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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 9:54 am 
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Yes the oil reductions did go a little too far, thanks for the feedback guys!

Oil travel cost lowered to 15 per tick per squad, oil production slightly reduced from 14 at level 5 to 12. The main oil sink is squad movement so that should address the lowered oil production and no oil boost.

We're also thinking about making outposts less oil intensive: 500 metal, 300 oil and 15 workers and have raze give 300 metal, 200 oil and 5 workers back while downgrade gives 400 metal, 200 oil and 2 workers. This makes outposts more expensive to build but you get more reward back from downgrading them and also taking upgraded outposts can net you 700 metal, 400 oil and 7 workers to downgrade and raze them.

Also a note on the new worker growth formula we lowered the worker and outpost upkeeps by 1/3 each, added in workers from crystals(+1 per 25 crystals, 0.04 each) and increased army upkeep. This switches the primary upkeep sink to your army which makes more sense because a larger army can get more conquers and more crystals to increase worker growth where as outposts are just there to facilitate your army so they shouldn't be the largest worker sink.

Also we're looking at implementing a max cap to overhead as the costs of units can get really up there. If we put a max cap it would be somewhere in the ballpark of 150-200%.

What do you guys think of that?

-Andrew

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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 10:29 am 
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I think that addresses a few of the bigger concerns here. Not all of them, but it will help slow down the dread-train.

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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 11:58 am 
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Ok I am throwing out my 2 tokens that only cost 10 pounds.

It is a shame that more of the player base has no idea of this, since most are doing things other than reading the forum. I just found out about this through another player on MSN.

I have not checked my game mail to see if there was an invitation to visit this topic and voice an opinion. Maybe one showed up. It seems when you are looking for opinions they should be announce through email, or in game messages. There are a lot of changes here.

Andrew I appreciate the fact that you really want the game fun for all of us, and take the time to answer to the questions and concerns here. Thanks.

I just see the admin losing touch with the younger players who do not have a way to support playing. It is getting more and more difficult in this economy to have entertainment dollars. I thought BD was working on a whole new game for Facebook users that might interest them in signing up for the real deal. I am still not sure what you are doing there.

What is the target market for BD? Is the the lawyers, accountants, and high paid executives who you want to have playing this game? Are you looking for players with high disposable income to be able to compete by buying tokens?

I am just not seeing the value here for a player who can not donate or who might only be able to donate once per round.

I hate to be negative, but I trust people to speak with their donation or lack of donation dollars. When we lose top players due to token wars, it is not a good thing.

Is Battle Dawn based on non-retention of players? Do we count on people joining to see what it is about, getting conquered right out of protection and then leaving? How many future donors and would be good players do we lose because of this?

I know that some of the best players like Kane and Gaurav do stop conquering as soon as there are bigger battles to fight. They stopped worker production, and that was a major problem last round. No workers! No way to replenish lost units, other than turning into an outpost thief. Instead of conquering colonies it becomes a game of conquering outposts. Maybe this is the way to retain the newer players.

It will be interesting to see all the tabs and what they do. Maybe a boost tab instead of the button?

Well if you read this, thanks.


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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 12:52 pm 
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Cleopatra,

Those are exactly my main concerns I'm trying to deal with in these updates.
1. prevent newb bashing
2. give a chance for non-supporting players to be high-ranked players
3. making the point of supporting only save you time, and help rebuild faster and not to unbalance the game against non-supporting players.
4. Keeping a high incentive to support BD

If any of the upcoming features you see listed is not going in that direction, please let me know why you think so.

I'm always open for remarks

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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 1:00 pm 
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I'm sorry, but I still completely disagree with taking away the oil boost from the mass bonus. When the oil bonus comes, it's like Christmas. I can conquer colonies, make buildings, and more importantly, make units.

My oil is not spent on moving squads. It's spent on making units. One range vehicle costs me 200 oil, which can move a squad at least 13 ticks (with new update). Seeing as I usually make more than one unit at once, it'll cost me at least 39 ticks worth of squad movement to make a couple of range vehicles. The increased overhead just makes the oil problem worse. I don't want to have to make my squads 7-3-5 because I can't donate and I can't afford the oil cost of making 5-0-10. This puts me at a disadvantage to donaters, but it costs me 700 less oil and metal.

Basically, I just believe you should keep the oil boost. Halve it if you have to, but please just keep it.

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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 1:14 pm 
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you got me convinced.
*removal of oil boost from boost bar canceled.

I also play the game, and i simply noticed crazy high amounts of oil for the entire first 1000 ticks...
maybe instead i add more cost of oil to the structures?

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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 1:22 pm 
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keep the oil the way it is now.. I mean.. for the structure part.. nothing needs to be added or taken away.. if you spend all the oil on structures and not attacking or conquering.. it makes it much much harder for non-supporters to conquer people they are gonna be the ones being conquered cause of all the oil going into the buildings.. leave it the way it is.


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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 1:41 pm 
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michael , having over ammount of oil in the first 1000 ticks just means your not doing enough

i usually have squads far from home working and keeping my oil low basicly moving around none stop keep my oil at 1000-2000 no more

i will like to contest outposts being camps when a conquer deletes

basicly it sucks , you conquer someone and take losses they dont like it and delete right after so you basicly loose more metal oil and workers in army conquering them they you get back in tax

turning into outposts gives a few bonus's , it helps you expand by upgrading into gates or radars

can be a new HQ for conquering other around the area

and lastly you can raze it and get SOME resources in return for conquering that player


also to stop newb bashings there is a simple solution ive even seen kane suggest

lower the server counts for now , fewer servers = more players grouped into the other = more competition per server = more alliances = less divided noobs to conquer = more people supporting coz they are not conquered right off the bat

seriously there is too many servers and population per server dwindles

once the facebook app is up and a flood of new player rush in you can re-open some servers to handle the increased activity

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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 1:56 pm 
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facebook will be up shortly (matter of days)
and we're not planning to open more servers until we have proper population.

regarding the OP from deleted conquer.
I don't agree, if you conquer someone, send him a message and talk with him, so he wont delete. or simply go for the big fish who will surely wont delete.

that's the risk you take when you go on a newb, that you'll never gain what you lost.

I'm trying to eliminate newb bashing. and i think this is the right way.

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 Post subject: Re: Updates! November 20th!
PostPosted: Mon Nov 23, 2009 2:19 pm 
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Michael wrote:
facebook will be up shortly (matter of days)
and we're not planning to open more servers until we have proper population.

regarding the OP from deleted conquer.
I don't agree, if you conquer someone, send him a message and talk with him, so he wont delete. or simply go for the big fish who will surely wont delete.

that's the risk you take when you go on a newb, that you'll never gain what you lost.

I'm trying to eliminate newb bashing. and i think this is the right way.


michael you mis under stood me ,, i suggested you remove some servers until we get proper population

as for the ops , its not true , newbs tend to go inactive not delete ... it is usually the experinced player who delete right after being conquered as they cant be bothered to commit the time to rebuild a lost server

i conquered a well known player and he deleted right after , i usually go for the better players rather then newbs

but battle dawn is all about conquering , i know it sucks for the newbs but still ...

and i take time out to mentor newbies and when contacted by a conquer or a random newb i always reply in a helpful matter ( enless they are swearing or carrying on at me ) in m2 last round i helped many newbs i conquered i even got them into friendly alliances and freed them once there , sure it cost me but if it keep some population on the servers im happy

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