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  1. #1

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    Quote Originally Posted by Eliont View Post
    This sux hard. If it remains as is game will become dead in no time.
    Also seems you can't get any chests from the stages you've already completed too. Meaning those who aren't interested in PvP (because of getting destroyed by whales of the same rank) will quickly drop the game as it seems to be the main source of progression.

  2. #2
    Quote Originally Posted by Aidoru View Post
    Also seems you can't get any chests from the stages you've already completed too. Meaning those who aren't interested in PvP (because of getting destroyed by whales of the same rank) will quickly drop the game as it seems to be the main source of progression.
    Hello and thanks for the post.

    I'm the QA on this project and i wanted to explain the progression system a bit and to address some of the issues that you called.

    So, about the chests,
    There are different chest types: timed chests(earned for winning games, PvE or PvP) , paid chests (in shop) and season reward chests.
    You can get a chest (only one) for each completed stage. If your chest slots are full, you will not receive it (as the pop-ul says), but you can replay that stage at a later time, when you have free chest slots and you will get it. We can't reward you each time a stage is replayed, cause that way everybody will just progress on stage 1.

    You have Player level (that influences the available hero pool. Some champions get available after reaching a certain player level, or by buying them in special events) and hero level (that affects the HP and power of your heroes). You have leaderboard that reward the best players based on daily wins and a season(2 weeks per season) reward that gives lots of cards based on the league you achieved (earning points in pvp, during the season).

    The game is very big, with lots of challenges, events and, of course, PVP.
    You can play for years and still not have everything unlocked, that much content!
    There are 320 stages in game at this time and more will come up as time passes. Some of these will require very good strategic play and a dose of luck to complete. We want you to have a sense of fulfillment when you beat a level that you struggled with.
    Any time you feel stuck on a stage, you can go play PvP (and you will get matched against a player of a similar skill level) and earn random chests and Xp by winning there. You will get double the rewards(xp and points) when you play Random .

    The PvP has been balanced a lot thus a good but lower level player, that chooses a nice strategy and has a little luck, has good chances of winning against a higher level player (with less luck or planning).




    If you want me to cover any other topics and, of course, if you have any issue to report, feel free to ask me anything.
    Last edited by mune1one; 09-12-2018 at 02:14 AM.

  3. #3
    Unregistered Guest
    Yes i want. Please activate chests automatically when previous one is ready to open. Timers are so big and i dont wanna returning every 30 minutes to open one. It sucks when i go to bed and morning i can open only 1. Game smells p2w already so please reconsider that. Oh and you discord invnite doesnt work.

  4. #4
    Chests really are a pain in the ass. Really drained my interest to play.
    Please make the next one queue automatically.

  5. #5
    Quote Originally Posted by Unregistered View Post
    Yes i want. Please activate chests automatically when previous one is ready to open. Timers are so big and i dont wanna returning every 30 minutes to open one. It sucks when i go to bed and morning i can open only 1. Game smells p2w already so please reconsider that. Oh and you discord invnite doesnt work.
    The discord link expired, the new one is already updated on the site

    About the P2W part, I can assure you that it's not the case. There are no items that can only obtain by paying real money (only the last 2 chest slots require NTK, but that does not affect anything but the store space. We have to give some sort of premium for a paying user, right?), but, of course, if you pay for stuff...you will have more stuff faster. Still.. there is only so much you can get by paying: Let's say you get a few chests. You will get random loot (described in the purchase screen) for your player level. If you buy the chest at level 1, your progression may be a few hours faster then the one of a free user, but if your strategy is not on point, you will not get the stages on your first tries. A user that did not pay a thing but with good strategy, luck and team composition will advance faster through the game then a paid user that does not think his moves correctly.

    About the chest unlock system:
    There are lots of possibilities regarding a healthy unlocking system, all of them have pros and cons.
    After you progress a little, you will find out that it's better for the player to actively choose what chest to open and when, depending on the time you have available for play.
    Some of the implementations that create a better player experience also create vulnerabilities for the project so we have to be careful when addressing important (economy) issues, but we will think about methods for streaming up the process.

    Chests have different opening times. On your 1st few levels you will get 15minutes, 30minutes chests ... but later you will get 1h, 4h ,8h and 12h chests (with different loot and, of course, chances of getting them). Also , keep in mind that the progress is getting slower as you advance and later you will find playing PvP more rewarding(talking about the number of received chests) then playing the sagamap.
    Last edited by mune1one; 09-12-2018 at 03:20 AM.

  6. #6
    Speaking of pvp, does it only search for players that are online and also searching for battle? Especially in soft launch, this makes it hard to find a match to even be able to play the game. Even more so if you only get to play in the game's off hours.

    And for the chest unlock system, what about a queue? As in, you can choose the order they open in and will start on the next once one is finished.

    Chick wars has similar system, but it feels better since the chests all count down at the same time.

  7. #7
    Unregistered Guest
    The chest unlock system is the same as Clash Royale, with more slots. The Cuntwars system is faster and the games are much shorter. This game is great, nice job devs!

  8. #8
    Unregistered Guest
    I feel like there is no real reason to play. When you lose pvp you get nothing and it feels ur wasting time. When winning u get chest which stacks very fast and you need to wait several hours to play again because u get nothing besides chests(i know ranks etc but i resets every 2 weeks?) U need to give something to grinders or population after global release will drop really fast. Give random card or some gold for PLAYING pvp not only winning.

  9. #9
    When you lose in PvP...well, a loss is a loss . You only gain +1 for the reward validate (one more match played)

    The seasons only last 2 weeks, cause we have to deliver a reward for the players from time to time, we cant just let the season last very long cause that will make it feel unsatisfactory for the players.
    There is also a more global ranking, based on the Player Points that are rewarded for the global rank that the player reaches each PvP season and they add up. (A good veteran will earn points each season.. adding up to big rewards and nice badges (bragging rights)


    About the low player base... we expected this for the first days. The Soft launch is happening in only a few countries and the players are still low level, playing sagamap while it`s easy. As they progress.. they will start enjoying more playing PvP (When they will have more then 800hp .. some decently upgraded heroes etc)
    Last edited by mune1one; 09-12-2018 at 06:38 AM.

  10. #10

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    Quote Originally Posted by mune1one View Post
    About the chest unlock system:
    There are lots of possibilities regarding a healthy unlocking system, all of them have pros and cons.
    After you progress a little, you will find out that it's better for the player to actively choose what chest to open and when, depending on the time you have available for play.
    Some of the implementations that create a better player experience also create vulnerabilities for the project so we have to be careful when addressing important (economy) issues, but we will think about methods for streaming up the process.
    I do believe you should have a middle ground as well. Choosing which chest you are opening is indeed nice (compared to a fixed line), but you are easily wasting a lot of time.

    I suggest to allow people to make a conditionnal queue they choose themselves. For instance, this queue is composed by minimum 2 chests (no matter their duration), or up to a cumulated time of 2 hours, for instance (so they can queue up to 4 "30-min chests". It would allow people to reduce considerably the time where they are opening nothing (either during play before the chest is opened but not claimed or when they are not playing) while keeping the choice of which chest is opened first.

    There are way too much downtime for way too high chest duration currently.

    It's too bad, that and the pvp match without much rewards are the only problems for the game currently.

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