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SHaase

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About SHaase

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    Paladin

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  • Royal Revolt 2 Name
    SHaase

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  1. I believe it's much more common when your treasure chamber is full, but that's not a requirement. In my pearl farming gear, the (i) data says that the chance to drop pearls is Chest #1 4.9% Chest #2 2.9% Chest #3 28.2% On top of that, there's a large chance to drop gold. When the treasure chamber is full, the game will modify the displayed percentages to determine what to actually give you (e.g. the "gold" percentage is distributed to the other things you can find in the chest). Note - this seems like a display bug to me. If there's 0 chance to drop gold because of having a full treasure chamber, then the game should show the actual percentages it uses to determine if it will drop an item/pearls/etc. Anyway, when it *does* drop pearls in chest #1 or chest #2, it seems like the number of pearls that drop is *always* either 2 or 3. When pearls drop from chest #3, the value range is between 10 and 100. So, it seems like the pearl counts are being artificially throttled, particularly for chest #1 & #2. Now that we have Hans , whose purpose is to grant more pearls, maybe it's a good time to reconsider the pearl throttling issue...
  2. Nice! Really looking forward to getting Hans for my pearl farming. Now if only Flare would fix the issue where the number of pearls that drop in CoF is simply terrible (sometimes). I'm so tired getting trivial amounts of pearls even when opening all 3 chests in CoF.. This doesn't happen all the time, certainly, but it happens a lot... Seems like there should be a minimum amount that drop - at least for the 3rd chest...
  3. Kaiser is supposed to bring "good luck and fortune" but it actually only brings good fortune. Why is Kaiser so unlucky?
  4. I'd really like to see a button for sorting items in the Meltdown dialog. For those of us with a lot of inventory slots, the Meltdown UI is pretty cumbersome as it involves a ton of swiping to get to the items you care about. This could be drastically reduced if you could simply change the order of the items in the list. I was thinking that it'd be great to sort by date you got the item (say, newest items 1st, or last), or by item rarity, or by pearl value.
  5. Even with a small number of favorites, I still need to remove inactive players pretty frequently. If the favorites list grew significantly, then it seems like I'd need to remove inactives a lot more frequently - so having a single button for it would be nice. That said, this is really just a nice-to-have and isn't really that important. It does seem like something that would be simple to add, but that doesn't mean you should do it if you have a large list of higher priority items on the list. I'd definitely stack rank the feature request to increase the number of people on the favorites list much higher than this as it's *very* easy for me to exhaust all of the attacks I can do against everyone on my favorites list today.
  6. I'd love to have at least 25, though more would be nice. Also, having a "Remove Inactive Players" button for this list would be nice.
  7. Can't wait for the ability to set alliance requirements. I had to kick the same person more than a dozen times this weekend as they kept re-joining - over an over. I like having an Open alliance and having the ability to set requirements should reduce most of the overhead I have when it comes to ensuring folks in our alliance meet our guidelines. It will be interesting to see what impact this has on the gamer population. e.g. I expect more people will start upgrading their Alliance Towers so that they can meet the requirements that alliances set. Along similar lines, I'd love to see something to encourage participation in alliance activities. This includes wars/ninja/festival/pro-league events, but also things like gold donations and conquest donations. Lack of participation is one of the biggest frustrations we have in our alliance - and this often leads to "good" alliance members abandoning the alliance out of frustration while they look for greener pastures. I'd love for there to be features that would help leaders to encourage participation, track participation, send warnings about lack of participation - and possibly even something that would auto-kick people from alliances if they continue to not participate. Separately, for things like Alliance wars, perhaps consider creating an opt-in list for events for members. If we have 60 members, but only 30 want to (or are able to) participate in an alliance war, then let that alliance join with just those 30 members (and, I'd argue, only give the rewards to those 30). That should mean that you can enter a war with a team that approaches full participation and isn't dragging around the weight of a bunch of people who aren't helping out and may, therefore, actually make it harder for your alliance to win as they will simply be providing skull opportunities to the other teams w/o generating skulls. I'm sure there would be a lot of intricacies to work out here to avoid exploits... In the end, there are a lot of people who simply leech off of alliances, and I'd like to make my alliance less attractive to these players as that would make the game much more fun for everyone else.
  8. Would you consider allowing healing & shield spells to affect the king while mounted on a guardian? If you have low on health/shield when activating your guardian, you gain a temporary reprieve due to the health of your guardian. However, when the guardian goes away you immediately revert back to your king's health/shield state at the time that the guardian was activated which can result in a quick death if you're not careful. As a result, when I'm mounted I often have to decide whether to cast a shield (to keep my nearby troops alive) OR wait until the guardian expires before casting shield (to keep my king alive). If healing spells/shield affected the king while mounted, this would make for a much easier transition from mounted->unmounted.
  9. Pal-wise, I am disappointed that they are boosting Archimedes as that one is so common anyway. It would have been nice if the pal they focused on was something rare so that alliances might actually be able to unlock something. On the other hand, I am very happy that they are also boosting XP during the event. Not I understand the logic of tossing in an XP boost on a pal event, but I'm not going to complain.
  10. Personally, I'd love it if they increased the event of the duration but slowed down the game interactions. Currently, you need to log in constantly because it's so fast paced. If you leave the game for even a short duration of a couple hours, you could come back and find that you lost battles that were not even started when you logged off previously. Every time I go to bed, I worry about how drastically things will change before I wake up. The current system is effectively incompatible with casual players (those that only log in once/day). Part of what I like about War Seasons is that they are, for the most part, based around a day. So, as long as you log in once/day (any time of day) you can participate and do basically everything you need to do and everyone's happy. While you can log in more frequently to min/max things, it's not a hard requirement to be successful (at least at my alliances' level). This really helps to even the playing field between casual and hard-core players, IMO. If they increased the Conquest duration to several weeks and also slowed down the gameplay so it would work on the timescale of only interacting once/day, I'd be a happy camper.
  11. I guess that was my point. What generally gets communicated early on hasn't generated any excitement whatsoever for me. In contrast, the post Madlen made 10 hours ago is a GREAT post. It doesn't give away too much, but it at least gives an inkling of what's coming (and when!). If this was the post (or at least something similar to it) that had been made back on 11/20, I would actually have been excited about the feature and would have made sure to keep going to the forums to see if any more info had been released.
  12. I still don't understand Flare's communication strategy for new things. I understand wanting to build hype, but for that to work you have to have some basic concept for the thing that is being delivered and so far we still no virtually nothing about it. Personally, this style of communication does nothing to generate excitement for me. If anything, it generates a bit of frustration because it looks like there may be a cool new thing, and you're deciding to let us know about it - but not in any meaningful way. To be clear, I do like that you are communicating things (lack of communication has been an issue for a long while) but I'd consider altering how you do it. Start off by doing things like telling us you are revamping some specific aspect of the game, or adding something entirely new, or showing some actual gameplay teasers. You don't need to provide details for any of this at 1st - you could dribble out those details over time to keep ramping up the hype. Simply dropping a name for something and showing a non-gameplay video of a king giving a donkey a carrot is not useful at all, at least for me.
  13. How about we add Conquest building resource collection to the Collect All resources button (e.g. food/gold/pearls) on the main screen? We have a big issue with participation in my alliance - but if this was added then even if people are not actually participating in the Conquest mode, they would still help out the alliance by giving resources. This would need to only kick in if the cooldown for donating a resource was up - unless that cooldown was removed (which I'd be in favor of).
  14. Personally, I wish they'd just get rid of the capability of donating tickets altogether. Let everyone play once a month, or more if they want to pay $ for it. Also, let people practice the pro league levels. Even with practice, only the best players will get the best scores. No need to make it a matter of what's the best you can do on a level the 1st time you've seen it. Using food to practice seems perfectly reasonable to me. If they did these things, then I don't think (though I'm sure I'll be corrected :)) that there'd be any reason to ban people for "cheating" by having multiple accounts (which I also don't understand why this should be discouraged. if you have multiple devices and love the game, why not let people play as much as they want?). Anyway, just my own thoughts as a casual pro-league player due to only using the free tickets I get once/month.
  15. I definitely understand how difficult it is to maintain a backlog, particularly with prioritization, etc (I've had to do this myself). However, the user base currently has little/no insight into what is/isn't on the list so folks get frustrated since they don't know if their requests are being ignored or are in-progress or are just on a 'nice to have' list somewhere. Perhaps a middle ground would be to have a request list that the users can vote. The list would be sorted by vote count and this list could be one input into your work item backlog. You could then prioritize replying to the high vote count requests with whatever response is applicable (great idea - we're making this a high pri item, nope we're not going to do this, we'll add this to the list as a low priority item, this item is now in-development, this item has now been implemented, etc).
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