Original Post — Direct link
6 months ago - /u/Zoythrus - Direct link

Originally posted by Mybum111

Does anyone know when it comes out on IOS?

It's already out

6 months ago - /u/Zoythrus - Direct link

Originally posted by darcytheINFP

No way to block update oof

That's a good thing.

6 months ago - /u/Zoythrus - Direct link

Originally posted by ThichGaiDep

When is this coming for multiplayer?

Already out. If you're still playing the old version, play with people who have updated.

6 months ago - /u/Zoythrus - Direct link

Originally posted by Karthafilus

It's some way how play old versions?

No. Change is good. :)

6 months ago - /u/Zoythrus - Direct link

Originally posted by Lucario576

But options are better, what if people just want to play with friends?

Ask your friends to update. :)

6 months ago - /u/Zoythrus - Direct link

Originally posted by uniballout

They say they want to encourage naval aspects, and yet you can’t upgrade naval units except in your own territory? That’s the dumbest mechanic ever. So now I have to keep an entire force stuck in my zone while I upgrade every unit before exploring? Dumb.

This change was made so that you have to think a little about navy comp before getting into a fight.

We didn't want people just bringing 10 backup Rafts and upgrading them on the fly. If you didn't bring enough Rammers, that's on you.

6 months ago - /u/Zoythrus - Direct link

Originally posted by totallyanonymouspal

I loved building naval fleets and having naval battles. That was my favorite part

And now you can have more!

Bigger battles with more units!

6 months ago - /u/Zoythrus - Direct link

Originally posted by _starbuck

Hate this update. This game has been my daily driver for relaxation since 2016 and this is the most impactful of all the changes since then. Most of the previous updates have been great but this one… don’t know.

What don't you like about the update?

6 months ago - /u/Zoythrus - Direct link

Originally posted by _starbuck

Mostly the extreme focus on naval combat? I really never experienced a frustration with naval units that would necessitate a massive upheaval in favor of naval combat.

Naval Combat was one of the biggest complaints that we'd hear about on a regular basis. No one liked Battleship spam, and we wanted to make water content a bit more lively.

That was our goal, a more robust naval game where you have options.

6 months ago - /u/Zoythrus - Direct link

Originally posted by _starbuck

Well, besides the massive naval spam of this update, which requires serious re-working of one’s perception of how to gain visibility on the map, or even how to power project, things like the removal of the Fortify affect for Swordsman feels dumb and one-sided. Further, If you are playing a race like Elyrion, where you don’t get normal Giants for six turns like every other race, you’re hamstrung trying to power project and also defend your lands until you can get a few mature giants. Honestly it’s not a pleasure to play anymore since noon today.

The removal of Battleships was part of our want to remove any "one size fits all" units. BS's did too many jobs too easily, and that's why the unit was split into 3. It should be easier to get on the water, but also easier to counter opponents on the water as well. Just because they have more ships doesn't mean they're winning, and that's what we wanted to espouse with this update.

A more tactical naval game.

6 months ago - /u/Zoythrus - Direct link

Originally posted by thursdaystgiles

Except now it's nothing but naval battles...

That's what Pangea is for.

We'd like the game to be a blend of both land and water content, as both should be important.

6 months ago - /u/Zoythrus - Direct link

Originally posted by _starbuck

This isn’t a “naval game”. It’s a strategy game. Navies play one role.

That they do, but they are meant to be part of a larger whole.

Land Combat is still a major focus of the game, but there's nothing wrong with improving the naval aspects. Spamming one unit is boring, and we'd like the game to be a blending of both land and water requirements, which was the intention when Battleships were first added to the game.

That's why Pangea was added alongside a new Continents. We're trying to give you reasons to do one, the other, or both, as they all have their uses.

6 months ago - /u/Zoythrus - Direct link

Originally posted by _starbuck

Okay. But when you play Domination > Crazy every single day and cannot choose the map type, Pangea is random and uncontrollable as a game type. The update changes everything without providing the ability to control certain parameters. Can I just have my daily game back via an opt-out selection for the gameplay features?

Have you given Creative Domination a try? We added it to allow you to get more control over the maps you play and some additional parameters.

6 months ago - /u/Zoythrus - Direct link

Originally posted by chad2neibaur2

Continents map type is absolutely trash now. fixing what wasnt broken....

We're actively making improvements to it, expect a patch.

6 months ago - /u/Zoythrus - Direct link

Originally posted by Gilhe

Do you guys know when it’s coming out for Nintendo Switch?

Soon

6 months ago - /u/Zoythrus - Direct link

Originally posted by Tritter_Trotter

None of your multi-players liked it, or even most of the nonPVP players complained about it?

You'd be surprised. It was usually a reoccurring complaint by a lot of people throughout the years. Casuals, competitives, and plenty in between were asking for "the naval rework".

A lot of balance discussion focused around Battleships, and this was our opportunity to rectify it.

6 months ago - /u/Zoythrus - Direct link

Originally posted by Tritter_Trotter

Wasn't it already a blend? Whenever I started in the middle of the map, I'd have to use other techs to expand my land, or run all over settling new villages, to start building ports. But by that time, it made more sense to upgrade catapults and knights. So it had become the land game.

Its like, it used to be the random map that would determine your game and it was always a surprise and something new, and now you've just boxed everything into this very precise way of playing.

Honestly, not really. Battleships were often considered OP by many, and naval fights were decided by who had more, especially if they used a Giant.

So much so that many players opted for Drylands maps just to not have naval, since it was considered boring/OP. This update was to help fix that. We want Naval to be fun and interesting - More than just shoving Battleships together.

6 months ago - /u/Zoythrus - Direct link

Originally posted by Tritter_Trotter

We didn't want

I'm seeing this a lot, and not at all about what the players want. Even though they keep telling you this is awful.

This particular change was actually quite well received by our many beta testers during our testing period.

6 months ago - /u/Zoythrus - Direct link

Originally posted by BarbHarbor

Why listen to those complaints and ignore the many complaints about the new road/bridges?

We did reduce the cost of Bridges, as people suggested. They were 10.

The Road nerf is more of a necessity, due to how strong Roads are. Roads are still really powerful, despite the nerf.

6 months ago - /u/Zoythrus - Direct link

Originally posted by BarbHarbor

Well, it should be roads for 2 and bridges for 4, and bridges should add a movement bonus like roads do. I firmly believe most people would agree. I never once heard anyone complain about roads being too cheap. If your issue is with Riders/Roads, just make Riders more expensive.
What is the issue with Roads being strong anyways? Giants are also strong, should you eliminate them? Roads are used by everyone except Cymanti and Aquarion. Cymanti has Boost to counter that, Aquarion should obviously be able to use roads with their amphibious units, and badda-bing! Nobody gets an unfair advantage.

So, I'll answer this in chunks.

  1. Bridges should give a road speed boost, and if they don't, that's a bug we can fix.

  2. Bridges are meant to be a little on the expensive side. A concern during development is that if they were too cheap, they'd invalidate naval, when we'd like the bridge to be a tactical alternative to naval.

  3. Roads were nerfed because:

A. The prevalence of Rider/Roads as the meta, which we were asked to change by many. Nerfing Riders was an option, but this way still makes it possible and doesn't hinder any units.

B. Roads are very strong, granting movement, population, and a Monument for dirt cheap. Even after nerfing them slightly, they're still very strong. We even made it easier to get the Monument, too, to help compensate.

C. Midjiwan would like to make "building infrastructure" something that requires a little more thought". This was the easiest way to do so while meeting the other two requirements.

Sometimes, things just need a nerf, and we nerfed them in the most minimal way we could.

6 months ago - /u/Zoythrus - Direct link

Originally posted by BarbHarbor

  1. then there's a bug.
  2. there is zero reason to build a bridge instead of a port.
  3. A. I'm honestly flabbergasted at this response. You just said that a change which affects pretty much every single unit doesn't hinder any units. wow. You know what doesn't hinder other units? Making Riders 4*

B. Roads grant 2 population once, split between cities, after 4*, now 6* minimum. It can be one pop each at 12* now, which is the worst way to gain population by far. Nobody asked to make the monument easier anyways, and building a bazaar in no way compensates for the loss of functionality of roads.

C. The only infrastructure I can think of is ports and roads. One got cheaper, one got more expensive. Both were built frequently in the past, due to ports star advantage and roads strategy. Honestly, this is the only point that makes sense, but it is clearly a motive of the developers, and not the will of the community. To present it otherwise would be disingenuous.

Sometimes, things need a nerf, so nerf that, not something else. In this case, if we're being real, it was Bardur, but instead you nerfed Yadakk.

We're keeping an eye on how the new stuff interacts with old stuff. We'll need to let the dust settle.

I wouldn't be surprised if Bridges/Ports get cost adjustments in the future. Other aspects of the economy may also get adjustments as well. I could see Markets getting adjusted.

Ultimately, though, one of our goals with the update was to pull some power away from Roads and to distribute things around a little, such as making Ports more accessible and adding Bridges.

I'll mention the Bridge bug, though, and will push for making them cheaper. :)






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