Zoythrus

Zoythrus



01 Dec

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Don't worry, we're going to push out a few patches soon that should help make map generation better so you can get those scores again. :)

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Originally posted by almondolphin

Thanks for the really rapid response (So fast I hope you had a chance to read it all).

Yeah, one thing about the map that’s challenging is how crowded it feels. Maybe having one or two rivers per map, and otherwise enough space to use various units, would help. Best of luck, I know you’re working on it.

In the meantime, we'd like to point out that Creative Mode exists, which also has Perfection.

You can try different map types and see which feels better. Perfection has always used the Continents map type....but it sucked as a "Continents map", and that's why we made the change - to make it more "Continenty".

Of course, not the Perfection players are mad because "the map is wrong". The map is now right, but it's different, and we may change Perfection to something like Lakes or Pangea instead.

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Originally posted by almondolphin

Hey u/Zoythrus I’d like to provide some feedback if this is an appropriate place for it.

First, I want to say good job for trying. Game mechanics are hard to dial in to a perfect balance and many of these adjustments are cool: * the new moonies freeze ability makes more sense and make them a more valuable unit. * The bombers/giant stomp are cool (if OP), introduce naval artillery to the mix * recovering stars outside of one’s territory * the welcome return of artifact tech discoveries * ship upgrades in territory only * bridges and changes to geography

I’m open to the other changes (new market/income dynamics, relocating tech components, changing costs of development). Honestly, nothing is precious to me as long as the resulting new game is balanced and fun.

However, making this many adjustments at once has meant Polytopia is now much harder to win. That has advantages—it’s been cool to see the 100k+ mark become rare—bu...

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We can say that a lot of your current frustration is most likely due to some map generation bugs that we hope to fix, like spawns being too close together.

So, yeah, the hope is to iron out the rough spots over time.

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Originally posted by bdiah

Thanks for the response. I’m very excited to see what becomes of markets. I’m sure it will develop into something excellent.

I am baffled about the bit about bombers to be honest. When playing humans, whenever I’ve seen an opponent try and employ them against me, they quickly abandon them.

Yeah, you might be the first I've heard to say that Bombers are too weak. Everyone else says quite the opposite.

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That means the person you're playing with hasn't updated.

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Originally posted by WeenisWrinkle

I can say that we're working on most of these and plan to iron things out over the next few patches, mainly Markets.

We'll be buffing tribes in other directions.

Love hearing this!

While the road/hut nerf is fine, the most disappointing change was that the economies of almkst all tribes took a major hit. This slows games down and makes some T3 techs prohibitively expensive.

We'll be keeping an eye on it all.

Sadly, faster econ = harder to balance, especially I'd everyone needs to be X strong to compete.

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I can say that we're working on most of these and plan to iron things out over the next few patches, mainly Markets.

Bombers are actually considered OP by many, usually in the hands of a smart opponent.

The roads and Huts nerf won't be reverted, though, as they were both too strong. We'll be buffing tribes in other directions.

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Originally posted by dinocat2

Can Elyrion get a starfish monster 🥺

In all seriousness, I agree with the other commenter that markets feel weak. I also wonder if there could be a way to break naval blockades, since starting a navy under pressure is hard when so many of the ships don’t shoot back. Elyrion have dragons, but I wonder how standard tribes handle it.

We're going to make adjustments to the Market.

And we're looking into this while also trying to not make a unit who's whole purpose is to get shot at, y'know?

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I can say that we're planning a patch to the maps so that spawns aren't so close.

Enjoy the break while it lasts. ;)

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Originally posted by thewholesomeacct012

Didn’t want an explanation. I’d like a feature to revert the game back to a previous form. I don’t like any features of the current update. I don’t need it explained; I want the game I’ve enjoyed for years to come back.

Sadly, we have no intention of "putting it back" as the new skins and tribes will be using them, but we are hoping to make changes to the new features to make them more like it was through fan feedback.

So, we encourage you to stick around as we put the new stuff through a few patches which should smooth out much of the stuff you don't like.

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Originally posted by thewholesomeacct012

The sea warfare is not appealing. I don’t like that you can injure other units just by moving next to them if your unit is one of those battering rams. It costs a lot to upgrade a unit to shoot a weak shot; I liked that they came the way they did straight out of the dock. The starfish are incredibly irritating; I’d prefer they didn’t exist at all. The low population from docks sucks and the high cost of roads is terrible. Farming on valuable dock spots is also nonsensical. I think brides are interesting but I can’t tell if I like them because I’m so irritated by every other feature I’ve not had enough opportunities to try them out. I disliked literally everything else. The game is ruined for me. I’ve stopped playing it. It’s the only game I play on my phone and if it’s not fixed soon, I’m just going to delete it which sucks because I’ve owned for years.

Let me explain our reasoning a little:

  1. We would like sea warfare to be more varied, as we didn't like "Battleship Spam" and we've always wanted naval to be a component to the gameplay. We will be making adjustments to map generation, though, and may move Perfection/Domination to Lakes or Pangea, so that you don't need naval, but it's always a good idea to have.

  2. Juggernauts are the way they are because they're a "Giant, but in the water". They needed Smash as it's a way to help break stalemates and establish a beachhead. We couldn't just leave them as a simple melee unit or they'd get shredded by the other naval units.

  3. I don't know what you mean by "costs a lot to upgrade to a weak shot".

  4. Starfish replaced Whales, and since we replaced the mechanic entirely, we felt that replacing the graphic was necessary, otherwise people would get confused.

  5. The population was decreased on ports because we ma...

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Originally posted by i_hate_clash_royale

Well, ik you weren't talking to me but markets are, imo and probably the opinion of many, too weak. 3 tier 3 techs is a lot. Sure, you don't need all t3 techs but since you need all of those t3 techs for windmills,forges and sawmills in order to upgrade the market, you need them all in order to use them at their Best. Most people don't seem to play on super big maps where you might end up taking 1 or 2 of those techs. Imo just get rid of one of the current t3 techs. Allowing it to upgrade without needing different structures would just make them custom house but with extra steps.

We are looking into it and will probably make adjustments

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Originally posted by thewholesomeacct012

I want the thing reverted to the original. Is that easy enough to understand?

Well, what specifically don't you like about it?

We're in the process of adjusting some of the new content and we'd like to hear your feedback.

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Originally posted by Shasaur

Btw, do you guys keep track of win rates based on certain techs or strats? I assume that you do, but if not, could really help with balancing and to be able to easily see over-powered and under-powered parts of the game.

PS: Cool that you're responding on here! Love when devs do that :D

We do keep track of win rates, but let me tell you, all the numbers can be very confusing.

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Originally posted by TemporaryTight1658

Yes I understand. I have read this thing 10s of times.

But never seen any explain or argumentation.

Well, ultimately, Midjiwan considers the game a "work of art", more or less, and to keep things simple, he don't want mods by people "trying to fix" things he's already fixing. Mod support may come later after he considers the game "done", but for now, our spaghetti code isn't set up for that sort of thing.

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Originally posted by TemporaryTight1658

I know, that's why I as to explain more

Midjiwan says "Don't make mods, thanks".

And we respect his wishes.

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Originally posted by InternationalFlow825

This just goes to show the ENDLESS and INFINITE possibilities this game can go. Like a few weeks ago the dwarve tribe concept. All these concepts would be awesome in this game. It's really a shame that we have to wait a year or 2 years for a brand new tribe. Why can't they produce a new tribe every 3 months. They would make the money, it's not like producing an AAA title game. This game has so much potential content they could add.

Trust me, you don't want us to make a new tribe every 3 months.

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Originally posted by Mooreel

Sorry, very new :- )

No worries! We need to catch this stuff.

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Originally posted by 63_Lemonz

How do you feel about the proposal that was tossed around a while ago where roads cost 2 in your territory but three in neutral? I think it would be pretty neat but can see how that would make the game cluttered.

We shot that down pretty early as it wouldn't actually nerf roads....which was the point.