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  1. #1581

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    Quote Originally Posted by Unregistered View Post
    OK, I really like this game, but...I hate when devs of simple games change things to make them overcomplicated. Armor Blitz is a FTP-compatible browser game, not an AAA title. I come here to collect waifus and watch H-content, not to get involved in a tedious crafting system. I play various other games where the crafting systems have me about half a step from dropping them...and I've even spent money on those. I like gameplay, not fiddling around trying to build the perfect emblem.

    Aside from that, AB doesn't even have its H-content caught up to where it's supposed to be...why did they waste time working on this crap before finishing their commitment to being featured on Nutaku?
    Spot on !

    Personally with all these shortcoming for me AB is a hold out game until DMM restarts Girls Symphony again.


  2. #1582
    Nope Guest
    Based on the pattern so far, I believe the following is entirely reasonable to expect for the rest of the game's existance,

    - It will be very art limited, never going to catch up nor even attempt to do so.
    - It will mostly develop in the periphery, not the core game play.
    - Its change will overwhelmingly be code based.
    - It will at no time speed up its deliveries. It is resource limited. It will go at the pace seen.

    Simply put, it is resource constrained and they are mostly programmers. Also they are linked to mobile platform and that means PC version is dead in the water in terms of what it can and cannot evolve to, ever.

    They'll not up the core gameplay for the simple reason that they cant under the conditions imposed by their choices.
    They'll not up the art since they can't under the resources available.
    They'll do what they can add in terms of coded extras and event setup.

    Its a friendly, likeable, little game by a little team stuck between two worlds, trying to make it sort of work.

    And as for fulfilling its Nutaka entry criteria? Never going to happen. It is not even an option. The amount, type and quality of art you see? That IS the pipeline. There is no extra gear to shift into. They delivery coded extras because thats the only area they can deliver in.

    Not intended as a rant. The games history is for all to see and the team size and capabilities are unchanged and not a secret. But it also means, this, what you see, is in fact "it" and it wont change.

  3. #1583
    Nope Guest
    And thats sad really.

    I like the game too, but it is never going to move.

    Its like the tanks you launch in it, they travel and travel, but somehow never gets anywhere at the end of the day.

  4. #1584
    Unregistered Guest
    To be honest, if they can't catch up on their reason for being on Nutaku, I'd rather they just put it in near maintenance mode (only adding new girls by running events) rather than screwing up what was a fun little game by adding needless tedium. They can go on to another project and keep AB mostly on autopilot.

    To AB: You are not Call of Duty. You are not Destiny. You make a mobile game and have committed to providing H-content for a PC browser version of it. Stop trying to take up more of our time with stuff that doesn't increase the fun of playing your game.

  5. #1585

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    Just a note about the crafting levels, they are based on difficulty not commander level. Hard will always be lvl 40 enemies no matter what your commander lvl. From memory the drop rate is Commander 1-15 Easy, 16-30 Medium, 31-50 Hard. So you start getting lvl 40 Hard missions as early as lvl 31 commander but they will get easier as you lvl up your girls.

    Having said that, The drop rate on the schematic (2% for RANDOM 5* emblem) means that on average it will take you one and a half weeks (3 invasion days = 18 invites = 54 missions) to have just 1 drop. The cost of 6000 shards is not as bad as it seems because on average you will get 300 per invite so you should end up with way more shards than required.
    Flower Knight Girl: 255445855

  6. #1586
    TreadNaught Guest
    Quote Originally Posted by Unregistered View Post
    Stop trying to take up more of our time with stuff that doesn't increase the fun of playing your game.
    While they do really need to work on cohering the UI and game-play so doing any one thing isn't a distracting from the rest of the game*, the crafting system isn't that. The missions look like a stab at end-game content. They aren't something you have to do, and probably aren't something you should even try to do unless you have multiple functional tanks groups leveled to clear with. Sure they're level scaled so you can try them now, but you're going to end up paying cores for extraction. Still, it's kinda clunky.

    Now, what I would have done differently is break the maps into five tiers of difficulty to match the five tiers of emblems instead of locking it to commander level. Let players use the keys gotten from invasions to select the difficulty of the battle map they want to challenge. Have a level N0 mission drop N star 'blanks' or blueprints and N* sub-stat components that can be used to fill out a N* blank you're going to construct in the factory. Have disassembled emblems give you one or two of their unmodified sub-stats as a component.

    *A sorted list of the emblems you have equipped to tanks would save much frustrating UI digging.

  7. #1587
    Unregistered Guest
    I still don't agree with adding a crafting system, but as long as we're theorycrafting here, what I would've done is to allow you to break down unwanted emblems you already have into shards. Make the shards mainstat-specific so that if you break down an emblem of Valor you get Valor shards. Why would you be able to construct a Luck emblem with shards gained from a Valor emblem? Or, for that matter, the 'no-stat' shards we're getting now? The higher star count of the broken-down emblem, the more shards you get. Then use the expedition maps to provide one random mainstat emblem schematic as a guaranteed reward for completing all three expedition maps. If this would give too many schematics, make the expedition maps require multiple 'invitations.'

    Don't tie the star level of the schematic to the map level, make that random as well. I don't think it's fair that low-level expeditions don't have a chance to get 5* schematics. Lastly, since shards are gained through breaking down emblems, give normal tile rewards for the individual maps, not shards.

    Seriously, we already get a crapton of useless emblems from scouting...give us something to do with them other than recycling them for a pittance in useless currency. And if you wind up crafting an emblem with crap substats, you can simply break it down to contribute toward the next one.

  8. #1588

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    Random emblem - retarded.
    In every game that has crafting elements CRAFTING means you know what you are getting, and you complete tasks necessary to get.
    When its random then its GACHA.
    What they did is the most stupid thing ever - they let you do the grind for crafting, but wht you get is totally random....
    Completely murders the point of crafting so you can get THAT specific emblem you need for your tank....

    I just cant...

    Also a bit more variety for those missions would be nice. Its boring to fight the same boss on the same tileset. At least randomize the bacground, a city tile map, snow tile map, grass tile map. Its visually boring to fight on the same bloody dirtpile all the time.

  9. #1589
    Unregistered Guest
    Quote Originally Posted by Unregistered View Post
    Don't tie the star level of the schematic to the map level, make that random as well. I don't think it's fair that low-level expeditions don't have a chance to get 5* schematics.
    Strongly disagree. It's important that there be some incentive to building up your forces to take on stronger enemies.

    Quote Originally Posted by Myrdin View Post
    Random emblem - retarded.
    In every game that has crafting elements CRAFTING means you know what you are getting, and you complete tasks necessary to get.
    Agreed. If emblem crafting offers no control over the finished product then you're better off doing any tile given even a vanishingly minuscule chance to acquire high level tanks or emblems.
    When they originally mentioned crafting I was pictured something that would let you re-roll one of the secondary modifiers on an emblem, or make a duplicate of an emblem you already own.
    Devs need to put more consideration into game system design.

  10. #1590
    Unregistered Guest
    Quote Originally Posted by Unregistered View Post
    Strongly disagree. It's important that there be some incentive to building up your forces to take on stronger enemies.
    There's plenty of incentive to get XP in this game. Absolutely nobody is going to say to themselves, "Well, I WAS going to work on grinding XP, but since I'm able to craft 5* emblems I won't bother anymore."

    Since 5* emblems are available as loot on lower level Factoria tiles they should also be available to craft at lower levels.

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