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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Wed Oct 12, 2011 4:53 am 
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Thanks for the reply Andrew, I dont suppose you have any timeline on when the Wiki's would be updated? and I honestly like the idea of scrapping the help and linking in wiki's several of my friends never even new they existed till we brought a new member in (this was about when I first started playing) we were training this new member and she apparently looked up Battle dawn and found the wiki's which at that point were a lot more outdated then they are currently. I'm pleased to give some feedback even though I know it was probably a pain to read it all.

I like that You and Michael have taken the time to actually reply to pretty much everyone in the thread who has a question or concern, it defintly makes me more comfortable knowing the Administrators care what us players think.

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Wed Oct 12, 2011 5:50 am 
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Hello, sry i dont have time to read through 14 pages so if this is mentioned before just dont reply.
When will the battle simulator be updated?
Atm theres only 1HPoption, you need to implement 50% HP off for light and heavy vehicles.


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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Wed Oct 12, 2011 7:49 am 
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pecina wrote:
Hello, sry i dont have time to read through 14 pages so if this is mentioned before just dont reply.
When will the battle simulator be updated?
Atm theres only 1HPoption, you need to implement 50% HP off for light and heavy vehicles.


It hasn't been suggested before, I think u should post a new topic in the suggestion thread. I will hold myself from stealing ur idea now.

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Wed Oct 12, 2011 12:16 pm 
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Michael wrote:
1. Coordinate saving - you can now save coordinates in a list for easy quick recall.

2. Admin colony security updates - new tools to hunt down and ban Multi accounts.

3. Rollback multiple squads now possible - Can shift-select squads from the order menu and rollback all of them in one click.

4. New spies mechanics - spies now work like in the old client. with one exception. you can plant a spy only where your black ship is.

*You can have maximum of 10 spies
*Each planted spy costs 1 worker in upkeep.
*Each spy planting costs 1 worker and 25E
*A spy gains 1 infiltration point each tick
*When a target is conquered all spies in it lose all infiltration
*A spy is consumed once it commenced a spy operation.
*To protect against spy attacks you have to place Spy Protection on the target. spy protection ticks are reduced 1 per tick.
*If the spy has more infiltration than protection ticks, he succeeds in his operation. otherwise - captured.
*when a spy is captured the player who captured the spy gets an event telling him who did that spy belong to (interrogation ftw! :) )
*you can plant spies everywhere except your own colony and allied colonies.
*when joining an alliance all allied spies on your colony or your spies on allied colonies are removed to maintain the above rule.
*the black ship cannot be lost

All above mechanics are subject to change as we balance the new spy system. The purpose is to make the Spy a viable tactical option. With the new spy mechanics you can eliminate a big army with a small squad + well placed spy attacks and gain tons of XP for your troops.


5. Cannot attack self/allied anymore - the incident of killing your own/allied troops cannot happen anymore.

6. Max delay of squads & missles: 24 ticks - reduced max delay time from 50 to 24 ticks. as coordinating attacks doesn't need such a long delay time.

7. Alliance Orders - new feature. ability for the alliance leader to place markers on the map to plan the strategy of the alliance. only visible to the alliance members.

8. Relocation bug fixed - you can now relocate if you have enough resources.

9. Relics will have a radar range like radar outposts. and will be jammable.

As these updates come into affect we'll be considering the next batch of updates and balances.

Cheers!

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Wed Oct 12, 2011 2:35 pm 
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Xanthos wrote:
Thanks for the reply Andrew, I dont suppose you have any timeline on when the Wiki's would be updated? and I honestly like the idea of scrapping the help and linking in wiki's several of my friends never even new they existed till we brought a new member in (this was about when I first started playing) we were training this new member and she apparently looked up Battle dawn and found the wiki's which at that point were a lot more outdated then they are currently. I'm pleased to give some feedback even though I know it was probably a pain to read it all.

I like that You and Michael have taken the time to actually reply to pretty much everyone in the thread who has a question or concern, it defintly makes me more comfortable knowing the Administrators care what us players think.

Not sure on the wiki, my worlds and other duties are keeping me very busy right now, in another week or so I hope to have the time to start going through the whole thing and update it fully.

The staff has always build the game around our own vision for the game and also the feedback we get from players. Player feedback has lead to a lot of the features and systems we have today and going forward we're going to continue incorporating the community's feedback into the future of the game.

-Andrew

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Wed Oct 12, 2011 3:57 pm 
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Ilona wrote:
No reason to ban you, but you'll get a warning with the next double posting. There is a small 'edit" button. Can you see it ?

Also, stay at the topic please.



no


and it real dum for u all to ban people for trying to talk. agin it just go to show you how bad the admin are when u can get for trying to help people

Xanthos wrote:
You are adding nothing to the conversation. You are badgering, harassing, and swearing. You have given no constructive feedback whatsoever, that is a perfectly reasonable reason to ban someone O.o


your the only one is ee doing any of thatso how about you stop lieing

Andrew wrote:
Xanthos wrote:
Well, It's taken me TWO days but I've finally read all the posts in the former thread and all the posts in this thread. One thing I'd like to mention as a bit of a joke, Hile's posts kinda made me want to go stab out my own eyes :)
lol I hears ya, no offense Hile but your posting is hard to read mate ;)

Now, on to business. I've never been a very prominent member in the Forums, I generally choose to talk to my alliance's and alliance's i'm in via Skype, that and they're are just so many things going on, on the forums that its a pain to find anything. Does all the important stuff go into announcements? because their have been several times I've not been able to find things in there. Okay I guess I really do have to get on to business now XD
Yes we put any important things into the announcements forum typically and changelog threads go to the specific changelog forum. We also make most important threads a "Global Sticky" meaning it will display at the top of virtually ALL forums you browse.

I agree with a lot of what Mr. Freak said, and a lot of what Aister and Simmen said, Which is ironic since mrfreak's views are completely different from the other two, I believe that boosting usually trumps skill, however that's not always the case.

My first BD mentor who brought me into the game taught me one thing, boosters suck unless they are on your side, but you CAN beat them, Activity beats boosters every time.

On to my thoughts about the updates, When Hile mentioned what he thought of them I believe..Ilona said he should be more detailed about his ideas about it, so I'm going to do that.

1. Coordinate saving - you can now save coordinates in a list for easy quick recall.

This sounds really nice, It would be good to be able to have a place to keep your cords so you dont lose track of the important ones. I've been testing it out and so far I like it.


2. Admin colony security updates - new tools to hunt down and ban Multi accounts.

I don't really believe this affects me or the players very much except that it makes it easier to catch Multi's which I'm all for :) Next thing you need to try and figure out is how to stop people from using tools like Teamviewer to account share. I've heard about it being done a dozen times.
While there will always be a way around every system the latest updates to the admin panel are substantial and will give admins a HUGE advantage in detection that we did not have previously. For security I won't say anything else except if you were skirting the multi/account sharing rules previously you better stop because you probably won't get away with it now! :mrgreen:

3. Rollback multiple squads now possible - Can shift-select squads from the order menu and rollback all of them in one click.


Thank you ADMINS! I've been accidently trying to do this for years even though its not possible and it always drove me insane having to do it one by one.
You're welcome!


4. New spies mechanics - spies now work like in the old client. with one exception. you can plant a spy only where your black ship is


I like this idea though I disagree with several people who said that spies are not used anymore, my alliances, generally with only one or two boosters always use our spies, spies even as they were could change the flow and tied of a battle (Well..before the 1 tick rule came into affect) Regardless I'm excited to see how this will be implemented and have sent my spy to a gate right now to see if anythings different :) It'll be a cool idea to be able to attack multiple points at once with different "agents" However, one thing i'm not happy about is that my spy, on my colony can no longer use twenty mana for 50 spy protection. That upset me a bit.

<Will be Making a note about this at end>

Spies will be tweaked still and updated, the new system changes very much how they work, their impact and techniques. Also I believe that Michael rebuilt the spy system from scratch because the old one contained a lot of mash of code that was no longer being used anymore in the modifications we'd made to it since the New Client launched over 2 years ago now. So there's bound to be some flaws and we'll wrap em up ASAP. Just make sure to keep letting us know any specific issues happening so we can wrap em up, best thing for any critical bugs is to email me directly: [email protected]. I have handled the majority of the bug fixing and balancing with Michael since the New Client came out.

5. Cannot attack self/allied anymore - the incident of killing your own/allied troops cannot happen anymore.

Obviously a good update, as it was technically a bug that was causing the problem. if people want to go attack their own squads, just send them to hile.
Yeah it's been a bug plaguing us for a while, so glad to have it plugged finally!


6. Max delay of squads & missles: 24 ticks - reduced max delay time from 50 to 24 ticks. as coordinating attacks doesn't need such a long delay time.


I'm not sure how I feel about this, I was only aware of the ability to "Store" Oil for a certain time so it doesn't truly affect me, though the one that took away the ability to convert Energy drove me insane XD However in most cases I do agree that the Limits are their for a reason, and people shoudlnt be able to get around them.
"Ion Banks" were the main driver to enforce the cap on converting energy. Players would have subs and others that would literally do nothing but convert oil/metal to energy and unleash 6-10 ion attacks per "bank" on the same tick. It was massively unbalancing as there is NO counter to ion cannon strikes beyond the supposed to be HIGH cost that this circumvented.

7. Alliance Orders - new feature. ability for the alliance leader to place markers on the map to plan the strategy of the alliance. only visible to the alliance members.

This one's been in production for..what..ever? XD I remeber when I heard about this probably a year ago? I dont know if it was that long but kudo's for finally getting it out, but..It would be really nice to have a bit of explantion on it
It was never in production, it was a feature that was supposed to come in a while back but coding was pushed back for a long time due to some technical issues surrounding it from what I understand. With a new veteran programmer on the staff(Eran) and Michael back to coding full time again they were able to get the issue resolved. SOOO happy to have this one in there, this is a feature players(And me!) have been asking for for a long time.


<Note on this at the end tying in to spies>

8. Relocation bug fixed - you can now relocate if you have enough resources.


Again, Thank you Admins. This drove me and one of my friends insane once as we were conquered because of it. we were the only two in our alliance on, we didnt have the money to boost, or the blues, both of us end up conquered even though we both had the required Resources and E
Yeah Our bad on that one :(


9. Relics will have a radar range like radar outposts. and will be jammable.

I kinda like this, It makes it so you dont have to throw up farsights/sat scans every five minutes thats for sure, though I think that its not really going to come into play since for some reason ALL players seem to hate the rank one alliance whom will most likely have the relic's and in which case their relics will be constantly jammed.

A side note: I really really dislike the whole "Relics cant be Ion'd" Same with Garrison's I don't really understand what you were trying to do with that and I'd love to know why? Most of the people I lead these days cant be nearly as active, hence when relics appear while they're at school..I and my active members, wont be able to effectively take Relics or Garrisons before others since we'd suicide our armies to do so

Keep in mind that in tandem with the new immunities of admin controlled relics they will also have less units to compensate. It will be a tougher to take them yes but it shouldn't be too devastating. The issue was that with nukes/spies it made all units vaporize to any size army pretty much, this made it FAR to easy to cap the relics and even if we added 8k people would drop 10 nukes and it'd be down to under 1k before anyone attempts it so it was just silly. We'll monitor this balance carefully and also will be revamping the relic release system coming up soon.


<Note on 4# and 7#>

Could we please have the Battledawn Wiki's updated and perhaps posted in the news? I've found the alliance orders thing (after forever) but I would really like to know what all the symbols mean.. The First is obviously an attack symbol the second a defend, the third a thing marking where scans are needed..but I'm not sure about the others, I imagine the exclamation point might be for points of interest, and the same thing with the spies, I dont know how to USE my new spy. So, Could we have either the Wiki updated, or perhaps the Help? which I think is severely outdated at this point XD or could you just post somewhere everyone will be able to find about how to USE BD's new features?..
The wiki is going to be updated and also we're probably going to simply scrap the in-game help and instead link directly to wiki articles. The wiki is far better for the indexing and formatting.

Anyway, Sorry for the wall of text but I figured perhaps ya'll would like some feedback even though you've already had a lot of it. All of this was collected from me, and around ten or so other people from my alliance, my ideas and their's on the current updates. Overall, I'm mostly pleased though they're are some things I wished hadn't changed, and I would definitely like to know how to USE some of the new things.


<EDITED TO MAKE COLORS EASIER TO SEE)

See my notes in green in the above quote.

Thanks for your comprehensive feedback, I appreciate it when users construct such a detailed list of questions, feedback, questions, etc on features. This allows us to easily identify issues and while "DAMN YOU THIS SUCKS" is still feedback it's not nearly as helpful to get your point across or to get the issue resolved ;).

-Andrew


#1 only if u do not know how to read eng

KLR wrote:
Wait a minute, an alliance of 14 will have 140 spies to use, how would we protect ourselves against 140 spy attacks or having Two or Three Alliances working together, YO thats 420 spies ! never mind adding in any conquered colonies spies.

We will not be able to build many if any squads, all our metal and oil will have to be converted to energy, unless there is going to be a change in energy per tick, like 5, 10, 15, 20, 25 energy per tick, even that is to low, considering energy costs for scanning, nukes, gating, sat scans

Maybe, dropping from 10 too 3 spies if you in an alliance, and keeping 5 for those who are not in an alliance would be a bit better. giving the advantage to them against so many more,


now that's fun lol but yes more eng would be nice

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Thu Oct 13, 2011 12:18 am 
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So..just found the add spy protection..its now 100 Mana to add spy protection without your spy on you? can your spy even add Mana for cheaper anymore? This, I'm definitely not happy with. Mana is already an almost impossible resource since you upped Ion's to 250 a pop, and now 100 Mana for 50 spy pro?... Adding in the new 500 Mana cap and its pretty impossible to do anything, especially when considering that an alliance can now have up to 100 spies..BALANCE PLEASE XD

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Thu Oct 13, 2011 6:23 am 
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I think that is a total rip off. But I think it will be tweaked. 100 spy pro and no way to add spy pro using a spy, meh, I dont even think I am gonna move my spy off my colony lol.

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Thu Oct 13, 2011 7:44 am 
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Andrew wrote:
The costs was a bug:

Should be 1 worker + 25E to plant a spy, this also adds -1 to worker growth.

Should be 50 energy for 50 spy protection on any target
Should be 25 energy for 50 spy protection when your master spy/spy ship is present.

Spy protection goes up by 1 per tick when the master spy/spy ship is present.

-Andrew

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 Post subject: Re: Upcoming Update 9 Oct - summerized list with descriptions
PostPosted: Thu Oct 13, 2011 8:43 am 
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If it "Was" a bug that would imply its fixed XD I dont think it is since its still costing 100 Mana per 50 spy ticks

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