Statistics:Posted by Mike — Wed Feb 21, 2018 9:00 pm
Statistics:Posted by Napoleon — Wed Feb 21, 2018 2:08 am
Given that the player who creates a nation is permanently connected to it, seeding can't work well in the old way of outright buying nations. But you can still pay someone to unite their seed into your nation. You say that is subject to fraud because after you pay them, you have to trust they will carry through with the unite. But in the other scenario where you buy the nation outright, you still have to trust that they will give you the nation, so isn't just as subject to fraud?Napoleon wrote: ↑Sun Feb 18, 2018 10:09 pmAbout the seeding Mike, how is that possible if a nation can only have one sov? People can get screwed over very quick.
Say someone has a seed I want to buy, and I send him credits to purchase it at whatever price has been discussed... Now I get in it, he removes... but because I am not sov... I can't unite... and I have to rely on his good faith that he will unite it for me...
This creates a level of theft that shouldn't exist...
That's what I'm telling you, reason being that orb winnings being transferable would create a feedback loop of the most powerful nations being able to perpetuate their power. I may consider having a limited amount of orb winnings being transferable per month, say. I just don't want it creating a loop of perpetually dominant nations, as was the case in old WoC.
Statistics:Posted by Mike — Tue Feb 20, 2018 10:34 pm
Statistics:Posted by Napoleon — Sun Feb 18, 2018 10:09 pm
Statistics:Posted by Mike — Sat Feb 17, 2018 8:18 pm
Statistics:Posted by Zethive — Sat Feb 17, 2018 5:09 pm
The defenses were added to make the game more interesting tactically than just attack, evac, pile forts. They're also the most difficult part of the game to balance well, and that's still in progress. As for peaking, I don't see why more defenses and other options couldn't be added in the future.Steve wrote: ↑Mon Feb 12, 2018 5:36 pmAdding all those defences at once when old woc had none didn't add any depth, it just added an annoying aspect of game play for many of us, should of started with a few and gradually increased the amount with say 2-3 monthly updates, which brings me to another point, mostly all other similar games have 2-3 "big" updates per year, adding various things like more levels, defences, attacking options.. how can WoC have something like that? its pretty much peaked.
Statistics:Posted by Nothing — Thu Feb 15, 2018 10:03 pm
Isn't this still possible now? The limit on how often a nation can unite means a nations can't be constantly uniting in seeds, but that just means individual seeds need to have more XP to be worth it.
This will be enabled once credit purchasing is also enabled. Purchased credits will be able to be transferred.
Farming was eliminated to keep the map from getting clogged up by large nations that are just there to passively collect XP. But I get your point, it does provide a way for players with less time to spend in the game to level up. I'll look into putting back in some form of farming.
How does the moving boundary prevent players from "running" low or mid level areas? It just means they lose their things gradually, rather than all at once in the old WoC. And they can keep their stuff for a long while by moving themselves further out in front of the west boundary.Steve wrote: ↑Mon Feb 12, 2018 5:36 pmNoob and Midlands (people like jabber were famous for this, they would run those lands, back when the whole noobland was level 1-30 and midland was i think 30-110? might be wrong on that one, but having big areas with orbs and res made basically a seperate sort of orb running on a smaller scale, whereas new woc has that line system that forces you along to lose your stuff as your levels progress meaning you cant really "run" those areas)
That would take major dev time, something along those lines is a possibility for a future expansion though.SaintVoodooInc wrote: ↑Mon Feb 12, 2018 7:26 pmAlso what about adding boss fights? Fight against an AI boss with defences around it and a time limit.
Anything involving cash prizes puts limits on payment processors, game portals that will handle it, etc. One future possibility is Steam trading cards, which can be exchanged for prizes.SaintVoodooInc wrote: ↑Mon Feb 12, 2018 7:34 pmVery well said Steve and that's the gods honest truth.... The reward system will make this game feel monotonous to say the least.... Maybe be able to cash credits for cash? I don't play for money but atleast then I'd feel like credits are actually worth something. Not sure to be honest. Just feels like the reward for all your hard work is for nothing now. I can buy credits I don't need credits...
Statistics:Posted by Mike — Tue Feb 13, 2018 7:32 pm
Statistics:Posted by SaintVoodooInc — Mon Feb 12, 2018 7:26 pm
Statistics:Posted by Steve — Mon Feb 12, 2018 5:36 pm
Statistics:Posted by Napoleon — Mon Feb 12, 2018 12:47 pm
Statistics:Posted by Mike — Mon Feb 12, 2018 6:17 am