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About the level 15 units.

Posted: Thu Jan 04, 2018 10:31 pm
by Hiems
Well, I might be wrong or I might be right, in any case I would like to leave this post here as a open discussion. The discussion I want to bring is about increasing the castle cap and why it should never happen IF there's any plans of doing so.

First of all, if there's any plans of increasing the castle cap I feel like it's better to tell us (or tell me) already, because I'm most likely going to quit right now. The main reason that some of us still playing on servers with whales is that on level 40 you can somewhat catch up, with a increase of castle cap it's not going to happen.

If the castle cap increases to 50, that means we would have good 6+ months of buildings ahead, and that's if you're on a server where there's already some players on 40. If you're on a server where the majority is 30 and your whale is 40, that means he will be a year ahead of you when you get to 40.

For a castle cap increase, the game would need a complete rework on how heroes work AND no build rush after level 40 (for castles before it we don't need too, but we know it's never going to happen). It's already hard enough to balance around tier 13 units when you can get heroes skills that gives 30% on top of stats, the difference between level 12 and 13 units is high enough with heroes already, imagine when you put it from 14 to 13, or in the same perspective even 15 to 14.

Re: About the level 15 units.

Posted: Fri Jan 05, 2018 12:28 am
by Croft
I can't imagine them not increasing the cap. No timeline currently, but I can't think of a game I have played they didn't introduce a level cap. Developers want those long term players keep playing and I would bet money that this game too will have the castle cap increase in the future

Re: About the level 15 units.

Posted: Fri Jan 05, 2018 2:21 am
by Hiems
Croft wrote:
I can't imagine them not increasing the cap. No timeline currently, but I can't think of a game I have played they didn't introduce a level cap. Developers want those long term players keep playing and I would bet money that this game too will have the castle cap increase in the future


That's fair, I hope those "long term players" enjoy being food for spenders for another 6 months. Unless the game gets a rework I don't see it being a option, as much as I like this game and as much as I spent, time and money, I wouldn't mind quitting. If you can barely defend against a 13 vs 13, I don't want to imagine the situation mentioned above. Even a 15 vs 15 on tier, the attacker would have such a huge boost from heroes that the wall would look like nothing.

Re: About the level 15 units.

Posted: Fri Jan 05, 2018 3:46 am
by Dazed
the interesting thing is if they are scaling the castle up to 50 .. all those jacqs just got alot worse as they stil only gonna be good for 2-3mil damage but the troops be 2x a strong again ....could change the gameplay somewhat .. if its another 6-12 months to unlock the content with whales rushing it out instantly then obviously its as broken as it is now but atleast it limits the impact of the hero's in the current meta .. the 30%passive will stil be an issue for garrison but atleast the pvp shouldnt be as brutal ...

Re: About the level 15 units.

Posted: Fri Jan 05, 2018 10:28 am
by Destination
Dazed wrote:
the interesting thing is if they are scaling the castle up to 50 .. all those jacqs just got alot worse as they stil only gonna be good for 2-3mil damage but the troops be 2x a strong again ....could change the gameplay somewhat .. if its another 6-12 months to unlock the content with whales rushing it out instantly then obviously its as broken as it is now but atleast it limits the impact of the hero's in the current meta .. the 30%passive will stil be an issue for garrison but atleast the pvp shouldnt be as brutal ...

Not exactly, lvl 50 castle means a lvl 60 jacques, with the current stats scaling that is probably 2-3 times more dmg for him, if not more.

Re: About the level 15 units.

Posted: Fri Jan 05, 2018 6:39 pm
by ddelucca
Sorry but it's how the game works, it's pretty obvious they will eventually increase the cap but there's no timeline, and who knows they might rebalance all levels/build times to smooth out the game... anyway rich boys just gonna whack you, Lilith deserves money from old servers too.

Re: About the level 15 units.

Posted: Fri Jan 05, 2018 7:05 pm
by Hiems
ddelucca wrote:
Sorry but it's how the game works, it's pretty obvious they will eventually increase the cap but there's no timeline, and who knows they might rebalance all levels/build times to smooth out the game... anyway rich boys just gonna whack you, Lilith deserves money from old servers too.


And you choose to answer a obviously obvious post with more obviously obvious truisms? Huh
It's not possible to balance the "levels" without a complete rework on heroes, wall and overall game mechanics. The game is already broken on tier 13, and I'm not talking about race vs race, this game is not made to people reach higher than tier 10, arguably 11. In order for it to work, they should have already started the rework on tier 13, but as you can see (I hope) it's not happening and as far as I know the staff, it's not going to happen. Those are just a few points that could be brought up to the topic on why we don't need AND don't want a increase on castle cap until the very basic game mechanics get a complete rework, starting from hero passives and troops status.

A "sense of progression" on a game with completely broken mechanics makes no sense at all, at least not for those of us who try to be competitive. That's not to mention the joke that already are duels at tier 13, and the infinite amount of side damage that it would cause. Not that it's important anyways... As long as people can gather wood from the cart near the capital and click on a button once in a month they might be happy, I'm right?

Re: About the level 15 units.

Posted: Fri Jan 05, 2018 7:31 pm
by Sargon
Logically speaking, i don't see why lilith would increase the cap just yet. The first wave of normal players are just really starting to hit 40 on the earlier servers. I'd think they would want to wait until a decent chunk of the player base is at 40 before increasing to 50. They could also increase in smaller chunks. Like whatever castle level unlocks rank 14, then 15 later. Of course, this is all assuming that lilith thinks about anything that they do, so my money is on castle 50 with no warning sometime in the next 20 minutes.

Re: About the level 15 units.

Posted: Mon Jan 08, 2018 2:11 am
by ddelucca
Hiems wrote:
ddelucca wrote:
Sorry but it's how the game works, it's pretty obvious they will eventually increase the cap but there's no timeline, and who knows they might rebalance all levels/build times to smooth out the game... anyway rich boys just gonna whack you, Lilith deserves money from old servers too.


And you choose to answer a obviously obvious post with more obviously obvious truisms? Huh
It's not possible to balance the "levels" without a complete rework on heroes, wall and overall game mechanics. The game is already broken on tier 13, and I'm not talking about race vs race, this game is not made to people reach higher than tier 10, arguably 11. In order for it to work, they should have already started the rework on tier 13, but as you can see (I hope) it's not happening and as far as I know the staff, it's not going to happen. Those are just a few points that could be brought up to the topic on why we don't need AND don't want a increase on castle cap until the very basic game mechanics get a complete rework, starting from hero passives and troops status.

A "sense of progression" on a game with completely broken mechanics makes no sense at all, at least not for those of us who try to be competitive. That's not to mention the joke that already are duels at tier 13, and the infinite amount of side damage that it would cause. Not that it's important anyways... As long as people can gather wood from the cart near the capital and click on a button once in a month they might be happy, I'm right?


I was just being realistic considering how the game has been going so far... We aren't seeing reworks, catch up mechanics or anti whale protection, we are just seeing number increases on hero skills/unit stats which fail to reach all stages of the game, especially closer to the cap. Regardless I still wanted to reinforce the rebalance need, but disagreeing with a big cap increase just because F2P had time to catch up with whales on 40 doesn't really make sense.

Re: About the level 15 units.

Posted: Mon Jan 08, 2018 3:07 am
by Croft
If I was a developer and I wanted to introduce a level cap increase: First, I'd announce it to the players via in-game mail, forum post and discord 2-3 months (or maybe 4-6 months) a head of launch which allows people to gather resources. Second, after it is implemented, I would lower the required prosperity it takes to build the previous castle levels (and maybe the wood cost/time too). The players that were already 40 had the benefit of being top dogs for a while plus, depending how old the server is, have time to max the rest of their buildings. New players aren't punished for being low level and get an indirect boost to leveling, which allows them to reach the new content quicker.

I would make the prosperity for castle 41 much higher than previous requirements and make the new buildings worth way more prosperity too (for example, Level 13 Dwarf Factory gives 430k prosperity, so Level 14 Dwarf Miner Hut would give 900k and you need about 2000k prosperity to reach castle 41). Lastly, to balance the game since some players have level 15 troops currently, increase castle cap to at least level 15 troops...so might as well make it castle level 50. This in-turn allows heroes to reach level 60 and I would give them access to another tier of their current abilities (max 9/8).