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  1. #1

    Join Date
    May 2016
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    Game is up.
    New crafting system and missions added.

    I like the concept, its still new so there is not much to it, but I really like the idea. Now I hope the emblems you craft will be of your choosing, and not be randomly generated - that kinda misses the point of choosing which emblem type you need.
    The "upgrade" for 50 cores per Battle map (Crafting missions), is stupidly high. If it was permanent I can see the reason, but for 50 cores you get one extra mission, for one use item ? This is a bad decission.
    20 Cores I can see, since you can make that just by playing PoC itself. 50 is pushing it. I tried it once to see what happens, but as mentioned, its a upgrade for One use only item. Not worth it.

    Now few more notes: When exiting your base, you no longer go straight to world map instead you have to choose between World Map, PoC or the new Crafting missions. This while its a good idea, looks ugly as F--ck when popping out at you. A corner that needs to be polisehd.
    Next - You CANT access the crafting missions from the World map, you have to go through your base and then through the ugly selection once more... again this is tedious multiclicking for no reason - Stream line the idea. Make a new pernanent Island or something on the world map that allows you to access the crafting missions from it. Dont force the player to go through multiple screens just for this.

    Last pet peeve I have is that at the moment you get the moment you get the Crafting mission "invitations" only through Invasion mission. This is quite stupid and fairly limiting. You are TRIPPLE gated with the crafting - You need RnG to drop the Emblem Core that is the base for the crafting. You need to gather wast quantity of crafting resource, which you can do only when running the special missions - which ARE limited in number as a Invasion obtainable only item.
    This is retarded at the very least - you cant introduce a mechanic that takes such a wast quantity of time to complete, and then put multiple gating restrictions on it.
    I personally think they should drop the Crafting Invites completely and make it a fixed point on the world map, where you go farm when you want to do crafting. Much faster much more fluid.
    If they ABSOLUTELY HAVE TO use the Crafting Invite item, then at least make a % drop chance for every single map, so when people are farming Ocica and such they get a chance to get it as a bonus with the standard loot.

    Overall good concept, that needs some hammering out to be done to become a solid ingame mechanic. Keep up the good work devps, and keep improving the game, cheers.

  2. #2
    Unregistered Guest
    lol just got hammered in the second battle of the expeditions, only 2 tanks remain intact... If i want to retreat i have to pay 50 cores, 25 per lvl completed...what a joke rofl.

    Oh, and it seems the level of the exp is AGAIN dependant on the fucking liutenant lvl, which is such a bullshit --- gotta play the lvl 40 *hard* expedition with my lvl 30 tanks just cuz my liet is 40+... so c00l

  3. #3
    Unregistered Guest
    Quote Originally Posted by Unregistered View Post
    so c00l
    Glorious long-awaited cUntent update, u welcome :3

    PS: At the 50th level of the general, will I always have the same opponent? I played several times, the same enemy constantly, it's tedious.

  4. #4
    Unregistered Guest
    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?

  5. #5

    Join Date
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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.

  6. #6
    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.

  7. #7
    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.

  8. #8
    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.

  9. #9
    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.

  10. #10
    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.

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