Zoythrus

Zoythrus



01 Dec

Comment

Originally posted by Szalkow

The lighthouse on your mom's house

Lol


30 Nov

Comment

Originally posted by J_train13

I don't get it

Neither do I

Comment

Originally posted by dimondsprtn

I think part of what OP is getting at here is not just “why didn’t you nerf Bardur’s resource rates” but also “why didn’t you buff weak tribes’ resource rates who were hit in the crossfire of the broad nerfs?”

For example Hoodrick was an already mediocre tribe, and the huts nerf just further worsened them. Why didn’t you give them a complimentary +5% something as compensation? You would still be changing the meta in the way you want, but at the same team you’d be compensating weak tribes that are being further nerfed.

I think our philosophy when it came to this update was to set things to a new baseline, where we have a few big changes and didn't want to get super fiddly with things.

We did tell everyone from the start that reworks were coming, but it all starts with "Let's make sure the Market is fun and bridges work" before trying to fine-tune Yadakk, who is directly influenced by both of those. Midjiwan didn't want to set tons of little details that might get changed again and again and again as we iron our Markets/Bombers/map Gen/etc

Comment

Originally posted by BarbHarbor

I still want to know why resource distribution isn't changed for nerfing Bardur

Well, mainly because we didn't want to at this particular time.

We realized they were strong due to overall game mechanics that we felt needed changing anyway. Nerfing resources is not off the table, and if they're still strong, we may do that, too.

We're waiting for the dust to settle before we start fine-tuning.

Comment

Originally posted by sirikMa

Don't make cymanti just like every other tribe pls. Cymanti is actually very fun to play against as it requires very different approach. Just nerf them a bit. Hexapods should not be able to 2 shot defenders/swordsman on hills for example.

Don't worry, we know.

Comment

Originally posted by Bldynails

I understand and agree with the philosophy of not having a couple of technologies be meta

But again, it just seems like so much more work for you and controversy than needed, when you have so many easy and logical changes that everyone would agree on, like the recent Aquarion buff

And you didn't actually answer as to why resources are almost never used to balance tribes out. Like what is this going to be, the 5th round of nerfs for Cymanti? And at no point did anyone think of nerfing their resources. Idk, I'd think that'd be the easiest change to implement, instead of having to nerf them over and over again

That's what the Cymanti rework is for. Every Special tribe will be given time to be adjusted properly.

Comment

Originally posted by Bldynails

Hey, thanks for the reply!

I guess what confuses me is that there are just so many changes that would be very easy to implement and appreciated by everyone

A prime example is the recent Aquarian rework! I mean it makes all the sense in the world, now they have a starting tech, their super unit isn't a disappointment, and tridentions aren't as overpowered. It's the kind of change that can only be good, no one complains about this. Same thing with Quetzali getting more metal, no one complained about this, it's just an objectively good change that made them more viable.

On the other hand even if I understand that roads and huts were really good, it's clear that nerfing them has good and bad sides. It has many effects on the overall balance of the game, some of them not ideal like making Cymanti even more dominant on dryland. It forces people to learn a new way of playing, and it will also force more balance changes down the line

"We could have just ner...

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People weren't complaining about Huts because they were meta.

We don't want them to be meta, and we'd like to distribute the power around to other tech branches. We're trying to keep away from "one best strat".

Also, we know about Cymanti, and as we said in our blog post, we plan to fix them later

Comment

Originally posted by AmericanUmlaut

I love the update, but I absolutely can understand this feedback. I'd really encourage your team to make a bit more of an effort to empathize with users.

The updated game is quite simply more complex. Prior to the update, all landscape upgrades except ports cost 2* or 5*, navies were made up of three kinds of boat that promoted one to the other linearly. That's all much more complex now, and so you have to stop and think a bit more.

Just for one example: it used to almost always be a complete no-brainer to always upgrade a town to level 3, because it could almost always be done for 6*, and with the 5* back you were paying 1* for 1spt. Now the math is more complicated - it only rarely can be done for 6*, and can cost up to 9*. That math isn't hard, but it makes you stop and think for a second.

The boats are similar. I think the change is awesome, but decision making around upgrading boats and fighting with them used to be dead simple. Now you have to decid...

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Trust me, it's not feigned ignorance. We're trying to gage what exactly people are missing. If it's things like "I don't like the new map" or "Bombers are too strong", we can fix that. If it's "I hate how I can't steamroll the bots and use my OP strats to win all the time", we can't fix that, and that does need to change now and then.

While the game is simple and "cozy", and honestly still is, we never wanted the game to "be done" or "stagnate", nor did we ever want you to get into the position of "not thinking". At the end of the day, this is a strategy game, and we'd like you to think - and that hasn't changed since the beginning.

Comment

So, dev here, we have changed resources in the past, and that still happens now and then, but the roads and Huts changes weren't just to hurt Bardur - it was to nerf roads and Huts....and Bardur.

The techs for Roads and Huts were far too strong and were pretty much meta-defining. We didn't like just how useful they were. So we nerfed them.

We could have just nerfed Bardur's resources - but that wouldn't have fixed Huts being broken.

We do have plans to buff Spiritualism and other weak techs, but we had to knock the strong stuff down a peg first.

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Originally posted by Mooreel

{0}

Wanted to collect the stars.

Ah, harvesting a Starfish

I'll take a look

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Originally posted by AnthonvYT

noooooooooo ;-;
another cool accidental feature gone, just like the infinite-player multiplayer games in version 87 :(

It's actually not cool and a sign of the map generator being completely borked.

Comment

Originally posted by AnthonvYT

please make it a feature this is hilarious
close proximity villages should like boost the main city or smth lol

Already been fixed. :)

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Originally posted by Fancy-Sprinkles2789

I have really mixed feelings about this update.

I'm trying to give it the benefit of the doubt, and play a little each day. But, most games I just abandon. I just get bored. Just not vibing with it. I don't think it's the added complexity, but maybe it is. The original version required some strategy, but it was pretty close to a cozy game. Like animal crossing and city builders are way different, but what they have in common is that you can just pick it up and play a chill game. I think this company didn't realize that that's what the game was for some people.

But, here's the thing that's making me bother to comment: I paid for the old game. And that game is gone. The company effectively did a bait and switch and stole my money. That just feels real bad. That's like corrupt.

And I don't think I have any recourse aside from I guess giving them a bad rating and review in the App Store. So I guess that's what I'll do, and if you're in the same boat...

We're honestly not quite too sure how exactly this update has stopped the game from being "a chill experience" or "cozy".

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If you're angry about the map generation, we're currently working on some fixes ans improvements.

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Originally posted by J_train13

Bug or feature?

Bug


29 Nov

Comment

What were you trying to build?

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Originally posted by Ripz0r

Its a bug. You'll soon see Zoythrus posting here about it being fixed.

We're looking into it. ;)

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Yeah, we know about it

Bug

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We're looking into it

Comment

Originally posted by homibre

Please no, I don’t want to go back to covering every shallow water tile with ports. I find it much more interesting to choose one optimal port location per city and with it the freedom to actually choose aquafarms and bridges depending on the situation.

Neither do we.

We don't like port spam, either.