance level. This is the single most important cause of alliance deaths. Control your alliance level tightly because every level up results in an exponential rise in Blessings cost. If your daily Blessings cost exceeds your daily Gold donation flow, you will lose the Blessings & end up losing members soon. The strategy is to always fill all available seats first with strong members, establish a strong donation flow, and then increase the seat number (see Section 5). Last, but not the least, never abandon your alliance. Be honorable---live & die with the alliance like noble ship captains who died in their sinking ships (after helping their crew escape to safety). Hopefully, this thought will drive you to keep your alliance afloat at all costs. (2) RECRUITING NEW MEMBERS Though there is a dedicated "Look for Alliance Members" subforum where you can advertise for new members, you would be in better control of the process if you actively take charge of it. This is done in 2 ways. (2.1) From PvP Map <ā€¦imageā€¦> On your regular invasion map, players around your Ascension level continuously appear for being invaded. Here, look for players without alliances (i.e., the "non-allied players"), and then send an invite to them. As these are relatively high-level players, they may not join a baby alliance with limited Gold bonus & Blessings. But, it doesn't hurt to try. Just don't give up when rejected; it's all part of a Founder's job. A disciplined Founder will also keep a record of who has already been invited, so s/he doesn't invite that player again. (2.2) From Hall of Gods <ā€¦imageā€¦> This is a more fertile hunting ground, where you can locate tens (if not hundreds) of non-allied players. Here, you can cherrypick your invitees as per their Trophy count. For a new alliance, new players with fewer Trophies may be an easier catch than seniors. Before inviting, check their IGNs to deduce if the player knows your alliance's chat language. For example, if your alliance language is Japanese, look for kana, kanji & rōmaji characters in the IGN. A communicative member is always better for the long-term health of your alliance than a silent one. (3) TRAINING & DEVELOPING MEMBERS (3.1) Orienting New Entrants As each new member joins your new alliance, welcome him/ her with a warm message on the general chat, and make this a practice among all existing members. This serves 3 purposes: Existing members get to know of the new arrival. The new member feels comfortable & starts settling down. If the new member acknowledges the welcome, existing members get to know that the new member can speak their common language, and soon start communicating freely with the newb. Instead of a blunt "Hello, NewMember, welcome to Test Alliance", try to use the welcome message to also communicate your expectations. If the newb responds, then followup the welcome message with your alliance's promotion plan. This way, the newb not only knows what is expected of him/ her immediately, but also understands what it takes to grow in your alliance. This communicates a sense of order & fairness about your alliance, and also reminds existing members of the promotion plan. Setting & reinforcing expectations is an important part of people management. (3.2) Training Junior Members <ā€¦imageā€¦> For simplicity, consider all those below your alliance's average Ascension level as juniors. As a baby alliance, your junior members may be grappling with the following questions: How to ascend quickly, so I get that interesting tower? How to get that monster quickly, so I can crush my opponents? How to level up my heroes quickly, so I get more Furys (& VPs) in war? Which Masteries do I prioritize in Odyssey? How to get more Gold for upgrades? Do I upgrade that innocent-looking Ithacan Harbor? With so little Gems, do I upgrade the Alliance Hall or decorations? How to intelligently use Forging for upgrading gear? Autoplay or manual? ... As Founder, you are also their teacher. Help them learn the correct way of playing the game early on, so they don't make costly mistakes. It's good for the newb as well as the alliance when they get it right the first time itself. Remember: those who need to learn seldom ask, and those who want to learn always ask. So, be proactive & keep teaching on the general chat. (3.3) Developing Senior Staff <ā€¦imageā€¦> Consider all those above your alliance's average Ascension level as seniors. Study their Mounts & guide them on the following game-related concerns: Optimum defense layouts Best tower-combos & wave composition for strong defense Best powers for upgrading to maximum Best stats on gear for maximum offense Best war heroes for leveling up & gearing up to maximum Nuances of Refining & Cursing War mechanics Blessings management ... As Founder, you are their mentor as well, so you need to groom them on people-related aspects too: Communicating proactively, positively & politely with the team Identifying correct/ suitable players to invite War analysis & planning Motivating the team during wars Motivating the team to donate regularly & more Resolving conflicts between members ... Mentoring & grooming your next-level leaders is crucial in reducing your managerial burden by systematically delegating your administrative controls to qualified & trusted staff. Keeping all controls to yourself is a high risk to the long-term survival of your alliance, not to mention your own health. (4) ENHANCING TEAM SPIRIT (4.1) Communicating with Members <ā€¦imageā€¦> <ā€¦content being writtenā€¦> (4.2) Motivating Senior Staff <ā€¦imageā€¦> <ā€¦content being writtenā€¦> (5) MANAGING FUNDS (5.1) Tracking Daily Donations <ā€¦content being writtenā€¦> (5.2) Encouraging Alliance Hall Upgrades <ā€¦imageā€¦> <ā€¦content being writtenā€¦> (6) MANAGING BLESSINGS (6.1) Identifying Optimum Blessings <ā€¦imageā€¦> <ā€¦content being writtenā€¦> (6.2) Budgeting & Costing of Blessings <ā€¦content being writtenā€¦> Note on War Blessings <ā€¦imageā€¦> <ā€¦content being writtenā€¦> (7) WAGING WARS (7.1) The 4 War Formats <ā€¦content being writtenā€¦> <ā€¦content being writtenā€¦> <ā€¦content being writtenā€¦> <ā€¦content being writtenā€¦> (7.2) Fury Recharging <ā€¦content being writtenā€¦> (7.3) War Earnings (VPs, Torches, War Chests) <ā€¦content being writtenā€¦> (7.4) Island Difficulties (Skull Number) <ā€¦content being writtenā€¦> (7.5) War Strike Scheduling <ā€¦content being writtenā€¦> (7.6) War Strike Markers <ā€¦content being writtenā€¦> (7.7) Chat Directives <ā€¦content being writtenā€¦> (7.8) Strike Tracking & Course Corrections <ā€¦content being writtenā€¦> (7.9) Post-War Analysis & Lessons-Learnt Documentation <ā€¦imageā€¦> <ā€¦content being writtenā€¦> (8) PROMOTIONS & PUNISHMENTS (8.1) Promoting Consistent Performers <ā€¦content being writtenā€¦> (8.2) Administering Graded Punishments <ā€¦content being writtenā€¦> (9) ETHICAL CONSIDERATIONS (9.1) Ethics towards Members & Other Alliances <ā€¦content being writtenā€¦> (9.2) Ethics towards Game Providers <ā€¦content being writtenā€¦> (10) GENERAL TIPS <ā€¦content being writtenā€¦> PS: I created this guide after sadly witnessing many dying alliances floating in the dark oceans of Tartarus, having just a handful of demoralized members & their dejected Founders. As the success or failure of an alliance solely & heavily rests on the Founderā€™s shoulders, I sincerely hope this guide serves as a lighthouse for their lost ships. If I missed or misunderstood something, please post a specific correction as a Comment below, so I can rectify the post. If you have additional ideas for new Founders, please do share here, so I can add that too. Thanks šŸ˜Š
  14. 5 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.
  15. 5 points
    It's a nice idea, but Shiva is (a) God and not mythology and some might not like to put divinity and mythology together in the same way that a Christian would not like to see Jesus with Zeus. Moreover no one can kill Shiva, only Visnhu can stun him (even destroy Gandagerunda history), alternatively you could put heroes as Karna, Bishma, Arjuna I think this would please many.What do you think of the inclusion of heroes taken from the Mahabharata?P.S. personally I prefer Sri Vishnu as eternal and infinite as the universe itself šŸ™‚
  16. 5 points
    This is what I am interested in knowing. Whenever developers decides to hide information or future plans for the game. Forum users get into argument with each other. Right now I am so confused and shocked to as why war blessing bug is not fixed despite being reported several times in forum.šŸ¤”šŸ˜”
  17. 5 points
    Strongsoon

    Community dissapointment

    I just wanted to look something up in an older topic of mine about the low ages shown in the app stores which are in contradiction to Flares Terms of Service. I saw this topic had been moved from general discussions to ā€žGame help and beginners section / Players helping playersā€œ where it clearly does not belong. This is a topic for parents and a question directly to Flare, not other players. https://forums.flaregames.com/topic/43036-is-flare-navigating-kids-into-unlawfulness/ As this topic shows some grey areas of the age allowance, I realize it is a problematic one which could not be answered by Flare in a satisfactory manner. So why was it moved there where probably nobody would find it? What comes to mind is the intention to hide it. As far as I can see, other older topics have not been put into new categories. To be sure, please check your old topics for miscategorization. I hope there are not more of those ā€žmistakesā€œ. The title itself would probably not be allowed any more under the new CoC, as it could be considered Toxic and might be hidden/censored immediately if posted nowadays. But I remember this had to be asked in a drastic way and this important topic had to be pushed several times to get at least some attention. Another classicly closed topic. most commonly i noticed recently were a lot of magischer's topics. xD. I haven't done many posts recently, but i do have to say just looking at the new forum (thats confusing af) The new CM, dude, stop closing every topic. Looks bad on both flare and yourself. Ive been hearing a lot of complaints in all the many chats ive been in and ive grown sick and tired of hearing this bull*****. Madlen, heres some advice, stop closing topics for no reason, stop censoring and giving people weird warnings when flare says the exact same things in the own advertisements on youtube!!! Leave a mark on this forum thats good, let the community love you. i know you do your best as a community manager and i appreciate you take your job seriously and you have a lot of dedication to growing and allowing this forum to be a children friendly safe environment for all users to participate in. Just slow down on the monitoring, sometimes, kids need to make mistakes to learn from them. Do you protect the kid from jumping into the puddle all the time to the point where they can't stop themselves and will do anything they can to jump into that puddle, OR you let them jump into the puddle, they learn its not a good idea and they never jump into the puddle again.
  18. 5 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. Letā€™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 ā€˜Supreme Victoryā€™. 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 ā€˜Time-multiplierā€™ is applied in order to ensure that the defending party has some time to react to an attack. The ā€˜Time-multiplierā€™ 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 ā€˜Supreme Victoryā€™ directly at the start of the war, would need to get 4.500 skulls *8 = 36.000 skulls. After 5 hours the ā€˜Time-multiplierā€™ has reduced to 50% (x4), so the skulls needed then would be 4.500 skulls *4 = 18.000 skulls. After 10 hours we are back to the original 4.500 skulls because the ā€˜Time-multiplierā€™ 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) - Letā€™s say the Attackerā€™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 Defenderā€™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. Letā€™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)
  19. 4 points
    Dear FG @Madlen, with the latest forge update we were able to create silver and gold titan objects at great cost, however there is no option to dismantle these objects to STANDARD forge a unique item. It ONLY allows REFINE despite stating FORGE in the description, see the image will add an unwanted perk. A player could destroy a unique item if they didn't notice is was adding a perk in the last image! I have 3-4 such items now that cost millions in gold+wisdom but have no use... In the not to distant future many players will have many silver /gold 5* titan objects that have old stat values for perks (so no good use in refining with them) and no use for these objects, please add the option to FORGE (SO IT IS A STANDARD FORGE WITHOUT ADDING UNWANTED PERKS) so it is a forge and not a refine....image below shows the bug/issue. Thanks
  20. 4 points
    Because there's so much more to Conquest than just fighting battles, i.e. scouting, sitting on a tower to defend it even though it is not being attacked. If rewards are given according to skulls, then those who have other roles will get less. Players won't want to take on any other role then, apart from just going forward to pick a fight just to get more skulls.
  21. 4 points
    Why not remove skull bonus entirely? Amount of skulls should be calculated from toughness of defense and thats all.
  22. 4 points
    bigfastfox

    PRO shop

    I have such one....
  23. 4 points
    It is true, but since this game has a strong attractive power, it could continue to yield with small tricks intended to keep new customers instead of stubbornly killing them with choices that I think are very questionable and then produce new games with a greater cost of time and resources.In practice if I have a product that has good potential I try to keep it alive and improve it instead of killing it at all costs and then start from scratch with a new product that is not said to be successful
  24. 4 points
    Sasch

    Forge bugs

    Hey guys, we will look into that issue
  25. 4 points
    Honestly , no one dislike the game, we dislike the selfish attitude of the old players who, in order to preserve the advantages, are leading the game to collapse, and in spite of this you continue to ask for further advantages