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Maerique

9 Pages of Problems & Solutions for Royal Revolt

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An Exhaustive List of all The Ways Flare went Wrong with Royal Revolt!
Please note this is not a comprehensive list this is just exhausting it's so long!

 

By Category, Ordered by Importance:

1. Boring/Repetitive/Annoying Gameplay
2. Improper Balancing
3. Non-Sense Errors
4. Difficult Interface

5. Out-Dated Graphics

In general Flare's major fault is creating new content instead of fixing old content. Albeit, I should note I love the Pro League!

 

1. Boring/Repetitive/Annoying Gameplay

1.A. War Season

Problem:
I've fought in like 200+ War Seasons now. And probably 50% of the War Seasons we will wind up fighting the same damn Alliance 4 to 5 times or more. That means you're playing out the exact same raid, you know exactly how it's going to go all the challenges and surprises are gone. How the hell can we blame players for not participating! Flare's made it work not fun!

Proposed Solution:
Change the stupid looking honey comb map to a map that looks like the board game Risk! Make each “country” (fiefdom) have it's own significant bonuses and disadvantages.
I would apply these only to the team attacking from that “country” (fiefdom). The reason for that is, you don't want to have to rebuild your defenses for each new fiefdom your Alliance takes.
I would attempt to balance out the advantages and disadvantages as much as absolutely possible, but even where the balancing isn't perfect (which it won't be). That's fine because (1) there should be some strategic advantage to trying to get a hold certain fiefdoms. Plus (2) that advantage only applies to an attack from that fiefdom so it's limited and doesn't cause an imbalance throughout the whole map/attacks.
Next the defenders of each fiefdom should be distributed like Risk pieces on the fiefdom. Now everyone can attack every fiefdom where there Alliances are at War, but the selection of defenders are limited. Depending on Alliance size an alliance may be require to have 5 defenders on each fiefdom. Therefore the more an Alliance spreads throughout the map the more they will be forced to play their weaker players as defenders. This will help balance out the wars when compared to an alliance with only one fiefdom left only using it's top 5 defenders.

1.B. Ninja Event

Problem:
The ninja event is just plain tedious! I was just bitching about 4 to 5 repetitions! This is 30 repetitions every 3 weeks. Again Flare! The lack of participation is not the player's fault! You are boring them out of your game! When I play the Ninja event the first 20 battles aren't even a challenge the only problem is do I get so bored, so on auto pilot that I accidentally miss a tower. The challenge of your game shouldn't be white knuckling through the boredom. I believe the fundamental flaw to the Ninja event is the dividing line between 1st, 2nd, 3rd, etc... Shouldn't be the stupid little gate tower that got missed because a player's raiding force was so insanely powerful because the raid was so boringly easy!

Proposed Solutions:
Create a style of gameplay/scoring more similar to the Pro League. And yes people will exploit it by dropping trophies! I already do! Just to make sure I can always take first in the Ninja Event I play 1,000 trophies lower than I used to!
Another completely different and more simple way to make the ninja event more interesting (this isn't enough, but it would help). Make the Seasonal Boosts start earlier and run through the Ninja Event so you at least get different styles of gameplay. If you want to be stingy, you could make those boosts, only apply to the Ninja Event! And then the day latter it applies to the whole game as usual. Obviously, this would require making the Ninja Event a little harder to balance out the boosts.

1.C. Festivals

Note:
The festivals are pretty good... But still can be a little tedious at times.

Solution:
You hit it out of the park with the Pro League! So I'm going to suggest you base the festivals on the Pro League Engine (cause I don't pay to play, and I won't pay to play). But you would get me playing more if I could play the Pro League style of gameplay, even if I weren't getting the rewards!

1.D. Gate Towers

Note:
Currently the game relies heavily on Gate Towers as a way to separate a high score from a perfect score.  But this is stupid!

Problem #1:
Since Flare pretends to be sort of logical and rational (which is bull sh!t), but either way...  If an army had X amount of time to take down a Castle Gate, and they did early, logically they could just as easily use the remaining time to take out any left over Towers.  Du!  I'm sure there are games out there like this, but I play a lot of games, and I've never seen one make this stupid an error!

Problem #2:
I've taken down a Gate with a minute and a half to spare, and I got penalized for it cause there were a few Gate Towers left standing.  Where as if I'd limped in, almost all my units had been slaughtered, barely made it to the Gate with no back up (to kill the Gate), I could have taken  out all the Gate Towers before my Cannons took out the Gate.  But because I had an overwhelming horde of Cannons they just blew away the Gate.  (I should not be penalized for having kept my army alive!  That means I'm playing well idiots!)

Solution:
Obviously Flare wants to separate between good and great...  So the obvious solution is give bonus points, skulls, coins, etc...  For beating the Castle with time left over!  Make that the distinction not this idiotic percentage from these stupid Gate Towers!

2. Improper Balancing

Problem Summary:
Gargoyles, Mortars, and Arrow Towers are never used (except during the bi-monthly 3 day seasonal boost)! Further Paladins, Frost Towers, and Gargoyle Towers are rarely used. And finally, virtually every building is weak to Fire and most of the high-end units are weak to Ice!

2.A. Gargoyles

Note:
Flare started boosting the Gargoyles offensive stats which at Level 6 has helped, but not significantly / not enough.

Problem:
In my 4 years of playing Royal Revolt I have NEVER once been raiding by a player using Gargoyle.  (Except during the one week out of the year where we have Instant Gargoyles.) 
Flare, I don't care what you say, how you defend it, you failed!  That is not a balanced game!  

Proposed Solutions:
Make the Gargoyle even more unique! The reason I'm pissed that I can't use the Gargoyle is it's one of the very few truly unique units, and it's useless!
Currently the Gargoyle only jumps from one lane to another if something immediately in the next lane draws him over. But make him always jump! That way he's potentially useful heading off on coming enemy troops and allowing your King to focus on destroying Towers. This would also allow the Gargoyles to take a short cut through any enemy paths and would allow him to catch up to the King very quickly even if the King is calling Gargoyles from the tent to the Enemy Gate. Again this would make the Gargoyle's unique feature a real asset to the game, it would increase the variety in game play, and potentially increase the variety in paths as some player's may redesign their paths to prevent the Gargoyle from making this short cut.  Also it would make the Gargoyle a great unit to call later in the game play when there is only 40 or less seconds left!

Other Solutions:
Increase the Gargoyle's offensive stats even more to make it competitive with the Canon.  Note for balancing, at lower levels the Gargoyle's offensive stats probably only need a small increase initially (because it would only need to be competitive with the Canon).  But at the upper levels everyone is boost Storm Cannons so the offensive stats would have to be significantly increased much more than the piddly increase currently.

Or and this is obvious, allow Alliances to have an Elite Gargoyle boost.

2.B. Mortars

Problem:
Mortars and Canons have the same weakness: Fire. And at the same Morale cost, when you are filling up your defensive waves a Storm Canon is worth far more than a Mortar. So again we're losing variation in Game Play.

Solution:
Make the Mortar Weak to Ice or Piercing. Then defense can salt and pepper Storm Canons and Mortars which would provide a lot of variety: Large Area Effect Poison from Mortars vs. Pin Point Damage from Storm Canons.

2.C. Arrow Towers

Problem:
No one should ever use these crap Towers Flare made us build (unless of course the Eagle Tower boost is active that one 3 day, 1 month per year time!)

Proposed Solutions:
Reduce the Range of the Eagle Tower Boost (a little not too much), and then make the Eagle Tower boost the Elite Boost and make the Poison Tower Boost the Seasonal Boost. And just scrap the Healing Tower Boost you already have the actual Heal Tower.
Or somewhat increase the Range of the standard Arrow Tower (unboosted), then dramatically decrease the rate of fire (maybe once every 3 seconds), and dramatically increase the Damage. So you have created a sniper tower. It can get swarmed by a lot of little units, but it's good at picking off big units! But now you have created a tower that is the exact opposite of a Firebolt Tower: low rate of fire and high damage. And increased variety in the game again.

2.D. Paladins

Note:
First off thanks for working on the Paladins (removing the Ice weakness). I have my fingers crossed to see an improvement.

Problem:
But, I doubt we'll see them used on offense because they are just too weak to Poison Towers. I considered using both Knights and Paladins on offense. Knights are faster so hopefully they'll run ahead and take out the Poison Towers, but if I had Knights and Paladins they I need a unit that I can call quickly near the end of the battle like the Werewolf or Mummy! But then I don't have anything for destroying the Towers that are set back from the path.

Proposed Solutions:
Give the Paladin a longer Range. The freaking Monk can hit the Towers set back off the path. Let the Paladin do it! And if you don't want him to be able to do it early in the game just give him an upgradable stat I can use pearls to upgrade his range.
Or fix my Gargoyle like I asked so they always jump the path then I have a unit that I can call quickly and can destroy set back towers!

2.E. Frost Towers

Note:
Flare almost made them worth using when they increased their range.

Problem:
But then Flare made like 3 new building all Weak to Fire and now way too many structures are weak to Fire to put another Tower with a Fire Weakness in.

Solution:
The Frost Tower is a Giant Firehose! There's no reason it should be weak to Fire! (If that makes it too powerful you can just reduce the overall health slightly.)

2.F. Gargoyle Towers

Problem:
Gargoyle Towers are only really useful with Gargoyle Nest.

Solution:
Again, I'd just take away the Weakness to Ice. Note all Ice Units/Towers have to be Weak to Fire and vice versa. Firebolt Towers (with Fire Damage) are Weak to Fire not Ice.

2.G. Basilisk Tower

Problem #1:
It's not a Tower it's a monster! Fix the name!

Problem #2:
All Towers are Weak to Blunt Damage (only the Skull Tower has a limited Weakness, but still a Weakness). Flare's logic was clearly building are weak to blunt damage. Fine/Whatever! Basilisk “Tower” isn't a building! You had one chance to increase variety in the “Towers” and you failed like you were phoning it in! Worse almost buildings are weak to Fire, again: Fail! Again, again, again... All Building have a high resistance to Poison! Fail! Fail! Fail!

Solution:
Make Basilisk “Tower” weak to Piercing and Normal Damage! Best yet, a King time Sword Rain to try to hit it when it's head pops up (Whack-a-Mole style)! Then eliminate the Weakness to Poison! Now you have a very unique “Monster” in the “Tower” category!

2.H. Werewolves/Necromancers

Problem:
Werewolves and Necromancers should be able to work together so that the Werewolves can whip the Necromancer's skeletons into a furry. This would make some awesome defensive waves! But since they both have the same Weaknesses they aren't ideal for using together!

Solution:
Make Necromancers Weak to Fire! It makes sense: “Burn the Witch!” And in that case you could probably dial back her crazy 3X health on Defense because with the new synergy with the Werewolf she would become more powerful! (Wow! Did I just make sense of a problem you couldn't figure out and had to fix with an embarrassing fudge factor. Yes I did. I'm good at this. And if you need to hire me, I can do that. I have a degree in computer science with a concentration in video game design.)

* Note, I skipped 2I, if you worked in film you'd understand.

2.J. Lighting Tower

Problem:
The Lighting Tower and The Firebolt Tower are the only two towers set back from the path, but they have the same weakness! If they hid different weaknesses it would give Kings more reasons to choose one as opposed to the other when trying to decide what to fill their corners / paths with. Further a weakness to Fire is pretty stupid for a Tower with a Molten Core and Wire Frame Work!

Solution:
Make the Lighting Tower weak to piercing. That actually make sense that something piercing it might short circuit it! That way a King can try to hit it with Sword Rain before it zaps him.

3. Non-Sense Errors

3.A. Viking

Problem #1:
Carries a Giant Shield shield and has no Resistance to Piercing!

Solution:
Give him a Resistance to piercing (du)! I'd even give him an aura such that units around him have a resistance to piercing. That would again make him very unique!

Problem #2:
He's a Viking from the cold north, sometimes can be found in the Arctic Circle, @Fourofjacks. And he's weak to Ice!

Solution:
You should have named him Legionnaire. He actually behaves like a Legionnaire. (The name is actually a misnomer, but games use it for members of the Roman Army, they carried the big shields.)

3.B. Random Canon Fire

Problem:
Canons Fire almost randomly by troop type. They don't fire at anything troops before the Monk. They do fire on Monks, Skelton, Necromancers, and maybe Vikings? But I've seen like 20 Canons try to roll right through a Giant Panda as she just beat them to a pulp.

Note:
Flare's B.S. excuse for that was they had to do it for balancing. Do your job figure it out! That's just lazy if that is the actual excuse!

Solution:
Decide what Canons fire on and what they do not. If they fire on troops have them fire on all troops. If not then have them fire on no troops. But if they fire on troops at least make it useful and have them fire on Beasts!

3.C. Heal Tower

Note:
I recognize that this is a fantasy game, but...

Problem:
 Why do we have a tower with a floating hand that waves!  It's one thing to defy gravity for something cool...  But waving? 

Solution:
Next time why don't you just be honest take down 4 of the fingers and give us the bird?  Seriously, though, it's not something that needs to be fixed just stop doing more stupid things!

4. Difficult Interface

Note:
First thanks for the new Melt Button! (Unfortunately only in the Chamber of Fortune, but that was the most important place!) I would love to see one in the general inventory panel too!

4.A. Inventory Management

Problem:
When accessing Inventory through the Meltdown Section of the Blacksmith, a player like myself with 80+ slots has to to a lot of scrolling through items I would never melt.

Solution:
In the inventory screen there should be a toggle to lock an item that prevents an item from being melted or sold, while the toggle is on. (It shouldn't even seen as melt option which would greatly limit the number of items I have to scroll through).

4.B. Perk Values

Problem:
Perks like Toughness and Attack Power are nothing but jack@ssery!  These Perks directly relate to Health and Damage, so they should be Health and Damage!

Solution:
Obviously the jack@ssery started because Flare didn't want to put an exact value on how much the Health and Damage was being increased.  Instead they wanted it to scale with the Troop's Health and Damage!  So make it a percent idiots!

4.C. Wardrobe

Problem:
Surprisingly Often I go into battle with the wrong suit of armor and wrong pal!

Solution:
Just put the little picture of your King and his Pal on the side of the attack screen. 

4.D. Alliance Wars Player List

Problem:
A while ago, if I looked at a War on any particular hex, I could see a list of every player in my Alliance, and I could see how many skull s/he has brought in.  And next to their name (since I was a general) I had the option to Champion them at least by looking at that option I could see if the player was able to raid in the War!  But now Flare has made the cool down so long, and even for players who are unable to participate for two and a half days, I can make them champion right now!  That's just a stupid reckless error, I should never be able to make someone a champion if they can't even Raid in the War!

Solution:
First off, obviously, disable the Champion button if a player is not allowed to Raid in an particular War.  But next, if a player can't raid I want a big visual queue like gray out the whole line.  I should be able to see which ones can and can't raid quickly, cause I'm going to kick the ones who can raid, but aren't raiding, and I don't want to kick the wrong ones!

4.E. Gem Confirmation Button

Note:
First thanks.  I did see a request for confirmation on gems spent for something recently...  I can't remember what it was...  So I think there has been some progress, but still not nearly enough!

Problem:
It's really easy to accidentally click and spend a 1,000+ gems on something really stupid. Examples are: Sometimes after ending a war a new deal will pop up requesting about 1,500 gems for something usually stupid. This can be accidentally clicked or! If the phone/tablet is loading slow you can click on a building just before the pop up, pops... And the game reads it as clicking to spend 1,500 gems! Further problems I've had: putting the phone in my pocket, and taking it out to find thousands of gems spent, dropping and catching the phone to find thousands of gems spent!

Solution:
Just put a confirmation screen in before gems are spent! Everybody's begging for it. Virtually every game has it. It's not cool that it hasn't been added to all non-war gem purchases.

4.F. Unit Spawning

Backstory:
Currently, to spawn troops we need to click the little troop icons in the lower left corner of the screen. 

Problem:
When spawning low Morale units like Knights with a King with high Morale, you need to tap the troop icons really quickly!  And with the amount of rounds/games may hands can sometimes really feel the stress.  This is very bad for your body and can cause permanent repetitive motion injury!  (This is literally a health issue so now that it's been brought up, Flare should have to fix it or be afraid we'll sue them.)

Solution:
Simply make that troop spawn as fast as possible as long as you are holding your finger continually on the troop button.  If you take your finger off the screen it will then immediately stop spawning.  Press and hold again and it will start spawning again.

4.G. Alliance Chat

Problem:
I am a general in the Alliance the Knights who say Ni.  We are a very talkative Alliance.  Which means if a player asks a question in the Alliance chat, then logs off for a couple hours.  Players will often leave a detailed response, which is a lot of effort do to the insufferable keyboard and limited line space; but worst of all, our talkative Alliance will bury all the text.  And in only a few minutes the questions and answer will drop off the bottom of that Alliance chat area into the void!  And all the communication is lost!

Solution:
Give us more space for text.  A large Alliance needs at least 10 times that text capacity!  And you're already word wrapping our responses!  Allow us to use up at least 4 lines in a response.  Not this weird two and a quarter lines (at least on my device).

4.H. Leadership Communication

Problem:
Generals and Leaders need a better way of communicating directly with each other.  I often have to leave the game, write out a message in another app, copy the text, and paste it into 10 instances of friend chat so all the generals can get the same message.  It's barbaric!  Like something from the early 80's!

Solution #1:
Make a Leadership chat window that's totally independent from the basic Alliance chat window.

Solution #2:
I like this better.  Make a Leadership Bulletin Board where 10 things can be pinned for any of the leadership to see.
4.J. Access to the Wardrobe/Pals from the Ninja Event or Dungeon

Note:
Currently, in the general raid screen or Festival Event all you need to do to chance your King's gear or Pal is to click the Thrown Room (Crown) Button.  Obviously for most challenging battles minor adjustments must be made.

Problem:
But!  When you are in the Dungeon (most challenging of all battles), you need to back out of the Dungeon to the normal game mode.  Go to the Thrown Room change your gear then reload the Dungeon (which can be pretty slow, and is a the very least a lot of clicks for a simple task!  And this is the exact same problem in the Ninja/Yeti/Zombie Event!

Solution #1:
Just add a freaking Crown Button like in the normal Raid Screen or the Festival Event screen!

Solution #2:
As I suggested in 2.B add the King and his Pal to the side of the raid screen so you can visually ensure your correct Gear and Pal are in use, and then you can just click on them if you need to change anything.

4.K. Display Maxes on Perks

Problem:
Flare doesn't tell us what the maximum value of any given perk is.  So for example someone who liked scream could be playing with a character with 200%+ scream, not realizing that the max is: 100%.  Also could be wasting a ridiculous amount of pearls and gems to get to that 200% scream.  Same for the Luck perk which there's a conflict between a developer's post and Flothaboss's video on Youtube, so I don't know if there's a max on the Luck perk.

Solution:
In the Stats Overview screen show (for example) Luck: 80.5% / 80%, or Luck: 80.5% (80% Max), if there is a Max!  (We should be able to know these things!)
4.L. Rearrange (but not change) Spells and Troops in the Pro League

Note:
Obviously in the Pro League all players must compete with the exact same Spells and Troops.

Problem:
But!  Most of the time the order in with the Spells and Troops are placed drives me nuts!  I always put my regeneration spell (whether it be Shield or Heal on the far left), so I just instinctively reach there. (I'e been playing for 3 years, and old habits aren't going away any time soon!)  Also I order my Troop by Morale lowest Morale farthest left (so that's the Troop you spam)!  Again in the Pro League they rarely if ever come in this order. 

Solution:
Allow us to place the Troops and Spells in the slots we want them, or at least rearrange them if we want.

4.M. Alliance Management Tools

Problem:
Royal Revolt's Alliance system was all built for players there are actually 0 management tool for the Leaders and Generals.  We, the users, take this game far more seriously than we have been given the tools for.  Virtually all alliance tabulate large amounts of data on spreadsheets or notepads so they can keep track of the participation of their players. 

Solution:
We need our generals and leaders to be able to access basic data such as:
How long a player has been a member for.  Currently very useful because we can figure out if he should be participating in the wars season, or if he's still on his 60 hour time out.  (Which also causes the problem in D.4.)
How many Skulls, Coins, and Pro League Trophies the players has accumulated both over time and on average. 
When was the last time the player was logged in.
There are many more stats that should go here as well...  Those are just 3 much needed examples.

4.N. Player is Online Indicator

Problem:
Most players use their Favorites List as a List of Favorite Players to Raid.   The annoyance is, once we've selected a player to raid, chosen our units and wardrobe appropriately, we then click Raid and hope the player isn't online.  If he's online the Raid is rejected, and we repeat the whole process for the next player just hoping he's not online!

Solution:
Add a simple indicator maybe just a Green light like on the Friends List indicating whether the player is online or not.  Note you can't claim this is super secret information because we are going to find it out when we attempt to raid.  Just make it freaking convenient instead of a complete freaking annoyance!

* Skipping O for the same reason as J!  Please fix the game so I don't have to get to numbers like this!

4.P. Pro League / Rare Background Coloring

Problem:
Each piece of gear has a background color that indicates it's value: common (gray), magic (green), rare (blue), epic (purple), legendary (gold), uber (red), and pro-league (bright blue)!  This is a problem cause by quick glance they look basically the same as the low-level rare items!  And I'm going to flip out if I ever accidentally melt one!

Solution:
Make the Pro League Items have a an almost pure white "light of God" background!

4.Q. Gate Towers obscured in the Ninja Event

Problem:

At least on my screen, that's a captain's wheel lamp hanging above/in front of the Gate on all the Ships in the Ninja Event.  The problem with it is it blocks the view of the left Gate Tower, and since this idiotic system makes destroying Gate Towers so idiotically important.  You need to at least let see what we're supposed to be destroying!

Solution #1:
Remove the lamp or move it up directly above the Gate.

Solution #2:
Better yet fix the idiotic Gate Tower scoring system!  (Read all about that in 1.D. Gate Towers!)

5. Out-Dated Graphics

Note:
First Royal Revolt has been developed over time so it's not surprising some of the graphics are out of date, but some of them are so far out-of-date!  And ever since the implementation highly graphical (laggy) spells like Black Magic and Ceres special skill, Flare cannot claim they are keeping the out-dated graphics to allow users on older devices to play because the older devices are already being forced to process these newer effects.

5.A. Spells

Problem:
All spells are just a nondescript colored ring around the King!  And again Flare can't claim they are doing this for older system when the Blizzard shake effect is too much to process! 

Solution:
You already have an alpha channel motion graphic with blending around the King you lose nothing by making that graphic awesome!  Firestorm should be a ring of flames (same size so it requires no more processing power!)  Bladestorm should be spinning blades, du!  Sonic Blast could probably be the same, maybe with more pulses.  Toxic Cloud should be...  A Toxic Cloud like from Mortars! 

5.B. Smoke Effect

Problem:
The Smoke Effect when a Tower or Gate falls is garbage!  It doesn't even blend properly, it should have some transparency.  It looks like something from old Super Mario Brothers!

Solution:
Totally redo the effect with better transparency and blending.  Honestly a gray version of the Mortar Smoke would probably work.  

5.C. Gate Destruction

Problem:
The whole point of the game is to take down the enemy's gate!  And currently it doesn't fall you just give it a bad smoke effect! 

Solution:
Make the gate fall!  All Towers fall and most of them in very cool ways give us the satisfaction of ending the raid correctly!

5.D. New Castle Graphics

Problem:
I've been playing for 3 years and I leveled up my Castle Gate I don't know how many times (it's maxed).  But I haven't seen a new look to my castle in 2 and half years!

Solution:
Make new graphics! 

 

Edited by Maerique

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Basically, a list of all the things I've asked for, and still remember, but haven't gotten yet!

Oh, I really do want the Electrocutioner!

Albeit, thanks for everything so far:

Lightning Tower

 

Beasts

Melt Button

Blacksmith

And even the little things like...

Donate All Button

 

Edited by Maerique

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Well said. Two comments tho.

1) while giving fiefdoms specific boosts/bonuses (+x% gold revenue? +x% unit hp?) is a great idea, it would (have to) turn a tower defense game into a for-real strategy game, and that's a whole new ball game, so much so that it'd be enough material for a separate game. It's probably too difficult/too much work to implement anyway. Much easier to make another bear pal.

2) gargoyles jumping lanes would create some interesting exploits, like spam gargoyles and they would just ignore a ⅓ of the path and go straight across the lane while you just wait at the first turn. Therefore lane jumping should be allowed once the king has actually reached that "across the lane" section and it's now "his turf". Figured I'd clarify on the rules of this before people groan that it breaks the game. :P

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One more suggestion, minimize posts on the forums so one doesn't have to scroll 3 miles to find the replies :D

For the first part of what @JiggleFizziks said, it would be even better if alliances had a limited amount of resources to defend or attack tiles. Then we would really have to think about what we're doing!

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4 hours ago, JiggleFizziks said:

2) Gargoyles jumping lanes would create some interesting exploits, like spam gargoyles and they would just ignore a ⅓ of the path and go straight across the lane while you just wait at the first turn. Therefore lane jumping should be allowed once the king has actually reached that "across the lane" section and it's now "his turf". Figured I'd clarify on the rules of this before people groan that it breaks the game. :P

I understand there would be balancing  to do there. 

But my gut reaction is to disagree. 

All bases use the adjacent lane design. 

That's not an exploit but an intentional feature which would be a reason for people to try designs that don't use adjacent lanes.  These are very different because the defenses on these paths are more brute force defence cause they know they aren't going to get eaten away by Archer fire from the next lane.

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8 hours ago, QuantumApocalypse said:

One more suggestion, minimize posts on the forums so one doesn't have to scroll 3 miles to find the replies :D

Yeah the forum seems to break pages after x posts rather than after a page gets long enough. With several super long posts it really takes forever to scroll down while topics with much shorter posts are long multi page at this point. This should be code-able.

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Wholeheartedly agree with 1A to make war season more exciting - that'd also be my number one to push through. Very happy that the number of attacks decreased and that  not the score of all players in an alliance count in the war, it definitely  lightened up the burden but it didn't add any spice to the war game either.

Would also like to see the melt button in the inventory and not just in chests/CoF (also being able to see pearl melting value, there is a different thread on that).

I'd like to see canons able to shoot beasts as well.

Not in your list but I'd like to see a quick shot of what are my current pearl upgrades and when they'll end.. kinda like the upgrade screen we have for worker based upgrades (there's been other posts on this going in more details), instead of having to click on each building/troops/spells to see if they're done and when there'll be done.. That would be on my top 5 requests.

And proving your point, I passed quickly over your comments and suggestions for unpopular towers and units, for the exact reason that you bring up that they are pretty much useless and I don't care much for them... but would be nice to have them relevant again. Except maybe frost towers, I don't see them a lot but I've been questioning lately if fully boosted they would not be in fact interesting seeing how I'm stuck on one of the dungeon levels with deadly frost towers and they are a pain to deal with.

  edit: unholy paladin pro boost may make the paladins more relevant in offense (I haven't tested too much yet). I guess they are gonna use this new type of boosts (pro boosts, I 'm sure there'll be more) to make existing units including the less used ones more interesting in offense.

Edited by everline

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Well... They changed loser bonus for teams, instead of x percent after losing, when teams are close in fiefdoms you now get 0.3*x as loser bonus, making it even more hard for some teams to survive.

Funny santa dance animated emoticon

 

Edited by Dena4

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On 12/7/2017 at 5:18 AM, JiggleFizziks said:

2) gargoyles jumping lanes would create some interesting exploits, like spam gargoyles and they would just ignore a ⅓ of the path and go straight across the lane while you just wait at the first turn. Therefore lane jumping should be allowed once the king has actually reached that "across the lane" section and it's now "his turf". Figured I'd clarify on the rules of this before people groan that it breaks the game. :P

@JiggleFizziks, I actually currently have a path that would prevent Gargoyles from having this edge.  Due to the Doubly Boosted Stunning/Juggernaut Ogres, Cursed Cenotaphs, and Range Bombers, I thought this would be a good path design (while those boosts last). 

Screenshot_2017-12-08-08-16-41.thumb.png.7a949f0382ce094391c48bffda18d7c7.png

But unfortunately, because 2 of those 4 boosts are only seasonal this only becomes a viable alternative like every 3 or 4 months.  I would like to give Gargoyles more of an edge to give Kings more of a reason to develop alternate paths an increase the variety of game play. 

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14 hours ago, everline said:

Not in your list but I'd like to see a quick shot of what are my current pearl upgrades and when they'll end.. kinda like the upgrade screen we have for worker based upgrades (there's been other posts on this going in more details), instead of having to click on each building/troops/spells to see if they're done and when there'll be done.. That would be on my top 5 requests.

Oh, this is such an amazing idea!  I want this in the next update!  I want this right now!

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For the record, I never said the idea of lane-hopping gargoyles is bad (because it isn't, it's logical to think that if gargoyles fly they can fly over stuff rather than take the long way), I just wanted to add some possible rules to it in case somebody complains that it's too much of a shortcut in certain layouts. More variety in layouts would be also appreciated btw. :)

And hell yeah to a forge progress timer window!

Edited by JiggleFizziks

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2 hours ago, JiggleFizziks said:

I just wanted to add some possible rules to it in case somebody complains that it's too much of a shortcut in certain layouts.

I think certain layouts deserve to be short-cutted as a method of balancing them, making other layouts more of a viable defensive strategy.  Though I understand your worry about what other people will think.  But f#ck what other people think!

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22 hours ago, everline said:

Not in your list but I'd like to see a quick shot of what are my current pearl upgrades and when they'll end.. kinda like the upgrade screen we have for worker based upgrades (there's been other posts on this going in more details), instead of having to click on each building/troops/spells to see if they're done and when there'll be done

This has been suggested before, but not sure by who. Olympus Rising had this added into the game as soon as they added the forge feature. This should've been in RR2 a long time ago

22 hours ago, everline said:

I'd like to see canons able to shoot beasts as well.

I suggested this a while back, but they (flaregames) didn't say anything about this one

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16 hours ago, AwesomestKnightest said:

This has been suggested before, but not sure by who. Olympus Rising had this added into the game as soon as they added the forge feature. This should've been in RR2 a long time ago

I suggested this a while back, but they (flaregames) didn't say anything about this one

I don't really mind if they makes canons only shoot at buildings or shoot at everything!  They just have to pick one or the other!  Not this random sh!t!

Edited by Maerique

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Oh, something I keep forgetting to post about!

4 Difficult Interface

4.B Wardrobe

Problem:
Surprisingly Often I go into battle with the wrong suit of armor and wrong pal!

Solution:
Just put the little picture of your King and his Pal on the side of the attack screen. 

 

*Just added this to the original post.

Edited by Maerique

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One more, more thing...

4 Difficult Interface

4.C Alliance Wars Player List

Problem:
A while ago, if I looked at a War on any particular hex, I could see a list of every player in my Alliance, and I could see how many skull s/he has brought in.  And next to their name (since I was a general) I had the option to Champion them at least by looking at that option I could see if the player was able to raid in the War!  But now Flare has made the cool down so long, and even for players who are unable to participate for two and a half days, I can make them champion right now!  That's just a stupid reckless error, I should never be able to make someone a champion if they can't even Raid in the War!

Solution:
First off, obviously, disable the Champion button if a player is not allowed to Raid in an particular War.  But next, if a player can't raid I want a big visual queue like gray out the whole line.  I should be able to see which ones can and can't raid quickly, cause I'm going to kick the ones who can raid, but aren't raiding, and I don't want to kick the wrong ones!

* Just added this to the original post.

Edited by Maerique

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Here's a bizarre exploit I never saw before: 

This game has apparently kicked all of his players at the start of the war. And because he's so high level most players at this Alliance level can't get more than 5 to 10 skulls. He's healed himself so if later like myself and gets the max only gets about 700.  But because there are no other members in the alliance my total skulls from this war turn out to be about after the chamber of fortune, where I usually get about 5,500.  We are going to beat this guy but by a relatively small margin he's actually beat most of the teams in this round of the Alliance War.

 

Screenshot_2017-12-11-15-15-06.png

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3 minutes ago, Maerique said:

Here's a bizarre exploit I never saw before: 

This game has apparently kicked all of his players at the start of the war. And because he's so high level most players at this Alliance level can't get more than 5 to 10 skulls. He's healed himself so if later like myself and gets the max only gets about 700.  But because there are no other members in the alliance my total skulls from this war turn out to be about after the chamber of fortune, where I usually get about 5,500.  We are going to beat this guy but by a relatively small margin he's actually beat most of the teams in this round of the Alliance War.

 

Screenshot_2017-12-11-15-15-06.png

This alliance has been known to do this every war. It's his little annoying game.

But I'm not surprised you're going to beat him with 16,844,101 skulls!! 

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Added another one I just remembered!

On 12/6/2017 at 1:36 PM, Maerique said:

4 Difficult Interface

4.E Unit Spawning

Backstory:
Currently, to spawn troops we need to click the little troop icons in the lower left corner of the screen. 

Problem:
When spawning low Morale units like Knights with a King with high Morale, you need to tap the troop icons really quickly!  And with the amount of rounds/games may hands can sometimes really feel the stress.  This is very bad for your body and can cause permanent repetitive motion injury!  (This is literally a health issue so now that it's been brought up, Flare should have to fix it or be afraid we'll sue them.)

Solution:
Simply make that troop spawn as fast as possible as long as you are holding your finger continually on the troop button.  If you take your finger off the screen it will then immediately stop spawning.  Press and hold again and it will start spawning again.

 

 

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Just added another thing that's been bugging me forever!

On 12/6/2017 at 1:36 PM, Maerique said:

4 Difficult Interface

4.F Access to the Wardrobe/Pals from the Ninja Event or Dungeon

Note:
Currently, in the general raid screen or Festival Event all you need to do to chance your King's gear or Pal is to click the Thrown Room (Crown) Button.  Obviously for most challenging battles minor adjustments must be made.

Problem:
But!  When you are in the Dungeon (most challenging of all battles), you need to back out of the Dungeon to the normal game mode.  Go to the Thrown Room change your gear then reload the Dungeon (which can be pretty slow, and is a the very least a lot of clicks for a simple task!  And this is the exact same problem in the Ninja/Yeti/Zombie Event!

Solution #1:
Just add a freaking Crown Button like in the normal Raid Screen or the Festival Event screen!

Solution #2:
As I suggested in 2.B add the King and his Pal to the side of the raid screen so you can visually ensure your correct Gear and Pal are in use, and then you can just click on them if you need to change anything.

 

 

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6 hours ago, Maerique said:

Just added another thing that's been bugging me forever!

On 12/6/2017 at 10:36 AM, Maerique said:

4 Difficult Interface

4.F Access to the Wardrobe/Pals from the Ninja Event or Dungeon

Note:
Currently, in the general raid screen or Festival Event all you need to do to chance your King's gear or Pal is to click the Thrown Room (Crown) Button.  Obviously for most challenging battles minor adjustments must be made.

Problem:
But!  When you are in the Dungeon (most challenging of all battles), you need to back out of the Dungeon to the normal game mode.  Go to the Thrown Room change your gear then reload the Dungeon (which can be pretty slow, and is a the very least a lot of clicks for a simple task!  And this is the exact same problem in the Ninja/Yeti/Zombie Event!

Solution #1:
Just add a freaking Crown Button like in the normal Raid Screen or the Festival Event screen!

Solution #2:
As I suggested in 2.B add the King and his Pal to the side of the raid screen so you can visually ensure your correct Gear and Pal are in use, and then you can just click on them if you need to change anything.

EXACTLY a suggestion that I was thinking to make! For this particular issue, I vote for solution #1 to be consistent with other raid screens. 

However as a general improvement to all raid screens, solution #2 would be great. And if it's too complicated to add the visual of the pet and the king, at least the letter of the set up (A/B/C or D (or one of the other)) would already be very helpful, and enough for me, although wouldn't be perfect specifically for those who have more than the 4 gears (requires to memorize what gear correspond to what letter).

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13 hours ago, everline said:

I vote for solution #1 to be consistent with other raid screens. However as a general improvement to all raid screens, solution #2 would be great.

I vote for both solutions!

Edited by Maerique

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