Crusaders of the Lost Idols

Crusaders of the Lost Idols Dev Tracker




08 Oct

Comment

Originally posted by SnowLov3r

I think the main problem is that achievements are additive to the bonus you are already getting from the achievements. If they were multiplicative, I would not be upset or mad about the achievements in the slightest. (mind you I am not mad or upset about the achievements, I am just thinking its a shame that it isn't multiplicative at this point, maybe an extra reward for completing t5 11th objective? making them multiplicative?)

We don't currently plan on having any multiplicative bonuses from achievements, but I'll add your vote to the item on the suggestion list.

Comment

Originally posted by TheRealAnubischick

A question not about the dungeon scaling, since the feeling of the playerbase seems to have been well represented both here and on the stream and I know you and the team are looking at it (though I will throw in my vote for don't remove the runes, redistribute them - I thought having them every 3 or 5 levels after 40 rather than every 10 would be ok, still a stretch but much more achievable).

Anyway, actual question: We know that recipes for events are released 2 weeks after the end of the event, would it be possible for the recruit and gear missions for event saders to match that timing? I mean if the recipes for the gear for those saders are now 'in the pool' it seems a little odd that the saders themselves are not.

Hope you and the team have a great Canadian Thanksgiving and thanks for being willing to consider changes, rather than 'my way or the highway' which I've seen from dev teams before.

Given some of the feedback below, we won't remove them, but we'll likely move the runes to lower levels, and after a certain level it will just be crafting material all the way to level 100.

It would be great if the mission additions matched the recipes. It's just been a lower priority to get it set up over other content and bug fixes.

I will pass the Thanksgiving wishes along to the rest of the team. :)

Comment

Originally posted by ChakatFirepaw

A clarification question regarding the dungeon progress achievements: Do they follow the standard of "this difficulty or higher" or do you have to do four sets of ten runs to get them?

And speaking of achievements, how about a talent or crusader upgrade that keys off the number of completed achievements? (e.g. +X% DPS for every five achievements completed, multiplicative.)

You'd have to do 4 sets of 10 runs to complete all the new dungeon achievements, as the achievements are using new stats, given all 3 difficulties last season were using the same highest area reached stat.

I'll note down the vote for a crusaders or talent that takes into account the number completed achievements on the item on our suggestion list and we'll see what happens.

Comment

Originally posted by Doctor_Arkeville

Just to add the voice of another type of player to the mix. I'm not super high end, but I do okay for myself. I usually only try to get fun skins like CrocOdile, Space Ork, and so on into the game or cute taskmasters. That's what I enjoy, just a fun variety of stuff to Numbers Go Up as I idle through the idle game.

That being said even I'm crushed by the dungeons having such a dramatic weight on sprinting compared to deep runs. Having the opposite of incentive to push further and get a little more for each run is so very disheartening.

It doesn't matter now if I get just a little further each time, if I improve my damage, run more buffs, upgrade my gear, anything at all and at best the goal in front of me is the same as the points as behind me.

I know everyone else already said we want to see better points for deeper runs. They have all the math and some are forcing themselves to endlessly sprint and push closer to one hundred. I'm not them. The dunge...

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It is a helpful opinion, thank you for sharing.

And I'll note the votes for the skin requests. :)

Comment

Originally posted by Witty_Newspaper_9693

Your mission so hard to fill up to 100% and it need so much important crusader. So for dungeon run, there is no crusader for mission.

As more Crusaders and skins are released, the dungeon missions will get easier.

Comment

Originally posted by Halaberd85

with the recent addition of more missions that can injure crusaders, have you thought about having achievements based on injuries? the game already tracks the total.

you could have achievements like 'Lost Expedition: Suffer 4+ injuries from a single mission failure' or 'Booby Prize: Have a total of 1000 injuries'

That's an interesting request, but it's probably something we won't add.

The Crusaders Injured stat is just there for a fun metric.

Comment

Originally posted by billyjoe99

Hi Erika,

Please don't do that a lot of people have been sprinting to try and get to the runes rewards past level 40, all that really is needed is a tweak to scale the rewards a little as you go deeper so it isn't necessary to just sprint.....

Hi billyjoe99,

Thanks for the input on the rewards track. We'll keep it in mind.

Comment

Originally posted by HexxarTek

The removal of the post 40 runes brings the value of the dungeon rewards, and the season pass for that matter, dramatically below last season. Is there a reason for this? Especially as it counteracts your increased rune growth over time comment.

EDIT: Will CNE be offering refund on the season pass?

We're still discussing whether or not to remove the runes above level 40.

As with all purchases in the game, the season pass is non-refundable.

Comment

Originally posted by Drugan77

The worst slowdowns I experienced were with the rune screen. It even made the game hang a few times.

At any particular moment, or just every time you load the rune screen?

Comment

Originally posted by CotliGamer64

Missions, loot calculation, chest opening. Those are where I noticed it, but there have been many weird lags for other people too.

Thank you for the information.

Comment

Originally posted by DrStrangelove142

Hi Erika,
 
Despite the outcry it has sometimes created, I’ve never been that upset about nerfing crusaders, especially when they were OP.
However, I’m sad to say I’ve lost nearly all motivation to play the game with the regression to linear scaling in the dungeons. It is a regression as I think it breaks the fundamental incentive to play the game (at least once you have done the objectives). I could develop a long argument about this but will spare everyone the wall of text here. In short, if there is no incentive for doing deep runs, why bother to keep upgrading your crusaders, seeking new gears, runes, etc….and the points/coins that allow you
to access them. 
The worst is that I don’t see how it makes sense for anyone, yourselves included. I’ve heard that it is to re-balance the game in favor of new/mid-range players, but it does not achieve that at all. It’s quite possible to have exponential scaling where newbies and mid-range players earn as much as b...

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Hi DrStrangelove142,

Thank you for sharing your feelings on the changes for season 5.

We will be changing the points around a bit soon.


07 Oct

Comment

Originally posted by Croq360

Thanks for the code!

Others have covered the idea of balancing things out points-wise for longer runs to take the emphasis off of massive amounts of sprinting to maximize your points over the season.

All I want to add to that is I appreciate your willingness to listen and consider making some changes based on feedback. You could just say, "Well, that's what you're stuck with. We will look at changes in the next season." Thanks for being more open to potential changes/tweaks (and noting too that this is not the first time you've taken a "second look" at something based on feedback)!

You're welcome for the code.

We offer the community Q&A and the livestream for the interaction with the players, so thank you to the players for taking the opportunity to share their feelings on the game politely.

Comment

Originally posted by JuJuBee2006

Just thought I would give some slight feedback on the new season of dungeons:

On the positive side, I am extremely happy that traveling the same distance on a higher difficulty is always better than a lower one. It felt really weird to me to do sprint runs to area 5kish on lvl 1, and then do idol runs to 12500 on lvl 3. Now I know that once I have unlocked a difficulty, I don't have to lower it when I sprint to use up my runs for the week during sprints. I'm also super thankful for the spreadsheet showing what area gives X rewards. No guessing/estimations needed.

On the negative side, the restructuring of point values feels very demotivating: point values have been absolutely gutted. I recognize that adding missions for points acts as a counter balance for lower point rewards, but I already felt de-incentivized to do long point runs when an idol run maxes out hours earlier, but now that rewards increase linearly, I never see myself going past 10k to unlock the next ...

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Yeah, part of the point restructure was to make it flow better on the higher difficulties versus difficulty one.

We're looking at changing the linear drops on the higher difficulties soon.

You're welcome for the code.

Comment

Originally posted by SqLISTHESHIT

Thanks for the code.

As for the update, can't you guys just consider not removing anything, but tweaking the scaling pre lvl 40? Like, that's what most people want to aim for anyway. And if they wanna get past that THEN they gotta put some real work/effort.

I honestly believe that having more than 40 lvls is really good, since it encourages people to do things better, but most people should be able to attain lvl 40 within 4 months at the very least.

You're welcome for the code.

We'll see what makes the most sense for where we land on the points redistribution, as to whether we keep runes for rewards past level 40. the materials up to level 100 are staying whichever direction we go though.

Comment

Originally posted by AerichV

One week has passed and I’m tired Erika. I’m exhausted resetting every 100 minutes or so because I want my yield to be as high as possible but that really kills the idle part of this game. Hope the studio will reconsider reward scaling so I can invest a little more in RL.

Yes, we are reconsidering the scaling for the points.

Comment

Originally posted by xyzzex

Was it really necessary to add like a zillion dungeon achievements and couldn't those have been added same time as dungeons started?

Yes, it was something we wanted to add. Achievements tied to the difficulties was requested by players after the introduction of the difficulties last season.

Yes, it was a mistake to not delay the season so that the achievements would launch at the same time, relying just on the Coming Soon note in the change log, and we'll try not to repeat that in the future.

Comment

Originally posted by sayoki

When will we be able to play / unlock Mitsuko the Six-Tailed, Regent Sawtooth and Shir Brio of Cadenza?

Thanks for the reminder. We'll get the remaining Tier 6 event Crusader Gear and Recruit missions into the game soon!

Comment

Originally posted by billyjoe99

Thanks for the code, by and large happy with the new season, I don't mind that I will not get to the end of the reward list, it's good to have rewards beyond where most, if not all, people can get and much better than last season where many of us were finished with some time to spare.

The only real gripe is that the rewards in a run scale in a linear fashion, which means the best policy is sprint, reset, sprint ... I would much prefer the rewards to scale so that those that wanted to go long got rewarded for it. It wouldn't necessarily even lead to an increase in rewards as it is still slower to go past the sprint cut off.

You're welcome for the code and the new season.

Yeah, I don't expect many players, if any, to reach level 100. I just wanted to see where the point accumulation would get people.

We're looking at changing the points drops a little so it's not constant sprinting.

Comment

Originally posted by Drugan77

Thank you for the code.

I have to say that with the start of this new season, I’m getting extremely frustrated with the game. Here are some of the main reasons why.

First, I feel scammed by the new pass. The nerf on the awards made me hesitate in buying the pass, but my experience on the previous one made me decide to take the plunge. I was very angry to discover after the fact that you dramatically nerfed my earnings for each run. I’m going farther than before to only earn somewhere from 30 to 60% of the points. Going farther also means that I probably won’t have time to do my fifteen runs.

Which gets me to my second reason.With the average of around 16 hours a day, seven days a week allowed by working from home (which will finish soon), I could barely do the challenges and my fifteen runs last season. And there’s the new timed event objectives to do too. It’s absurd and it’s getting worse this season.

Thirdly, doing dungeons for points completely s...

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Hi Drugan77,

You're welcome for the code.

The season 5 rewards up to level 25 are actually quite similar to rewards from season 4, with just a consolidation of the buffs so there was room for more item drops, less rubies as players say they have too many rubies and taskmasters instead of skins to save some art time.

Also, last season, the paid pass rewards stopped at level 25 and this season they go all the way to level 100, along with free rewards track.

We're discussing what changes to make to the point drops from the dungeon runs, but we did also add the dungeon points missions with this season.

Thank you for the feedback about the time requirements and the progression. I'll discuss it with the team.

Comment

Originally posted by Bluestblood5

I keep having the unfortunate issue of sending out crusaders on long missions, having my game crash for some reason, needing those crusaders to re-setup my formation, and being unable to do so because they are on long missions. I don't ask questions much so forgive me if this has been talked about before, but are there any plans to recall crusaders if needed or making their mission actions independent of the formation? Thanks and Happy Thanksgiving!

There have been a few requests to be able to cancel/pay to complete a mission, and I'll add your vote to that.

The whole point of missions is to occupy your unneeded Crusaders though, so aside from most of the event objectives that have the various Crusaders locked in, we don't plan on making the Crusaders sent on missions available to use in the formation.