Planning ahead to steam line the game amidst this rush and chaos
PvP
-New turrets, flag defender, gatekeeper upgrade, its more or less killed off base hitting ( new turrets, base parts gets them in asap. )
Overlord build: slow build, use tokens from FM, TLC on now or then TLO.. it has been around a while so most have it in.
Gatekeeper upgrade, even 1 at u1 gatekeeper , changes the equation drastically
On the other hand, the basers: Hounds, Trenchers and hellswarms..
Upgrade available
Time to upgrade: trenchers get done quick but as a fleet, with even upgrade % chance in most bases for a win is very low
Warhounds: 5 ships to upgrade: time to upgrade high.. most dont attempt that ( TLO's are the best bet)
Hellswarms: u1, speed boost, against the new turrets/ overlord and u1 gatekeeper: tough chance to break a base.. wud need 4.. last slot blocked as choice is the trencher to tank overlord
Overall base hitting is at a stand still.. player just sit in the base and collect medals from fails
so base def is fixed rather fast but the present basers, upgrades are not good enough or else time to upgrade needs looked at.
several may disagree as base hitting does go on but generally, as seen, its a dead area
New baser expected in Jan, so its 2 months of very low base hitting activity. Game loses revenue, players lose interest.
Suggestion:
Reduce upgrade time to get the player to be interested to try hitting if they get a hull / fleet upgraded fast
Add in conq upgrade tokens in FM/ daily chests/ events ( priced reasonably and an amount that will help move this process along at a fast pace)
=================================================================================
PvE
The usual:
Raid cycle now, 2 month with a overlap.
simple fix: increase the cycle/ longevity of the hull in a raid environment
Blitz helps generate revenue but as is, the player base as seen from ground zero, declining as participation is less
Raid targets: Reduce completion duration by making atleast one to be auto friendly , difficulty can be varied..but Time to kill a target has to be reduced to around the 3 min mark .
The cost of tokens in events, its not been looked into for months. every event , even if said to be a catch up, the prize costs seem to be copy/ pasted
the inability to keep on par makes the game lose a lot of medium level coiners. Top bracket, more or less is unaffected as everything is sorted with the time limited offers
Weekly FM : of the many, can suggest that every 2 months, after raid cycle is over, drop the cost of the armors/ specials and related components of that past cycle by half or less..
THAT IS GIVING THE PLAYER A CHANCE TO ACTUALLY CATCH UP
==================================================================================
Remind yourself again, this game runs on a very strong interaction between players. Friendships formed in alliances creates the bond which acts like a super glue to keep the game running, not the present content or game, as is
Disagree as much as one can , but after over 9 years in the game.. i defiantly understand the player base far better than anyone sitting behind the money counters in the offices.
The devs, mods and working team we see in discord, amazing job done and absolutely no complains ..its the decision making team , that are failing.. in a bad way.
Stay safe everyone and happy sailing pirates.
You can run.. But u cant hide....
21
One thing i would add is maybe add kits to fm for pvp and pve?
raid was grind grind to a point that i was losing concentration, and thus lots more repairs. a lot could be done, i.e. hiring people rather than using the Artifical crap that does nothing.
get rid of the bit coin algorithims as well. that is slowing my pc down, this is the only game i play online that takes a chit load of resources. i.e. cpu, gpu, ram.
As for upgrade kits get rid of them altogether the time upgrades take is enough
We do have available upgrade campaigns (Creeping Barrage, Shadow and Flame) for Trencher and Hellswarm. And I think there's a lot of merit to examining tokens/pricing. I've forwarded this along to the team for a quick read through. Thanks, all.
There are loads fo "fish in the sea" that do not have everything nor know how to properly build/set up Those are the bases you should be getting in with new stuff.
Othere wise its no challenge and is like playing with god mode on. That gets super boring real fast as in minutes
PvP is not balanced very well right now. Despite what people on fourms will tell you, defense is wayyyy too strong and upgrading do not fix that...PvP upgrades should not exist. And I am not buying an LTO for that! As you said, with no hitting game loses profit, players lose interest.
We should 1000% have an auto target in the raid. They claimed the 140 was auto...but you could not auto it well even with the fix. Last raid was not engaging for me, the lack of an auto target made it far worse.
Kix should 100% lower the cost of FM prizes 2 months (heck, even 1 month) after they are used. And, remove all the old prizes just sitting there doing nothing.
Annnd finally, Alliances could have more work and features pushed into them to make it more fun to play with your alliance. But we all know that nothing new is added...it's just groundhog day in the Hamster wheel over and over and over again!
https://www.youtube.com/c/DerpyTheCow47?sub_confirmation=1
Love it when the fanboys get frustrated... now you know how us lil common pleabs/mild coiners feel when trying to keep pace with everything at a breakneck pace.
Before anyone says "You can keep up if you (fill in bullfeathers here)...." , sometimes RL gets in the way, so stuff it... that simple.
Currently medals don't give you anything except bragging rights: perhaps use them to determine alliance points. On reset you gain your ally points based on winning a certain number of medals from players in other alliances (loses don't count against the attacker's ally points, but the successful defender does gain). The system already currently determines how many medals you can win/lose based on the relative number of medals held by the two players, so some potential parity is built in. I know that some players will likely try to game this by dumping medals before reset, but that is no worse than the current system, and I would think far more players would search out appropriate targets. Other tweaks might prevent/reduce the benefit of dumping.
If there was more parity in ally point hitting, more newer players could be encouraged to join alliances. The argument "I went through it, others should to" needs to be abandoned if you want to keep newer players engaged. (FWIW, I went through it twice as i started a long time ago, left the game and came back. I haven't been hit for ally points for a long time now, and really don't enjoy the chore of hitting easier bases for points. So much else has changed over the past 10 years in the game and there is no reason to perpetuate a system just because it exists -- there is far too much of that in the game as it is).
Bottom line, rework existing elements of the game to promote player engagement and a meaningful challenge to get the benefits of ally points; reduce pointless chores and alienating newer players.
For the FM definately reduce prize costs as soon as it replaced by the next cycle, as for all the filler prizes (useless crap) this is created by the excessive amount of limited items which do not disappear
A good way to deal with this would be to have current tech in T5 previous raid tech in T4 and so on evbentually all the less usefull tech will be in T1 where it will be. The prize costs could also be scaled by T level reducing as they drop through the tiers
1. available for newer players, non coiners, or peopole who have taken a break playing catch up
2. ignored by coiners and regular players who are upto date
Granted the initial setup would require some effort from kix, Once in place though it should be simple enough to change with the weekly updates when required.