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About GemsISKing

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  • Royal Revolt 2 Name

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  1. I think one of the main problem RR2 has is it takes up a lot of time - huge load of it. The management needs to sit down with the developers and based from the feedbacks of the community, design more features that saves up a lot of the player's time by allowing automation of certain mundane tasks or make certain resources easier to obtain. Good examples of automation that saves up a lot of the player's time are like the multiple selection of items to be melted, instant melt of items straight from COF, one button to instant select all produce from farms + taverns + blacksmith. Some suggestions to further save up the player's time: (1) Make gold plentiful in all bases at all levels when raiding - it can be very time consuming to search for a player's base that has enough gold to raid successfully. Flare needs to change the algorithm and increase gold a lot when raiding. Otherwise, unable to get a sufficient gold to upgrade after raiding for some time, a player will leave the game. (2) Create auto-combat button. Auto-combat will resolve the fight in 1 sec. Saved time against weak bases. Against strong bases chances to fail using auto-combat is very high so better back to manual fight. Limit each player to say 10 auto-combat per day. Once quota is used up, auto-combat button will change to a timer button which will indicate the time till next refresh. Fix daily refresh at say 12.00am CET. Can use gems to reset timer and get fresh 10 auto-combats. (3) In war, bring back the unlimited fights but only the top three skull fights counts. This means each battle, a busy player only needs to do minimum of three fights but each fight must be against different opponents. And max a player can be raided is still capped at three ie can have three tries to get a 100%. Declaring a champion merely adds additional skull bonus not additional fights so that it will not be too time taxing for champions. The additional skull bonus for a champion should be higher than current, say starts at 20% and additional champion will add say 2% each. The unlimited fights are for those who has plenty of time. Give incentive in war to fight like make it permanently costs 25% less food and players get 25% gold boost. (4) Slot in all the pearl forgings including spells, units, towers, barriers, items in a time calendar. This makes monitoring easier instead of having to go to each to check how much time is left. Once upgraded, all one needs to do is to click the completed button and the player will be transported to the spells, units, towers, barriers, items to decide the next step. (5) Add in a new button when forging named as "Instant Forged". Clicking this button will instantly forge the spells, units, towers, barriers, items. The pearl required for this "Instant Forged" button is extra 50% of the normal forge button. Example if the normal forge button costs 500 pearls to forge, then the "Instant Forged" button costs 750 pearls. The player is free to use the normal forge button and waste some time waiting for the spinning to complete. For many forges, the spinning will take up a lot of time. Reason many quit is after some time, things get tedious. Make it easier for players and you will bring back the fun to RR2. What say you Flare?
  2. My tuppence opinion if I may regarding the rewards we get from Pro-Chest: If Flare decides to continue giving out the majority of the rewards from Pro-Chest as Pro-Pearls or Pro-Pal Treats, then suggest to increase it to no less than 1000 of each. Averagely, let it range between 1000 to 1500 Pearls/Pal Treats. This means a Pro-Chest can yield between 6000 to 9000 Pearls and/or Pal Treats if all are Pearls and/or Pal Treats. This will be good for the players. And to make it full of anticipation, throw in a chance for everyone to earn a 100,000 Pearls/Pal Treats (this will be very rare of course). If that player is super lucky, he/she can get that 100K Pearls/Pal Treats more than once in a single Pro-Chest! If Flare decides to continue giving out the same amount of Pearls or Pal Treats as now, that is between 500 to less than 1000, then give the players an option to choose to convert it on the spot to Pro-Crystal if they don't want Pearls/Pal Treats. The conversion rate is up to Flare to decide but make it fair. And Flare, please remove the uber item completely off the Pro-Chest. It is a joke to have an Uber Item in a Pro-Chest. This is PRO-Chest, so everything in it should be PRO - keep the PRO standard up, don't tarnish it with a Uber in it. You can replace the chance to get an Uber Item with a PRO Item or a PRO Gems or a PRO Ticket. Is there any chance to get a random Pro Pal in Pro Chest? if not, Flare, why don't you throw this in the Pro-Chest as well. Of course, the chances to get is very rare. Flare, you need to make Pro-Chest full of excitement and anticipations. Don't make it boring - getting low numbers of pearls/pal treats every time we open up Pro-Chest. Keep the interest going. Otherwise, as time passes, you will see lesser and lesser people joining Pro League. Also, the Pro-Shop is very small - 9 slots only with one occupied by the Pro-Chests, meaning at any given time, there is 6 Pro-Items and 2 Pro Pals for sale. Flare, why don't you remove the lady on the left (my apologies I do not know her name) and expand the Pro-Shop to additional 9 slots, making it a total of 18 slots? If you still want to keep the lady, there is still room to add in 3 more slots in the Pro-Shop. Also, with the refresh of Pro-League scoreboard every month, it is only fair that the Pro-Shop is refreshed as well. Suggestion to Flare is to refresh the Pro-Shop once every month with the start of a new leaderboard. What say you Flare?
  3. The month-long event to celebrate RR2 4th Anniversary was supposed to feature the Best of the Best events. After all, it is a noteworthy achievement to "survive" four years and therefore the celebration got to be super grand, having the WOW factor in all the events. Let's examine the events so far. First event - Uber Granny Event. This is one of the lameness event in RR2 and having this event as the "opening" event for a month-long 4th RR2 Anniversary Celebration is a joke. Not exactly the "bang" to start off the one month-long celebration. In future, please remove this event from any important Anniversary celebration - thank you! Second event - Alliance Party. This is a good event since it is the longest we had (week-long) but Flare can combine it with another event like a boost offense/defense event or pal collector event so that those who have already maxed their alliance tower or those who do not have the gems to upgrade their tower can still have something to look forward to during the 2nd week. Third event - Blacksmith Meltdown. This is probably the best event everyone is waiting for. And it is week-long. But it should be the better Pearl Madness event instead of lesser Blacksmith Meltdown. And there was a hiccup at the start where the community does not know whether they should melt items before the event starts. This should be written properly to avoid confusion or clarify it soonest possible as the community had asked for an answer BEFORE the event starts. Final event - Suggestion: PRO Festival. To celebrate perhaps the biggest money-making feature of RR2 so far - the Pro-League, which debuts in Version 3.5 on Jul 13, 2017, suggestion is to have for the first time ever a week-long festival where players can obtain Pro-Items, Pro-Pal, Pro-Ticket, Pro-Chest, Pro-Crystal OUTSIDE the Pro-League. To make the event even better, throw in brand new Pro-Items set and a brand new Pro-Pal in this Festival. Now this will be the grand finale event of a month-long 4th RR2 Anniversary Celebration that will be remembered in times to come. What say you, Flare? Like the saying goes: "Save the Best for last" - make the last event, the best.
  4. Bravo Flare! The week long alliance party has ended and now the next event which is Blacksmith Meltdown will start in less than 24 hrs. This In-Game Announcement works well so for me, it is not necessary to announce in forum. However, you may want to continue to announce in advance in Facebook and Twitter though.
  5. The week long alliance party is going to end less than 24 hours away. Shouldn't there be any announcement in the game itself what event will be coming next? If there is none such feature, then Flare must continue to announce the coming event in the forum at least 24 hrs before the coming event starts. This is Flare's promise. If Flare can announce in the game at least 24 hours before the next event then no need to announce in forum.
  6. Good job Flare on this feature! It makes alliance organizing easier a bit. Now, how about adding "last donated" feature in as well?
  7. This topic has been raised many times and I think Flare is watching this very closely. If the so-called "constant" attacks per day, per week, per month, are not of malicious intent, it is okay to live with it. But if someone has a vendetta against a particular player, it can blow out of proportion especially when whole alliances are involved. This is not okay. In the end, many players on the losing end may get disheartened and leave the game for good. This is not good for Flare. I think Flare will take account of the suggestions and comments here seriously so let's post constructively. As suggested above, Flare may change the limit of 3 max attacks per player from 3 hours to say 24 hours. This will drastically reduce (but not prevent entirely) an all-out assault on everyone by everyone involved. Also like suggested above, Flare may increase the Favourite List to 50 like in Friend List so opponents will be spread. And also like suggested above, Flare may start to emphasize more on matchmaking by eliminating entirely (means free) or reduce matchmaking gold cost by say 50% of current cost. And also like suggested above, Flare may also allow a player to block X number of players for 24 hours. Keep the constructive suggestions and comments coming. I am sure Flare will respond positively. Flare would not want players to leave due to this "constant" attacks issue so they WILL pay attention and fix it for sure.
  8. Bump up. Can someone from Flare confirm to all players of RR2 that in the future, is there ANY possibility of us converting our Uber Item to Pro Item by paying a conversion fee*? *the conversion fee can be Pro-Crystal as suggested by OP or even gems, up to Flare This is very important as it will determine whether should we continue to forge existing Uber Item or reserve the pearls and wait for an item with a similar specs in Pro-Shop to appear and buy it. Please advise. Thanking you in advance!
  9. Want to make towers and barriers all important again? Easy, lock the ability to damage the castle gate until every towers and every barriers on the map are destroyed. Example, if the king reaches the castle gate with his army and starts attacking it with fury and nothing happens, he would know that he has missed out something and so the king has to retrace his steps to locate that tower or barrier that he missed. Once the last tower and the last barrier is down, castle gate is open for attack the usual way. Programming-wise, this is very easy to implement - the program just ignores any damage to castle gate until all towers and barriers on the map are destroyed. Even better if there is a headcount of Towers and Barriers remaining on the screen for us to see. Example: "Tower: 0/21 destroyed" (at beginning) to "Tower: 21/21 destroyed" (at the end). If the above is implemented, every single tower and every single barrier on the map counts. Strategy will be aplenty to preserve these towers and barriers. Now we can have kill the king setup or delay the twr/barrier from being destroyed setup. Plus every player will be motivated to upgrade and perk up every single towers and barriers helping Flare to burn away gold, gems and pearls from the players. And these semi-open bases with a tower each at opposite side of the castle gate will be a thing of the past. Over to you Flare.
  10. There's is a possibility that some players with intention to cheat (and also who possessed the ability to cheat) to get his or her fights in the last hour, to be exact say 40-45 minutes before the pro-league ends. Doing so will make it harder for Flare to spot the cheats when they had to disperse the rewards as soon as the tournament ends. My suggestion to Flare is to hold back the rewards for say 3 or 6 hours while you go through the list of at least the top 20 or 40 in the final standings. You guys should have an auto video recording of the games saved in the server which is triggered, say the moment a player steps into top 100 of the ranking of any day of the pro-league. So when the pro-league ends, you view back these saved videos and see if there is any irregularities. If yes, three things will happen - one: the current score in the just ended pro-league will be nullified i.e. the cheating player gets nothing; two, that cheating player is banned from participating in the next 4 pro-league and three, that player will be put in watch list and after the ban, he will be observed for an undisclosed period should he participate to see if still cheats where harsher penalties awaits including a permanent ban. All this will take more work on Flare's part but it is worth it and must be done to ensure the integrity of the pro-league remains. Otherwise, it is pointless for a genuine player to compete and waste his gems and time.
  11. Can I suggest to Flare to add in Non-Competitive Category for Pro-League? The idea is to involve free to play players in the Pro-League every week not just once a month affair. It is very important for a game developer to include as many players as possible in any new major update. At least now those free to play players can take part and have some fun (and practice) in the weekly Pro-League while the battle rages on at the same time among the paid players. When joining a Pro-League, player can only choose either to pay to participate in the Paid (Competitive) Category or Non-Competitive Category, but not both. I would suggest either free entrance or a very small token of "entrance fee" to participate in the Non-Competitive Category. My first idea is a token 7 gems which can be obtained from the tavern easily. But up to Flare to think of a more "suitable" entrance fee according to their business direction. The entrance fee should be in such a way that anyone can participate. Of course, in the Non-Competitive Category since it is mainly for fun / practice / bragging rights, the prizes must be different from the Paid (Competitive) Category. I would suggest Pro-Crystal to be replaced by gold and Pro-Chest to be replaced by Uber Chest. The suggestive ratio for Pro-Crystal: Gold is 1:1000 and for Pro-Chest: Uber Chest is 1:1. The ranking for both Paid (Competitive) Category and Non-Competitive Category will be separate but there should be one combined ranking (without any bearing on the prizes) to see who is the Best In The World. After some practices in the Non-Competitive Category, it will be natural that there will be more players confident to take on Paid (Competitive) Category. With this Non-Competitive Category, we can finally measure who is the Best In The World as everyone gets to participate, not only the Best PAID In The World currently. What say you Flare?
  12. Last time, yes, we have had festivals and events at the same time. This time it seems the pattern has been broken i.e. if we have festival, there won't be any event. Why? My guess is most likely due to introduction of subscriptions, especially kingdom's. If I am Flare, if I still keep the frequency of events the same i.e. every time after ninja / war, the advantage of those who have subscribed will be lessen. So if I am Flare, I will reduce the frequency of events, like what is happening now. Of course, this is just guesswork on my part as to why there is no event whenever there is festival. The actual reason only Flare knows.
  13. Yes, Cromka you are right on this - free players cannot take advantage of this type of offer. But for players willing to part a bit of money, this is significant as it means one can get a pro-pal without even playing in pro-league to earn the necessary pro-crystal to buy the pro-pal.
  14. If I may add to what others have contributed here, first, I think Jack (Dena4) is spot on about the over-the-board probability of failing in COF. If you read his post about the calculation of say 25% failure probability per try, it seems almost rare we can get failure of three straight in a row per COF and we are getting many in fact. It is as if there is another hidden variable in the program which Flare can tweak to increase (or decrease) the chance of failure regardless of how many luck gear or how many times we retry the COF. In order to eliminate this casino element from influencing the outcome of war through COF, Jack has suggested to eliminate skulls entirely from COF or in case of a failure, make it pay only once with 100% success i.e. the max one needs to spend per COF is 15 gems. These suggestions are definitely good for the players if Flare adopts it. But I guessed, to Flare, they may not view it happily as gems spent opening COF during war is indirectly, a recurring income to them. If Flare still intends to keep the casino element in COF during war, may I suggest Flare to be fair and consistent - do not tweak the hidden variable to increase the chance of failure. If it is say 25% failure probability per try, it should be rare to go beyond one or even two tries to get three failures in a row. This is the most important. Also, Flare may want to decrease the chances of failure with each try i.e. say for first try, 25% chances of failure, the 2nd try is say 20 % chances of failure and 3rd try is say 15% chances of failure. This will encourage players to try again if they want to as they know each try brightens their chance to get that skull. But Flare must be fair and do not tweak some hidden variable. On the 3rd try say 15% chances of failure, it must really be 15% only and not some hidden tweaking will change this 15% to some other higher figure.
  15. The solution is simple, actually, if Flaregames is serious to thwart this "loophole". As we know it takes 8 members to join a war. No problem about this. After joining a war, the smart aleck team then kick out the rest leaving the best players in the team and shield them as well. The loophole is here but can be corrected easily. To attack an enemy in War, we go to War Standings and click on the crossed swords on top right to bring up "Attack Enemies" tab. Here the program will display a list of possible enemies to attack together with those shielded (if any). The solution is for the developer to add in a few simple programming lines: when in War Standings and player click on the crossed swords, the program will check to see how many current players the enemies clan has - if it is 8 and above, all is okay and player will go to the normal "Attack Enemies" tab with shielded players displayed (if any) but if the enemies clan currently has 7 or below members, all shielded players will be displayed as unshielded. The programming lines are simple and can be done easily (if Flare wants to). In summary, after the programming is added, if a clan kicks out members and the total members drop below 8 players, any shield on the existing will be worthless.
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