Let's talk about 'daily tasks'

  • NunoMota1966
    NunoMota1966
    Greenhorn
    Joined Jan 2013 Posts: 1
    For me they had to reduce the time of the repairs of the fleets, easier tasks to do, the monthly for those who do not have good fleets can not do anything they should be for everybody to be able to make and reduce the time of construction of boats because they take a lot of time to do.
  • howard50
    howard50
    Greenhorn
    Joined Jul 2014 Posts: 17
    edited 6 Aug 2018, 8:29PM
    One think I hate is the titanium chore just hate the targets I mean I hate them they are easy to do but if your ware house is empty you have to hot like 10 85s to fill your ware house back up  


    Solution: Is don't kill me guys for saying this But we have a daily TLC for Uranium that fills your ware house all most back up to full why don't we have one like that for Titanium? So its there you can do it or not or just grind out the map targets. You would have a Choice
    .

  • jacksparra3
    jacksparra3
    Greenhorn
    Joined Feb 2013 Posts: 11

    For me I would change the drac bases and dubs back to how they was people could easly get the resources needed with them and the damage wasnt stupid like the ssrb are , plus it give the lower level players somthin to hit and gain a way to rise through the game

  • Sabbation
    Sabbation
    Greenhorn
    Joined May 2011 Posts: 15
    as a side note if you want the bp app to be truly successful, it has to be autoable, which i actually enjoy doing when not tied to my comp for the TI and certain FM targets. other targets thats just a big NO!
  • Macker
    Macker
    Greenhorn
    Joined Aug 2012 Posts: 3
    One thing I would like to see is the TLC's available for new players ie Run the trench, boiling seas etc should be updated to reflect the current state of play. What is the use of doing these campaigns for rewards that are obsolete and unable to be used for gathering Ura, Titanium and Parts. Maybe adding some amount of titanium in chests from Daily camp?  It would make life a lot easier for the smaller players. For the bigger players increase the capacity of these items to be stored in exchange for dropping the titanium etc from the daily chests?
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    T00T said:
    Collecting resources is part of any strategy game.  Making the targets auto-enabled defeats the purpose of even having them - there just is no point to pointing an otherwise-unused fleet at a target over and over with no player input whatsoever.  The expedition system seemed like a good idea, but the payout vs. time factor is horrible and needing gold to unlock higher levels is just greedy.  Bring back the old mine concept for the big three resources you need these days - you could park a fleet there over night and have enough collected to do something with the next day.  The only thing you had to worry about was your fleet being attacked....
    You are contradicting yourself.
    Having an otherwise unused fleet just sit overnight at a mine for hours on end would be the ultimate "no player input whatsoever" experience  that you say defeats the purpose of auto-enabled targets...
    No, not really...
    The last line was a bit of a hint
    but...likely you didn't make it that far before feeling the need to troll.....

    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • carl.wear.3
    carl.wear.3
    Unicorn Overlord
    Joined May 2013 Posts: 6,081
    The titanium targets are the worst chore targets in the game. they are just soo monotonous and boring and time consuming and you have to hit soo many to get the titanium amounts you need that you get to the point you just can't be bothered with them anymore. 

    The basepart targets from last years siege raid are not too bad with Buc's but I haven't tried the new ones yet as I don't need baseparts. Also using ironclads in the expeditions allowed me to top up and not have to rely on kix's spawn schedule.

    The FM is becoming a real chore with all the points needed for the tech in it.

    The SSRBs the one I tried it was a FvF battle; ( thought the B in ssrB stood for BASE so whats with the FvF battle?

    The original drac bases were the best. They were fun; you could use a variety of fleets in them and it didn't matter if your fleet took a lot of damage killing them as you only needed to hit the one to get enough uranium for your needs.

    Its when hitting one target gives a huge amount of damage for stuffall payout that we really get sick of chore targets.
  • T00T
    T00T
    Force to be Reckoned With
    Joined Feb 2013 Posts: 1,580
    If a fleet has more than 5 min damage after a battle but ALL ships have under 5 min damage EACH, why do we need to go back to base to repair it instantly ship by ship? This is just time consuming and creates extra load on servers with loading of base/map and removing/ repairing each ship with database checks for each ship. (Not to mention that repair often hangs nowadays, forcing game reload)

    Solution: Add functionality to map repair to instantly repair any fleet with less than 5 min damage PER SHIP. (This could preferably be applied to repairs carried out in dock too)
  • VvVvVvVvV
    VvVvVvVvV
    Incursion Leader
    Joined Jan 2012 Posts: 1,144
    Add small amounts of the special resources to the ordinary Drac salvage fleets. They payout 10 Uranium, not much, but better than nothing -- why not add 10 BP, and 10 Ti, it would make level 30 players able to get resources. 

    And refactor the 100 and 200 so that they pay out much bigger amounts. The "chore to do a chore" made sense at the time, but like so much in the game, the designers neglected to continually upgrade things to maintain consistency.




  • TheDragon
    TheDragon
    Incursion Leader
    Joined Apr 2012 Posts: 1,164
    its tedious because we have to do a bunch of targets over and over to fill up....its the same for raid. if im hitting the top targets it shouldnt be a grind to get what i want.

    increase payout alot and lower damage alot. you had the perfect idea with redemption, but you killed it with the stupid hard target and petty payout and the laughable amount time it takes for your boat to get back.

    i got all the top tech and hulls. i cant even imagine the grind it is for lowers. 

    no i dont mind driving a target as long as my driving rewards me with instant repairs, not just low damage, but instant.

    think of it as you do speed ups, the only thing we should be doing is spending time to do the target. its a chore after all. let us do them in a hurry and get to having fun. if i have to spend hours hitting for chores and getting tons of damage i will NOT coin chore repairs and i will just log off instead of go have fun

    PS. when i do go have fun hitting bases(what the game was built around) there is so many dead bases out there. you need to kiss **** and get players back
  • T00T
    T00T
    Force to be Reckoned With
    Joined Feb 2013 Posts: 1,580
    T00T said:
    Collecting resources is part of any strategy game.  Making the targets auto-enabled defeats the purpose of even having them - there just is no point to pointing an otherwise-unused fleet at a target over and over with no player input whatsoever.  The expedition system seemed like a good idea, but the payout vs. time factor is horrible and needing gold to unlock higher levels is just greedy.  Bring back the old mine concept for the big three resources you need these days - you could park a fleet there over night and have enough collected to do something with the next day.  The only thing you had to worry about was your fleet being attacked....
    You are contradicting yourself.
    Having an otherwise unused fleet just sit overnight at a mine for hours on end would be the ultimate "no player input whatsoever" experience  that you say defeats the purpose of auto-enabled targets...
    No, not really...
    The last line was a bit of a hint
    but...likely you didn't make it that far before feeling the need to troll.....

    Yes, really.
    Because your contradiction has nothing to do with the last line.
  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    edited 6 Aug 2018, 9:00PM
    T00T said:
    T00T said:
    Collecting resources is part of any strategy game.  Making the targets auto-enabled defeats the purpose of even having them - there just is no point to pointing an otherwise-unused fleet at a target over and over with no player input whatsoever.  The expedition system seemed like a good idea, but the payout vs. time factor is horrible and needing gold to unlock higher levels is just greedy.  Bring back the old mine concept for the big three resources you need these days - you could park a fleet there over night and have enough collected to do something with the next day.  The only thing you had to worry about was your fleet being attacked....
    You are contradicting yourself.
    Having an otherwise unused fleet just sit overnight at a mine for hours on end would be the ultimate "no player input whatsoever" experience  that you say defeats the purpose of auto-enabled targets...
    No, not really...
    The last line was a bit of a hint
    but...likely you didn't make it that far before feeling the need to troll.....

    Yes, really.
    Because your contradiction has nothing to do with the last line.
    I know that it's hard for you to understand the concept of combat, but really.....lol
    you seem focused more on derailing this thread than discussion of the topic
    we can do this all day, mate....
    let's go!
    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • maddad
    maddad
    Skilled Warrior
    Joined Apr 2012 Posts: 595
     reduce the actual size of uranium target.

    increase the payout in titanium target.

    make spawns of base parts more, and lower level targets able to be done with clads or canns for lowers, without buccs n hydras as the repair time they get at moment is excessive.
    upgrades=downfall of battle pirates
  • TheDragon
    TheDragon
    Incursion Leader
    Joined Apr 2012 Posts: 1,164
    For me they had to reduce the time of the repairs of the fleets, easier tasks to do, the monthly for those who do not have good fleets can not do anything they should be for everybody to be able to make and reduce the time of construction of boats because they take a lot of time to do.
    i know this isnt part of the chore topic but he makes a valid point. there is alot of people without good fleets who cant do the raid because the target damage is rediculous. they have nothing to do during raid. they could be grinding small targets to get tech to grow. theyre basically being locked out
  • rayden
    rayden
    Incursion Leader
    Joined Aug 2012 Posts: 1,331
    I for one would like to see the conquest yard not be limited to only conq and defen builds and refits open it up to other hulls..in bounty would be nice to have potluck payouts on some of the relica bases  nice to hit a low lvl base or upper lvl for that matter  and get a tweek in points payouts
  • dm vc
    dm vc
    Strike-force Captain
    Joined Nov 2011 Posts: 849
    edited 6 Aug 2018, 9:42PM

     Chores are excessive, many good points have been brought up in this post already,

     Such as, remove sector threat, and random spawn rates, making the payout reasonable to what things currently cost in the game, and having all resources Auto Bank, allow resources to be converted from extra event and fm points based on the players choice.


     Other things, I would like to see, is cargos paying out all resources:

     Example a 71 which pays out 10 million of each regular resource, 1000 uranium, 1000 base parts and 500 titanium, yes it will be a slow grind, but this would at least give low and mid level player, and returning players a chance, to get the necessary resources.  Include all cargos, to have the all resource payout setup, based on the cargos level.


     But it's just not the low or mid-level players that find chore Gathering frustrating, we all do, so when we're doing alternate tasks, throw-in resource payouts, for example you complete a TLC, you get 25% of all resources.

    After you set up a proper base level system based on tech, you can even provide free resources based on pvp hits or defends - not stolen from the other player though.


    provide crews that pay out 2x 3x and 4x the payout on anything you do with that crew on --- and make sure he lasts a good 8 hours 


    sry tried to fix back to normal size and couldn't and it is not typed in upper case but... idk
  • TheDragon
    TheDragon
    Incursion Leader
    Joined Apr 2012 Posts: 1,164
    Laredo said:


    I know the go-to answer is to make all targets auto-able with little to no damage, but that isn't the purpose of this post. Let's make sure our suggestions are constructive and feasible for the long-term health of Battle Pirates.
    ------------------------------


    if you want players to have fun they need to finish there chores fast as possible with limited damage....plainn and simple chores are boring.

    all i hear is players first and see kixeye first......prove me wrong kixeye
  • T00T
    T00T
    Force to be Reckoned With
    Joined Feb 2013 Posts: 1,580
    T00T said:
    T00T said:
    Collecting resources is part of any strategy game.  Making the targets auto-enabled defeats the purpose of even having them - there just is no point to pointing an otherwise-unused fleet at a target over and over with no player input whatsoever.  The expedition system seemed like a good idea, but the payout vs. time factor is horrible and needing gold to unlock higher levels is just greedy.  Bring back the old mine concept for the big three resources you need these days - you could park a fleet there over night and have enough collected to do something with the next day.  The only thing you had to worry about was your fleet being attacked....
    You are contradicting yourself.
    Having an otherwise unused fleet just sit overnight at a mine for hours on end would be the ultimate "no player input whatsoever" experience  that you say defeats the purpose of auto-enabled targets...
    No, not really...
    The last line was a bit of a hint
    but...likely you didn't make it that far before feeling the need to troll.....

    Yes, really.
    Because your contradiction has nothing to do with the last line.
    I know that it's hard for you to understand the concept of combat, but really.....lol
    you seem focused more on derailing this thread than discussion of the topic
    we can do this all day, mate....
    let's go!
    I have proposed 4 different issues/solutions in this thread.
    You have proposed 1 issue/solution.

    I'm pointing out the contradiction in your reasoning for your issue/solution and you call me a troll and say that I have a hard time understanding the concept of combat.

    And you say I am the one derailing the thread?  <3

    I rest my case with that so this important thread won't be more cluttered with your groundless personal accusations.
  • TheDragon
    TheDragon
    Incursion Leader
    Joined Apr 2012 Posts: 1,164
    howard50 said:
    One think I hate is the titanium chore just hate the targets I mean I hate them they are easy to do but if your ware house is empty you have to hot like 10 85s to fill your ware house back up  


    Solution: Is don't kill me guys for saying this But we have a daily TLC for Uranium that fills your ware house all most back up to full why don't we have one like that for Titanium? So its there you can do it or not or just grind out the map targets. You would have a Choice
    .

    there is a good idea. one quick tlc and done.......as long as kix doesnt make the damage crazy hard
  • Milo-Ant
    Milo-Ant
    Incursion Leader
    Joined Oct 2017 Posts: 1,172
    rayden said:
    I for one would like to see the conquest yard not be limited to only conq and defen builds and refits open it up to other hulls..in bounty would be nice to have potluck payouts on some of the relica bases  nice to hit a low lvl base or upper lvl for that matter  and get a tweek in points payouts
    RANDOM/POT LUCK etc has no place in a strategy game...it is for Casino's only
  • Alpha__Wolf
    Alpha__Wolf
    Strike-force Captain
    Joined May 2015 Posts: 980
    Plain and simple,there are too many chores.Lets see we have 7 different resources to gather for daily play.3 of those are considered premium and have to be collected individually.For instance,last night I was low on titanium,upgraded my last turret to level 9 so that meant I needed base parts and more uranium.It never ends build something upgrade something,retro something,start all over again.The point I'm trying to make is there are too many resources required it's like being nickel and dimed to death.

    Other things that annoy me is having to drive all over the map for targets for premium resources.Having them in a campaign tower or something like expeditions would help there.I was opposed to sector threat from the very beginning and see even less of a need for it now.Players should be able to collect whatever resource they need on their time not on kixeye time,ie base parts.

    TFC Rocks
  • iceice69
    iceice69
    Potential Threat
    Joined Apr 2017 Posts: 76
    have ALL targets pay out for fm,  not just research garrison.....
    . This will enable us to do fm with other fleets and not specific ones.   CARGO- 500 pts min. plus it gives alliance points many leaders complain about....glowing nav relay Min 1000 pts min...scourge blockade--  1000 pts min.. IE higher level-- higher payout.  and so on.  This should get more working on FM because they can get pts from everything..

  • michael.west.750
    michael.west.750
    Force to be Reckoned With
    Joined Mar 2013 Posts: 1,598
    If they remove the chore targets from the map, it'd free up a lot of server space and would get rid of the stupid schedule of the targets coming and going. Instead of having them on the map, they could make it part of the camp tower and make them all co-op. Then players could still prep for others. Instead of hunting for targets or using the locator and going to other sectors or not having any targets, you'd just go to that players base and join the tower. Win/win for both players and kix servers.
    .
  • T00T
    T00T
    Force to be Reckoned With
    Joined Feb 2013 Posts: 1,580
    Rolling crews for uranium is extremely time consuming since the drop rates were dramatically reduced for the good crews.

    Solution: Implement a more time-efficient way to roll crews using Uranium. One example could be to let us roll 10 or 20 crews at a time and then pick which ones we want to keep. Another way could be to let us choose which crews we want/dont want and quickroll up to a specified amount of uranium, stopping only if we hit the wanted crew(s). 
  • VvVvVvVvV
    VvVvVvVvV
    Incursion Leader
    Joined Jan 2012 Posts: 1,144
    Bring back the resource mines on the world map. And include BP, U & T as resources that can be mined. 

    They've gone thru a lot of versions over the years, I'm thinking of those that were mini-drac bases. Where the resources where guarded by turret towers and guard fleets. Most of the time, it wasn't worth the hassle, but the concept was solid. 

    Here's the twist, here's where resource collection and PvP overlap....

    once you conquer the resource mini-base, the base re-spawns under control of the player that defeated it. The turrets and the original guard fleet repair and participate in defending the mine, in addition to the mining fleet. !!! 

    It goes like this -- 

    • You attack a computer controlled resource mine, have to defeat the guard ships and turrets
    • If successful, you control that mine
    • The original guard ships and turrets re-spawn 
    • If another player attacks you, he has to face not just your ships, but the original guards
    • If the attacker wins, he gets 50% of what you've collected thus far, in addition to gaining control of the mine. 
      • The original turrets and guard fleets now switch sides to the new owner. 

    That won't work, of course -- the way PvP is broken now would lead to all sorts of problems with attempting to overlay PvP on top of mining -- so a couple extra changes would be needed -- 

    Keep the PvP fleets out of it. No Conq or Defender hulls. This is a different category, a specialization. I think that taking one of the under-used hull classes -- Generalist -- and start specialising it for mining. Hulls with large cargo capacity, Generalist only specials that speed up resource collection, things like that. 

    Limit mining fleets to --only-- generalist hulls. IOW, if you want to attack a computer controlled mine, you'd have to use a Generalist fleet. And to take the mine away from another player, it would be a Generalist fleet vs a generalist fleet. 

    So no cheap shots of using Gluts or Fangs to kill the miners. IF you want to kill them, you'll have to face them on mostly equal terms. 


    I think this limiting us of specific fleets for specific tasks sux, but here is a case where it mostly makes sense. Chores is chores, all long-term build games have them, they're not going to go away, but how about creating a class of tools targeted towards chores, eh?  We're expected to have specialized fleets for all the other chore types, so why not here. 

    Ships attached to a mine, after a successful conquest, heal at a slow rate. Something along the lines of 24 hours for a fleet to fully repair. Have to have this since sending them to the dock for repair means you lose the mine. Or add a tac mod (Generalist only) that emits a healing aura. 

    If you leave a mine, you lose it, control reverts back to the computer. So you can't use a strong attack fleet to capture it, and then bring in a specialized mining fleet. You have to design a fleet that is good at defeating the defenders, yet has the specializations needed to do efficient mining. 


    Have a full range of mines, from low-level to hi-level so that all player levels would have a fair shot at them. Regulate the fleet power that can attack those mines to keep them challenging. Having a range of mines is important to provide a progression -- you need easy targets for new players, but as they grow, the challenge and reward grows with them. 

    Having to commit a fleet to the mine is a limiting factor. Back in the olde game, once you captured a mine, it produced resources for you, regardless of whether you had a fleet there or not. Even a full-upgraded player only has the fleet capacity to control a few mines at a time. 

    Expeditions was sort of a step in this direction, not too bad an idea, but horribly, horribly flawed in execution. Horribly. Expeditions needs a re-think the payout is much too low compared to the cost and fleet commitment. Expeditions should be kept as the high-end resource collected, Mines function as the low- to moderate- level. Just like the smaller resource silos now pay out smaller amounts than the SSRB. Part of a two-tier structure. 

    Mining eventually becomes a mini-game all its own. Whales will still be able to buy advantages, but if mining is limited to just one hull class, their advantage is narrower and regular players have some chance. 



    If the mine resource payout is reasonable, this reduces seat time for chores. It becomes more interesting due to the PvP risk, but that risk is balanced by limiting the PvP so that no one has a massively overwhelming advantage. The Generalist class is well-suited for this, since it doesn't really have any massively over-powered hulls, but it has a good selection. And is otherwise under-utilized. 

    It is a lot of changes, but it's not your run-of-the-mill resource chore either. 


  • Carlos_DaPoof
    Carlos_DaPoof
    Master Tactician
    Joined Mar 2018 Posts: 2,104
    edited 6 Aug 2018, 9:47PM
    T00T said:
    T00T said:
    T00T said:
    Collecting resources is part of any strategy game.  Making the targets auto-enabled defeats the purpose of even having them - there just is no point to pointing an otherwise-unused fleet at a target over and over with no player input whatsoever.  The expedition system seemed like a good idea, but the payout vs. time factor is horrible and needing gold to unlock higher levels is just greedy.  Bring back the old mine concept for the big three resources you need these days - you could park a fleet there over night and have enough collected to do something with the next day.  The only thing you had to worry about was your fleet being attacked....
    You are contradicting yourself.
    Having an otherwise unused fleet just sit overnight at a mine for hours on end would be the ultimate "no player input whatsoever" experience  that you say defeats the purpose of auto-enabled targets...
    No, not really...
    The last line was a bit of a hint
    but...likely you didn't make it that far before feeling the need to troll.....

    Yes, really.
    Because your contradiction has nothing to do with the last line.
    I know that it's hard for you to understand the concept of combat, but really.....lol
    you seem focused more on derailing this thread than discussion of the topic
    we can do this all day, mate....
    let's go!
    I have proposed 4 different issues/solutions in this thread.
    You have proposed 1 issue/solution.

    I'm pointing out the contradiction in your reasoning for your issue/solution and you call me a troll and say that I have a hard time understanding the concept of combat.

    And you say I am the one derailing the thread?  <3

    I rest my case with that so this important thread won't be more cluttered with your groundless personal accusations.
    Well,  you seem to be taking an inordinate amount of time discussing my offer to this thread.
    Adding drama with the imagined  "groundless personal accusations" line. 
    You haven't been accused of anything?  
    As before, you seem to feel quite threatened when someone responds to your snipes.
    Certainly, at the very least, my solution is no better or worse than any other?
    Why the extra attention here? 


    " I see no solid discussion or argument. Just whining and name calling. You pose no reason or logic to back up your position and can't articulate a reason why "
  • crystalclear
    crystalclear
    Minor Nuisance
    Joined Aug 2012 Posts: 124
    As a returning player I have found the change of base part targets has brought that part of game to a standstill and yes I know the troll answer is to build a fleet but with building fleets for raid and FM there is no way to keep up.  I'm lucky to have 2 old fleets that help with urainium and titanium.
  • AnEyeForAnEye
    AnEyeForAnEye
    Unicorn Overlord
    Joined Feb 2014 Posts: 7,191
    Ok ill divide my post in 3 sections:

    1. Regular resources gathering

           Regular resources arent much of an issue normally, since you gather a lot just doin your regular chores (bases hitting, FM, premium resources), until you need to get some walls done after a new OP update. Cargos no longer pay sufficient resources (most will hit premium targets or do old camps) and you can concentrate on a specific resources (cough zynthium) when you need it. So it forces us to throw lots and lots of resources into the see, a waste of time. Yes, a crew helps abit, but it just insane. Personnaly i miss the old mines where you could gather lots of resources of 1 type when you needed it.

    Solution: Reduce the number of cargo spawns around base and reintroduce mines (or SSRB sections) where you can gather these resources in large quantity per resource type

    2. Premium resource gathering

          Boy o boy is that a pain, and for various reason.

    A. Payout is low(even on top target) and requires us to hit multiple of these targets in order to fill out taking lots of time. Yes the SSRB will help, but will the cost be reasonnable vs these map targets, maybe with top end flt, but otherwise not.

    B. Some of those targets are in limited number. How many time do i have to go around in others sector to look for a specific target (for example a 103 legion target) because there was only 2 of them in my sector, waste of valuable time to look around or go constantly in locator to jump back in forth for them. 

    C. Some of the premium targets are on a timer, making it a pain to have to time our playtime when those targets are around. Wether it the sector bar or spawn schedule, something needs to change.

    Solution: A- Increase pay out of target to reduce to number needed to fill up
                  B- Spawn more targets around SSRB of each type (or at least a spawn some around all base to increase the numbers)
                  C- Remove sector threat function or associate it only to SSRB. Make sure that premium target are always on the map (no break in spawn)                           and spawn regularly (every 15 min) with no change in payout.

    3. FM

               Well, FM is different then others chores mainly because of tech it offers. But, a year or 2 ago, we hit 4-5 top end FM target and our FM was done. Today, we have to hit 15-20 targets to achieve completion. Hence FM as become a grind. Many saw in this increase a mean/way of making money, not of making the game better.

    Solution : Either reduce ptn required for prizes or increase ptn payout in some of the top targets to bring it at par with what we where use too. 
  • Morbid Mystery
    Morbid Mystery
    Minor Nuisance
    Joined Sep 2013 Posts: 119
    Have a in base trickle of uranium, titanium and base parts and enough to actually be significant. Maybe enough to fill a warehouse in a week. Still have the option to gather them quickly yourself. Also as already mentioned base part targets should always be on the map like the rest. I should be able to log on and collect base parts and not have to check a outside resource for timers to see when targets will be available. Also as already mentioned the cost of upgrading walls is completely unbalanced and stupid time consuming. For the new kix employees that are unfamiliar please go onto your test server and upgrade 5 or 6 hundred walls and report back please. 
This discussion has been closed.