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Showing content with the highest reputation on 02/10/18 in all areas

  1. I realize that it's most likely a force of habit for everyone to use the big "Flag" button for land upgrades, but that was pretty much the idea behind the update - give you a bit more control and separation between the "new land" and "upgrade" functionality: if you'd like to upgrade an existing land, simply use the small "Flag" on its tooltip window, while the big "Flag" is now synonymous to "create new land". Exactly! You've just highlighted the main reason why I've attempted to slow down high-level growth via the introduction of "Merge Cost". This problem existed before the update, the only difference is that merging was a bit slower (you've had to upgrade all of the nested lands to level 100 before they'd expand their parent land). Now this process is a bit more visible and the aforementioned problem became apparent. I am indeed worried about level 500+ lands sucking in all resources within the entire city, but that is something that needs to be addressed in a separate update; it's not a problem that was created by the latest changes. Yes, but that would only be a temporary patch; eventually the same situation would appear, except that it would be caused by a level 1000 land instead of 500 (for example). The solution I wanted to propose is to make some/most/all of the resources "private". I.e. stations and most likely "boss resources" would be shared among all players, but smaller drops would be individual to every player and you wouldn't see nor be able to pick up someone else's stuff. What do you think? Ok, I'll let you in on the new system I am currently designing. There is going to be a brand new construction system that separates all buildings from their "land centre": i.e. instead of all structures appearing as a list in "My Lands", you would be actually placing each building one by one on a free space within your captured land (and the larger the land is, the more buildings you can place). You will then be able to visit each building (by walking to its spot on the map) and "check in" there to either repair or advance this building to the next level (you'll still be able to repair stuff remotely, but visiting the building will allow to restore a portion of its health for free). Both of these actions will advance your base to the next level and generate the surrounding resources, so this "construction management process" will hopefully replace the mechanics of placing new flags within an existing land. Additionally, this will allow to have multiple guard towers in different places within the same land, and increase your defensive capabilities against lots of small lands placed by enemies within. I hope that addresses the problems you highlighted in this thread!
    5 points
  2. Thank you for clarifying your goal with this update and the consecutive ones. I like a lot of what you have now mentioned and I enjoy the game still, despite my early misgivings. I do have one thing: can we keep the combination prices the same as they are now? I hated early pricing but the current ones are not terrible. Also, because supplies now are much more valuable could we perhaps see the buff of the Supplies Factory? I like the additional 10 gold but buffing would be awesome. I also love the greater use of the flag button. I know this is currently rather unpopular but I think it is a great fine tuning point. I cannot give this idea enough love (like srsly I ran out of positive ratings on this forum 😂) I love this idea and think it makes alit more sense over the current system. My only fear is what happens to player that play in rual areas, or worse, near private property that they can't walk onto? Just to let it sit in the back of your mind
    1 point
  3. I think based on the conversations I'm seeing on the Forum that you have several different play styles for this game. When you make a major change like this it can enhance the game for some play Styles but eliminate the possibility of others. I will post something in the general discussion area about different play Styles because I see three distinct ways that this is being played although some players are combining them depending on what they are doing. It will be up to the developer to decide what direction he wants to take the game.
    1 point
  4. I don't want to insist too much on something that has already been dismissed. But I just make an example, let's say that a level 1 land has a radius of 30m (which is probably more than it is now), that means that a 3 km radius will be reaced at level 10000 (now it is at level 600). The higher the level, the smaller is the increase of radius, of course, being the formula A=πr².
    1 point
  5. This sound awesome !!! I think we both mentioned it before in another thread and well I have the same problem again. Strangely, my ally will generate resource with the same action in the same place I wouldn't.
    1 point
  6. Another thing that came to mind is the following; other players can build lands in your land. If an active player would now attack a big player, by going to his big land, build 3 lands level 3 with guard towers walls and perhaps missiles or so on and start shooting you would only have 1 guard tower as defence... the costs would be huge even if you would/could use your army and win... it will costs you a lot and it is very hard to defend against (even more so if the player that does this has his base at level 7 when he starts...) I feel there should be something to counter this effect.
    1 point
  7. What about new players? How will they collect resources if someone has land covering the whole city? The owner will just use satellites collecting every resource that was generated. No chances for newbies, maybe only at night. Moreover all factories will be owned by that player too. Without new players the game just die.
    1 point
  8. I am finding I do not like the removal of the 500m auto lock. If it was a problem, let me suggest 100m? My GPS drift made the pattern below as i sat in a restaurant updating durring dinner. I even waited 20 minutes till it drifted back because my goal was to build up where I was sitting...
    1 point
  9. Wow, such an impressive update! This game is most intensively updated (and supported) among all games I've ever played. Let me describe my UX after update (well, even starting before that as I played as usual and noticed some changes). I had level 100 land nearby, base and 3-4 other smaller lands sometimes intersecting with level 100 land. After levelling up one of them, two lands merged and I was informed that I need to use magnet button. So I understood that I need to updated the game. I had about 80 supplies and several thousands of money. Probably the prices had been lowered at the moment when I started game session. So in a few seconds I passed several cycles of merging lands, using satellites to get supplies, merging again until I ran out of supplies. Now my home is inside a 304 lvl land (1.5 km radius) and I got many terrorists' lands/bases which I'll destroy soon. All I can do now is just to update the base's defense (to generate new resourses), attack terrorists, use plant and collect generated resources once per hour. I do understand that with the previous game mechanic after long playing I'd get to the similar situation (all lands are upgraded to max level and I need to go out of radius). It's ok for me when the game makes me go somewere but it looks like I need to go for 1.5 km now just to start playing. That is not so interesting. It needs some time to understand new mechanic. I have 2 big lands now. Another one is near my work location merged from lvl 100 + lvl 88 lands so I will not be able to play from work too (actually I rarely played there). I just try to imagine what will happen when I merge two these lands and cover all the city. Nothing to do at all? Relocate? What I like in new mechanic is the fact that I need to visit some specific places, not just to upgrade anything anywhere. But If I have time for one hour walk I'll spend about 40 minutes just to get to/from the frontier and during 20 minutes I'll be able to upgrade 2 lands only. Mr.D, it is absolutely not a problem that we are not able to build lands inside the other lands. I didn't like that before too so I like more clear view now. But something should be invented to have the ability to play inside huge lands too. One more question. What about the wars now? When there was huge amount of small lands anybody could rather quickly capture some of them. Well, the defence doesn't depend on land size and spread among all lands so yes player will have to kill them all (BTW maybe it should be changed). I didn't have enough fights. But anyway new player see something small, something she can potentially capture. Now it would be one huge land so many days will be required to demolish it. I cannot imagine this gameplay. Anyway there is nobody with lvl10+ in my city yet. I just think about new players. When they see one huge land I suspect they whouldn't have any motivation to play. And what about their lands? Will enemy players be able to build new lands inside my lands? It seems no. Well, maybe some new ideas are required here.
    1 point
  10. Ok guys, first of all - feedback heard and noted! As I said on multiple occasions in the past, I'm doing my best to find the perfect balance in the game, not make this game impossible to enjoy (despite what some of you may think). Having reviewed the real-life merge examples performed in the last couple of hours I agree that the merge cost is a bit too steep; as a TEMPORARY solution I've slashed the upgrade cost by 10 (i.e. all merges should cost 10 times less now). However, following your feedback I have a couple of ideas for a better formula which may scale better for lands above level 500; we'll try it out next week. I am a bit disappointed that the requirement to place new flags within larger lands is perceived as such an important game element (possibly *the* most important element?). When this update was designed I was under impression that having the ability to check-in in a larger variety of places (due to the 500m invisible upgrade radius removed) would be the key feature of the update, making localized travels a lot more diverse (and outweigh the inability to check-in within level 1000 lands). But once again, I hear what you're saying (looks at @Riylan ) and I will have a think about ways to shift this balance. In my opinion, the game shouldn't end whenever you can't place a flag on an already captured piece of land, but enabling this ability isn't the right solution either (it just doesn't make any sense! Sub-countries within your own country? ) and other game features should replace this process. I have a few ideas of how this could be improved and will work on that next week! I don't say this often, but I must say that I am sincerely offended by your petition and comments. Do I not always respond to every single bit of feedback and suggestion? Was there ever a case when I ignored our players' opinions and did things my own way despite negative feedback? Please remember that I am not a corporation, I am one person; a player just like yourself, trying to make a fun game for everyone. The fact that this game has no ads and there are so few ways to spend Unobtainium is my way of saying "this is not a cash grab". However, it costs over $1,000 per month to run this game and pay for the associated hardware and software, so I have to sell a minimum amount of something. What I'm trying to prevent here with this update is over-expansion of higher-level players with no "sink" for their accumulated riches that makes such players an impossible obstacle for newcomers. There's just nothing you can (or need to!) spend in-game resources on at high-levels at the same pace you're earning them. Anyway, I'm afraid I'll have to continue this discussion later / on another day, as (once again) a mortal being that I am I have to return home and spend at least some time with my family before getting back to development (that I'm actually not being paid for, believe it or not! 100% of our profits go towards hardware maintenance and online ads).
    1 point
  11. No problem, please go ahead and create a new account and I'll deactivate it once you're done. And your videos look great, I really appreciate your help with these! I've also lowered your land's level to 99 as requested, hopefully the merge goes well, but please let me know if there's anything else I can help with!
    1 point
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