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CaptainMorgan

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CaptainMorgan last won the day on July 4 2018

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About CaptainMorgan

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    Blessed Cyclops

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  1. Hey @Cyrusthegreat, you don't need to unlock slots for your Masteries, just select the Mastery with the same shape as the slot you wish to fill. It will be added to your list.
  2. @Jmoran178 The Alliance should definitely have been kicked if they dropped that many players. Could you please provide your Alliance name and Account name?
  3. Confusion and disappointment around cursing Unique Items is definitely a recurring theme. We are discussing alternatives and/or improvements, and many good ones have been suggested, the bare minimum to try and prevent getting dupes from dupes. We also understand that we should dedicate some time to better explaining the process in-game.
  4. Good thread. Thanks. We will discuss the points you have made (also about Artemis).
  5. We will discuss these suggestions and agree with the general concern. All Leagues, except (perhaps) Mortal League. I will share if we have some more concrete plans about how this could look, rather than just ideas. Obviously some Blessing orders don't make sense, which is why feedback here is also welcome. At the moment these are planned to count for the War fights as well, particularly because it adds to the strategy of the War, and results in a less predictable Season, especially at the end. Choosing carefully gives you an opportunity to gain an advantage later on, even if you are unlucky enough to have a hard fight at the beginning of the Season. We are interested in other players' positions on this. The discussions have also brought up another valid point, albeit quite off-topic (though many things in my response were also off-topic), which is that individual players within an Alliance still do not have a need to stick with a particular Alliance and remain loyal. We have this topic under discussion within the team. We will not do this, as it should not be a disadvantage to place well and have a strong Alliance. However, the main symptom of Alliance-hopping, glory-seeking players is still something we should address.
  6. All Alliances within a League must have an equal chance to win that League. This is why the matchmaking is random and all Alliances within a League need to show the same level of strength to survive within that League. We will not give a disadvantage or advantage to any Alliance, and any kind of preferential matchmaking is an advantage. It is not fair to say that one Alliance has better players, so it should not be beaten by larger numbers of weaker players who are working together to make their Alliance strong. If Alliances with fewer members get easier Wars, simply because they have fewer members, then it is a disadvantage to have more players in your Alliance. In fact, as mentioned in the last paragraph, if any Alliance is given easier Wars for any reason, it is a disadvantage for the other Alliances. The Leagues are not a test of how strong players are, they are a test of how strong Alliances are. If your Alliance is not strong enough to compete it will go down, if it is stronger than the competition it will go up, regardless of whether you have the 3 best players in the game or 50 of the weakest. The fact that you have already proven that you could fight against overwhelming numbers proves that you are deserving of your spot in your current league and is an awesome achievement! However, in order to rise, you need to continue to win. The top Alliances are full of amazing and dedicated players which absolutely deserve to be where they are.
  7. I really enjoyed this thread. Just to address a couple of conversation points you brought up: Although it is possible to stay at a particular level and just fight Odysseys, as I also mentioned in the same comment, you will never progress like this, and it is very hard to see a real positive other than trolling other players. It's also true that the boosts you get from Enhancements are small enough that it would take you a couple of years to have some kind of noticeable advantage at this low level. Remember that the strength of most things in the game increases much faster at higher levels, the strength of a tower at level 20 is not 20% of a tower at level 100. So an Enhancement of 10% at level 20 is worth much, much less. The feedback about the "turning point" for cost-effectiveness ratio for Forging is very useful feedback. We will have further discussions about this. With regards to min-maxing, I spent a lot of time trying this out in-game. I min-maxed an account with the pre-november balancing and that is my current main account which I'm trying to min-max with the new balancing now. This means I used the following rules for building/upgrading: Anything the tutorial forces you to build/upgrade. Only towers I intend to use in my final defence. Only units I intend to use in my final defence. No Powers, or optional buildings. Note: this also comes with the handicap of making high-skull Odyssey battles, or attacking enemies near impossible, though your units are very strong for your level. This means I have done almost no Odyssey with this account, and it's damn hard to gather resources. Never build the Theatre of Dionysos Some points for you guys related to this min-max account: With the old balancing I finished maxing everything relevant at level 115. If you use slightly different Units or Towers this will vary. I'll let you know when I finally reach the max for the new balancing (will be a long time!). I cannot really attack very well with this account, though it is possible if I choose targets carefully. Either way it is very risky, so I am reliant on defence Trophies. I reached a Trophy plateau of around 8.1k Trophies. This will obviously go up as I continue min-maxing, I'm currently level 121 and gaining around 10 total Trophies per day from an average of 10 attacks. Unless I spend a lot of Gems, or grind very hard, I cannot really compete, due to my poor offence. In order to actually have a playable account I would need to level up the Powers of my Heroes, which means an actually playable min-max build is really not that far below max Ascension Level. From all of that, I would surmise that although it's a good levelling tactic, it's not really a viable endgame plan, and means missing out on a lot of potential bonuses.
  8. Greetings Mortals, This is just a quick post to inform you all that I am returning to take control of the Olympus Rising forum, again. Up until this point I have been busy with other tasks within the company, as well as moving to a new location, meaning I have not had time to keep my singular eye on the OR forum. For the last few months Madlen has been doing the very tough job of managing multiple forums as well as multiple other tasks she is responsible for as Community Manager. So thank you to her for giving what time she could and doing a great job of keeping the OR forum in working order! It is not an easy task during this long window in which we have been unable to feed you much positive info on updates. From now on, I will be your point of contact for all things OR, including any ongoing conversations you have with her. Note: she will still be handling Royal Revolt. Please note that, as before, I only have a limited time for dealing with the forum (we are also working on further updates for OR), meaning I won’t immediately be able to answer any messages you send me, so please have patience. I will obviously need some time to catch up on all that has happened, but I hope to start diving into that today, and will soon bring you some more information on the upcoming version. Looking forward to working with you all again. Best, - Cpt. Morgan
  9. Greetings Mortals, This is just a quick post to inform you all that I am returning to take control of the Olympus Rising forum, again. Up until this point I have been busy with other tasks within the company, as well as moving to a new location, meaning I have not had time to keep my singular eye on the OR forum. For the last few months Madlen has been doing the very tough job of managing multiple forums as well as multiple other tasks she is responsible for as Community Manager. So thank you to her for giving what time she could and doing a great job of keeping the OR forum in working order! It is not an easy task during this long window in which we have been unable to feed you much positive info on updates. From now on, I will be your point of contact for all things OR, including any ongoing conversations you have with her. Note: she will still be handling Royal Revolt. Please note that, as before, I only have a limited time for dealing with the forum (we are also working on further updates for OR), meaning I won’t immediately be able to answer any messages you send me, so please have patience. I will obviously need some time to catch up on all that has happened, but I hope to start diving into that today, and will soon bring you some more information on the upcoming version. Looking forward to working with you all again. Best, - Cpt. Morgan
  10. Greetings mortals, So to begin the developer feedback to this thread, first off: Sorry, again, that the response from developers has been so slow and that I have been completely absent. This will soon change, and we will hopefully be able to restore your confidence in our belief in and love for Olympus Rising. Note: I’m not back yet, so don’t bombard my inbox, I won’t be able to answer you! I will return to answer this thread soon. Second: Thanks for continuing to be a really interesting (if slightly dwindling) forum community with strong ideas and interesting to read discussions. Yes the discussions can get heated, but the responses you guys give is incredibly valuable, even if it seems like it’s being ignored (again, our fault here). To the meat of the response: After having read each and every post in the thread we have discussed the ideas you guys have put forward, as well as our own ideas, and current direction. Please bear in mind that we also need to take into account what can be built into the game in terms of resources and technical viability. To begin with, here are some statements about our intention with the reward system: We think it is very important that the Alliances which perform the best, fight the hardest, and are the best organised should be rewarded better than Alliances which do not. This reward should also give them something concrete, otherwise it is not worth fighting for. The reason the Blessings for each League are given to all Alliances in that League, is so that there is a level playing ground. Yes, higher League Alliances are stronger, and have an advantage outside of the Wars (see the above statements) but if an Alliance drops to a lower league, they do not retain this advantage; it is a reward which everyone they fight against has equal access to (barring bugs!). We do not want to introduce a system whereby individual Alliances within a League have an inherent advantage over other Alliances in that League. Wars within a League should be based upon all Alliances having the same opportunity, meaning that stronger Alliances rise to the top and are promoted, with the opportunity to gain better rewards in the next League. The order for the Blessings was also carefully chosen, to ensure that the hardest competition takes place at the top, and the difficulty of War battles increases steadily as you rise up. From reading the feedback, there are several conclusions which we totally agree with, and I will try to summarise what we agree definitely needs fixing here. Please note, I am really only focussing on Blessing distribution as much as possible, not other War problems such as Matchmaking or bugs: There is not enough reason to go up a League, a Blessing is not sufficient and the Gems are not incentive enough. There is not enough reason to fight for a higher position within a League, especially if you are unlikely to go up or down, but rather drift around the middle. Individual Wars do not have enough intrinsic incentive to perform well, particularly if you are stuck in mid-League limbo. Not all Alliances get to try out all Blessings. Chaos Gate and Phalanx Barricades are much more significant than the other Blessings and create a large imbalance outside of Wars. We have had quite extensive discussions, and our current solutions are a mixture of ideas from you guys, as well as features which we intend to add to the game. Here is a high level overview; I hope to bring you guys more detail once I have more time to dedicate to the forums, but please bring the criticisms and discussion to us. In particular if you feel we’ve glossed over an idea you think would have been much better. Basic changes: We will increase the jump in Gems per League, again. We will (slightly! Don’t panic!) reduce the strength of Chaos Gate and Phalanx Barricades, and increase the strength of the other Blessings. We will give the top Alliances in every League the chance to win the top 3 Blessings from the Titan League. Since the Alliances which win these Blessings will be promoted to a harder League, it gives a nice cushion to the sudden difficulty increase, whilst the fact that these Blessings are not game-changing means it doesn’t give them a crazy advantage over other Alliances in the new League. We will consider cycling/mixing up the War rewards, so that sometimes it will be possible for lower Leagues to get other Blessings such as the Chaos Gate (feedback here definitely welcome). We will switch the 2nd and 4th Wars in the Season (maybe more schedule changes upcoming). More in-depth changes: For the next version, we are hoping to introduce a new feature which will make progress within individual Wars more interesting, and bring a new strategical layer to them. Although not all designs are pinned down, I can give a high-level idea of how this might work here. Disclaimer: Not final! Each island you successfully take, or defend has a unique bonus, which is given to all members of the Alliance (think of it like a temporary enhancement to a unit/spell/tower). You can see which island gives which bonus, so you can plan which ones you want to aim for. The bonuses are applied immediately upon taking or defending the island, and last beyond the end of the War. The bonuses are stronger, the more VP you manage to win on that island. The bonuses stack, giving each Alliance a unique set of bonuses after each War, depending on their progress in the War, but the same island cannot give your Alliance a bonus twice in the same War. These bonuses are available and equal for all Alliances from Titan through Mortal League. Essentially each Alliance should end up with a fairly unique set of bonuses towards the end of the War, which should have an effect on how they fight, or how others deal with them. This is currently planned in addition to other features for the next version which is currently in progress (hopefully we can share more soon). We hope that it brings an incentive to fight individual Wars for their rewards, and also a reason to continue trying to get the best out of Wars within a Season, even if they do not lead to promotion/demotion. It also adds an element of customisation and individual Alliance strategy to the Wars. Thanks again for your patience; I know it’s been a long time. Please feel free to continue discussing, criticising, and I will join again soon. Best wishes, Your friendly neighbourhood cyclops.
  11. Greetings Olympians, We've just performed a server update, with the following changes: General Temporarily disabled the Connect/Disconnect messages in chat to prevent flooding. Note: connecting/disconnecting may still add a notification number to the chat bar. Alliance Wars Incursion now starts on Friday instead of Thursday and lasts for 2 days instead of 3. Increased Incursion Strike duration and cooldown from 13 to 14 hours. All War Scenarios now count 85% of the scores from an Alliance in a Strike. Forging Significantly reduced Gold and Wisdom costs. Fixed that for some items, Refining them could result in weaker Perks. When forging a unique item with 4 Perks up to the latest Ascension Level, it is now possible to keep the same Perks by using a Gold-Star Item which has those Perks. Previously this would cause the Perks to be randomised. Thanks! - Your Olympus Rising Team
  12. Understood, we will discuss this problem.
  13. We will be fixing this problem in the next game version (not server update). In the mean time, to help ease this problem, we will remove the messages from Chat. You will only be able to see who is online via the Alliance Member List. This will be done with the next server update.
  14. This occurs when Alliances in any of the Leagues above you drop out completely. We then automatically fill any gaps, starting with the Alliances which would be demoted, followed by the strongest Alliances from the lower League. This means you were automatically promoted when the new Season started. We will be adding a message to the game when this happens, sorry that this process was very in-transparent to you guys.
  15. It is true that perhaps there was a way we could have matched Alliances better in the first seeding for the Leagues (bear in mind the very first one was just broken, so many Alliances were in the wrong League altogether, after that we reseeded and it was more accurate), but we did not find an alternative measurement which we felt that we could safely implement in time and would also be non-exploitable. Trophies, Fame, Titan points, Ascension Level, are all things tied to the player and not to the Alliance, any system which uses those values can (and will) be manipulated, even if it is weighted. We can only use values associated with the Alliance itself. At the time of seeding, Torches were the best opportunity to do this, as it meant that Alliances were still ordered in roughly the same positions as they were before the Seasons, they would fight the Alliances in the area around their pre-Season position. Some Alliances have gone up, some have gone down. That is the only reseeding that now takes place, we will not retro-actively rework the Alliance seeding. The only thing we may do is add additional requirements to be eligible to fight in a particular League. We currently intend to remove the Torch-based Alliance Hall of Gods as it gives players a false impression that they are being mismatched - there is no matchmaking. We will then replace the ranking with a number based on League ranking. The number of Torches displayed in the current leaderboard is no longer relevant to anyone but those in the League of Mortals. It is (almost) completely unrelated to the strength of Alliances in the seeded Leagues. The way the system works now you will very likely get some very hard matches, it's also less likely you will get a lot of very easy ones. A fight against an Alliance of equal strength is a hard one, and you have 0 chance of fighting an Alliance from a lower League. The only way to make your matches easier is to grow, or to drop a League. As has been said in this thread, we will not match Alliances within Leagues, based on any kind of factor which would give one Alliance an unfair advantage over another one. If an Alliance is not strong enough to fight in a particular League, they should not be able to stay in that League, and we definitely won't try to keep them in that League by forcing other Alliances to fight the "stronger" ones, and giving them only easier fights. The only place where matchmaking still happens is the League of Mortals.
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