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Domination: Earth

Mr. D

Domination: Staff
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Everything posted by Mr. D

  1. I've had exactly the same thought myself yesterday. Once outposts are no longer part of the leaderboard there will undoubtedly be a way to convert them into real bases, sure. Will see if any of that can be included in the next release!
  2. Hmm, that is true... perhaps outposts should be excluded from that list since they're not exactly bases as such and there's little sense in tracking places you haven't been to / don't intend to visit. Let me think about this some more! As for the overall concept of remote upgrades, I didn't expect it to be as popular as it appears to be currently, but I don't think we should introduce any limits to it just yet: without any sales the game will die (software licenses alone cost hundreds of dollars per month) and our sales aren't actually that great currently. I'm doing my best to limit the "2w" aspect of any "p" features I add, but as you can imagine if there's no value in what we're offering for sale then no one will spend money on it. It is a tough spot to be in, but there's just no way around, I'm afraid!
  3. Hmm, interesting point! I'll have a think about possible solutions, sure! 😉
  4. You must have missed the initial announcement of drones; I believe I mentioned that this feature has been added exclusively due to the COVID-19 lockdown as it is the only time in history when we encourage people not to travel and stay home. After the lockdown is over you will hardly see any drones at all and their influence on your overall success will be minimal; you won't be able to rely on their drop chance to advance so it'll be more of a "nice surprise" than a core strategy. I would like to emphasize that drones have been added only due to the lack of anything else to do in the game without travel (which confirms my point that land trading was never part of the equation; removal of real-world travels was supposed to be a bigger deal than removal of high-level trades) and because I've received a number of complaints regarding the conflict of our game's objective with the COVID-19-related restrictions. Having people fined or sent to jail because they were playing "Domination: Earth" is not something I want on my conscience. 🙂 But this is exactly why you cannot upgrade existing lands via drones and can only capture 1st level flags away from yours current position; it does not overpower any particular land and only affects one leaderboard (unique lands). Also as opposed to the trade exploit every single player of the game (veteran or a complete newbie) has exactly the same chances and benefits provided by drones; these items do not make the game harder or easier for a particular group. I hope that makes sense, but if not simply remember that they will be gone soon, if we're lucky the whole pandemic situation is a one-off event. 😉
  5. Don't worry, the terrorists will slow down their growth once they see there's no need to recruit more as they are the dominant force (there really is such a rule ). However, what I'd recommend is collecting & activating as many Bullhorns as you can, picking up all of the personnel around your town in one go, which will ensure that more personnel starts spawning soon due to the lack of it in the area: there is a limit to the number of resources around you, so it's wise to clean up the area frequently to maximize the spawned amount from each capture. Then spend all of your army attacking the terrorists just for the sake of getting some peacekeeping points (1 killed terrorist = 1 point, regardless of who won the battle) and invest all of these points into the "Counterstrike" perk to increase your damage dealt against terrorists. This way you'll need a much smaller army to win. I hope that helps!
  6. Hey @Irrelevents, I think it would be wrong for me to impose my view on who should play the game, why and how often, it's quite a subjective matter. There's no restriction on playing often and I am constantly trying to come up with new ideas and features for DE to be usable more frequently, in various life situations and even from home. However, the underlying message is actually super simple: to progress further you have to travel (not necessarily far, at least get out of your house. Coronavirus situation excluded, of course). We are not a "Civilisation" kind of strategy, we are not a global asset trader simulator, we are not an MMORPG with fast-paced non-stop raids demanding constant attention and yes, we are purposefully different from others and are a bit of an "MMO travel log". But it doesn't mean I want the game to be boring or unplayable more than once a day. The only thing I'm trying to exclude from it is cheating and having ways that make land capture via real-world travels a "feature for newbies" (and the endgame that involves no travel whatsoever). I could pretend that the trade issue didn't exist and turn the other way (as it did seem to provide "hours of fun" for some), but as with all cheating, eventually the "results" catch up with you in the form of upset victims (i.e. the genuine players who just cannot beat the person utilising unfair strategies) and the game loses its player base, which leads to losses on all sides for me. So I do have to enforce game mechanics that make cheating & exploitation of core rules close to impossible, as otherwise relevant checks and investigations waste way too much of my time that could be much better utilised. For instance, last week was actually supposed to introduce a set of new combat-related features, enhancing the interactions with our Ai (and its difficulty) and adding new ways to spend peacekeeping points. I'm sure that would be been lots of fun, but none of it happened thanks to the situation with land trades reaching a critical point and me having to spend several of my evenings investigating the involved parties and trying to come up with a solution instead. So in the end people not following our initial core rules and trying to come up with "unofficial" ways to play from home leads to us actually not having any new official ways to do that. You can see why I'm displeased with the situation, right? I'm really getting tired of in-game cheating though and the spiralling side-effects, so the next couple of releases are likely to continue focusing on that aspect; I intend to address the situation with Fake GPS abuse next, which unfortunately is also still happening and is a hot topic in our office. But after that I am hopeful that the game will start growing in other directions feature-wise and as always, I am open to all new ideas as long as they involve at least a little bit of travels. That's pretty much it! P.S. I am doing alright personally; only have 1 full-time job currently, which frees up some evenings / weekends to work on DE. Unfortunately, it's still not ideal as this means I sacrifice time with my son and wife in favour of building DE, which makes the whole cheater investigation subject even more frustrating. Oh well! I hope you managed to stay away from the virus and the associated fallout too!
  7. The super magnet has 5 charges (note the counter in its description card), so after 5 successful collections it disappears ahead of time. Same mechanics applies to the experimental magnet; all other collection items are only limited by time.
  8. Hi all, Version 2.2.1 is going to appear on the Play Store and App Store in the next couple of days (subject to review times) and features several improvements: Earth View: fixed missing context menu with the option to "Open Fire" for standalone attack buildings (e.g. Guard Tower). Earth View: map filters are now permanent and persist through app restarts (uninstalling the game will reset your filters though). My Lands & Construction: pressing buttons (e.g. "Build", "Upgrade") and viewing overlaying windows no longer scrolls the view to the top, allowing easier interaction with long lists of bases or buildings. My Lands performance improvements: after the initial list of bases is loaded all subsequent views of the same window (or an individual base) will be faster as relevant data is now cached locally on your device. This version also introduces an important update to the core game mechanics and land trading rules. As many of you remember, the concept of Travel Points was introduced some time in the past to fight the increasing number of trade-related exploits. Unfortunately, it seems that Travel Points slowed this process, but haven't actually solved the problem and by now many of our players accumulated enough travel points to resume the strategy of advancing base levels via reselling & merging of high-level lands between multiple accounts, which brings us back to square one. I would like to remind everyone that contrary to popular belief the only correct way to advance in "Domination: Earth" is via real-world travels, capturing new locations and merging of your own lands. The only reason land trading was added to "Domination: Earth" in the first place was to offer a way to exchange resources with some effort from both sides (i.e. to avoid new players "begging" for resources from veterans and not offering anything in exchange) and an alternative way to capture a new spot of land in a remote location without resorting to combat. At no point it was intended that land trading would supersede real-world travels and be the fastest way to grow your base. Land trade exploits have always been frowned upon (especially when it involved creation of multiple accounts) and are considered to be the second greatest in-game offense akin to the usage of Fake GPS apps. Please review our Code of Conduct if you have any doubts: Using multiple accounts to advance your primary account is also considered against the rules. However, this is not the first time I've made this announcement and unfortunately it doesn't seem like it's having much of an effect. Since tracking and punishment of trade-related abuse is very time-consuming and wasted much of our resources in the past, it has become apparent that a different course of action is needed. Accordingly, as of version 2.2.1 it will no longer be possible to buy or sell any lands above level 1, as 99% of trades happening in the game above that level seem to be associated with ways to bypass travel requirements and land merging exploits. It is very sad that it has had to come to this and I do apologize to the 1% of legitimate land traders existing in the game, but there doesn't seem to be any other lasting way to resolve this. However, since we no longer require Travel Points to control this situation all land merges below level 100 will no longer demand these (it will be free to merge level 1 land with a level 5 land, for example). Please note that these changes are server-side and will take effect even if the new version isn't downloaded (the old version is simply not going to display the associated error messages correctly). But I will refrain from "flipping the switch" until both apps (Android and iOS) are live and everyone gets a chance to obtain these. As always, please post if you have any questions!
  9. Hi! Glad to hear that you're enjoying the game! Resource stations such as the Oil rig appear randomly from time to time; there's roughly a 5% chance of them spawning anywhere in the area after every land capture, so the more you use that flag button the more likely you'll see one. Also there is a very high chance of a new station appearing whenever your base advances to the next level, so make sure to scan the area after each base level up!
  10. Hi all, Version 2.2.0 is going to hit the Play & App Store within the next 24 hours, featuring: Earth View: land and base map markers now have a new context menu button. "Magnet" button no longer exists and became "Merge Lands" in the new menu, "Rename Land" and structural attack button (now "Open Fire") have also moved to the same place. The Earth View marker context menu also features a new option - "Repair all structures", which allows repairing all damaged buildings existing on the selected land or base in bulk. Time-based error message pop-ups (e.g. army is resupplying, attack structure still reloading, assembly plant recharging) now contain a progress bar illustrating the exact amount of time left to wait. Fixed several more issues leading to the Earth View map not loading after interacting with other tabs / pop-up windows. Map on Earth View should generally be a little bit more responsive when navigated to from Messages, Tracked Players and Inventory, and not perform a complete reload of tiles every time (only flags and buildings will be reloaded from the server). Fixed an issue preventing Nuclear Silos and other high-level attack structures from reaching targets further than 5km away. Improved process of attacking lands using offensive structures: added a non-disappearing panel indicating when the land targeting is active. Fixed an issue with camera jumping back to your current position after each attack attempt. "No targets within radius" error should no longer reset the targeting process and allow to select a new target straight away. Successful attack will automatically reload surroundings around the target. Please post if you have any questions!
  11. Ok, got it! I believe I know what's causing this, will try to include a fix in the next release (2.1.4).
  12. That was a deployment glitch, sorry. Should already be resolved.
  13. Hi all, A new set of combat related rules is now active on the server (no app updates to download; all changes are automatically live for everyone), featuring: My Lands tab: bases currently in combat are now listed at the top regardless of distance. Attacking armies currently in combat can now defend the associated base from other players at the same time, at an increased casualty rate. For example, Player A attacks Player B, and Player C attacks Player A; Player A's army will continue to fight Player B while defending against Player C, taking damage from both opponents. Base army will now begin resupplying (the 1 hour cooldown) only after the end of all combats where that army was involved, or if it retreats. However, while at least one battle is active the same army is now capable of attacking an unlimited number of players at the cost of an increased casualty rate (once again, because it will be fighting multiple armies in parallel). One base still cannot attack another land of a player with whom it is already in combat though. Any land standing on the intersection of multiple bases (e.g. if a land is 50km away from one base and 50km away from another) will now be protected by all nearby bases at the same time. E.g. if Base A has an army of 100 troops and Base B has an army of 500, and there's a land that is close enough to both of these bases any attack on it will trigger response from both bases (a combined army of 600) as long as both bases have the "mobile army" switch enabled. Message inbox size has been increased to 100 rows. As always, please post if you have any questions!
  14. Hi @Irrelevents, Really sorry about the painful experience you're having with the war mechanics; honestly, I did not realize it is causing so much grief! I will put the issues you've described on top of my task list; will definitely think about the best ways to address these as soon as possible. That's unexpected; I haven't seen anything like that recently (you're running version 2.1.3 on Android, right?). Could you please paste a screenshot illustrating how the non-loaded tile issue looks like from your end? Hmm, can't comment on that off the top of my head, but will replicate your account on my test environment tonight and see if I can reproduce the problem; will get back to you with answers once I have them.
  15. Hey all, A new version (2.1.3) went live on the Play Store and App Store, featuring the following changes: Side-menu notification counters now appear in different colours per category: Messages, Alliances, Trades and Wars. Menu button will display a group of multi-coloured circles allowing to know what category the active notifications belong to before opening the menu. To slow down the "buying power" of Unobtainium associated with resetting the item scrap charges all subsequent resets will temporarily cost 1 extra Unobtainium per reset. I.e. within the 12 hours after you run out of charges the first reset will cost 1 UBT, second - 2 UBT, third - 3 UBT and so on. The counter resets after regaining the charges organically, i.e. after 12 hours. When that happens the first reset will once again cost 1 UBT. This has been done to reduce the number of resets performed per day and slow down the acquisition of Exploration Drones by players with large amounts of Unobtainium. Fixed an issue with Earth View not loading fully after the initial registration / selection of lands title. Fixed the "sticky camera" issue after using the "load surroundings" button ("eye"), making it difficult to use Exploration Drones after a remote land is viewed. Please post if you have any questions.
  16. Hey guys, Really sorry for that, that is an old issue indeed; my task list is overflowing and sometimes it takes a while to investigate a problem. I believe this should now be fixed; please let me know if there's still a block on your account, @Max Siren! It's a very simple trigger: whenever any base is awarded a new level the system checks whether there are any bases with levels higher than that on your account and if not, records it as the new "high score" (it's recorded separately so that the value never goes down when your bases are being destroyed). Any relevant abilities check whether this "high score" reached 10 yet and unlock when it is. I'ts hard to say why this de-synchronization occurred in the first place, but an additional post-level-up check has been added that should (hopefully) resolve this once and for all. * fingers crossed *
  17. Hmm, I see what you're saying. Stickiness of the viewed location was intentional, but I'll make a note for it to not interfere with other features (e.g. drones). In the meantime, land tracking can be reset with a land capture! 😉
  18. Good afternoon, Version 2.1.2 is now available on the App Store and Play Store, featuring several fixes and improvements: Fixed an issue with Earth View freezing and not loading objects or map tiles after interacting with overlaying windows (e.g. Profile or Messages). Lack of internet connection should no longer freeze the game on the "Retrieving GPS coordinates" step. Added a loading indicator ("Loading, please wait...") appearing while any flags are being retrieved from the server. For example, the message will stay on screen while the tracked player's lands are loading. Added panels informing players about the lack of internet connection on any main tab (e.g. Earth View, My Lands, Perks, Scrap Items) with the button allowing to re-connect without closing the app. As always, please post if you have any questions and if you missed our announcement about the Exploration Drones make sure to read about these below.
  19. Have you seen my advice to you above regarding this? I'm positive that your lands exist, just not in the spot you're expecting them (try spinning the Earth the other way round)! The drones only expend a charge after a new land record is created, which is also why you're getting points in the leaderboard (the land-related boards count all of your existing flags. If you have a point there, it's linked to a flag somewhere).
  20. Exactly the same as a regular base, no exceptions other than visuals (for now). Would be weird to move it, but you certainly can if you want to! Unfortunately, our Ai currently doesn't have any conditional logic based on UBT and it would be fairly painful to introduce, but it's also going to look like a pay-based "discrimination"; we'd never hear the end of the P2W complaints if our NPCs stopped attacking people who have/use UBT. I'll have a think about any alternative solutions to this problem as it affects the regular unprotected flags as well (even when there's no UBT involved). But for now building a wall and repairing it is the best bet; the battle will last 120 minutes, i.e. 12 rounds. Really glad to hear that you're enjoying the new feature though!
  21. I honestly don't know what you're talking about. Try scrolling the planet the other way round; your land could be on the "other" side. The world on Earth View has left and right borders, but even though you will see "more" of Earth when scrolling past them, the game only takes place between the first set of borders and lands do not replicate on further "copies" of Earth, if that makes sense.
  22. Hi all, As we all know, due to the current situation with COVID-19 many of us are unable to go outside and play "Domination: Earth" the way we used to. To address this problem we are releasing a new feature of Exploration Drones available in version 2.1 and above! Here's all you need to know about them: "Exploration Drone" is a new inventory item that cannot be manufactured, but can only be obtained by scrapping items (i.e. scanning barcodes). Chance to receive this item while scanning a legitimate barcode is slightly above 30%. Traditional inventory rules apply; each drone requires 1 inventory slot. If your inventory is full the drones will not be transported into the warehouse, but you will be awarded with resources for scrapping an item instead. Drones can be activated both while travelling and within your base, i.e. while staying at home. Upon activation each drone allows to capture a new land anywhere in the world, at least 50m away from any existing land of yours. Same as with regular captures, when placing a land on your enemy's territory that territory has to be unprotected and contain no defence structures on it, otherwise the capture will fail. Drones cannot be used to upgrade existing lands. When landing, a drone will collect all resources within a 50m radius and capture any resource stations located within that radius. Drone capture does generate new resources in the area after the initial landing and may trigger actions by the Ai. When a drone-captured land reaches a level 5 via upgrades it will create a "military outpost" instead of a regular base. Military outposts follow exactly the same rules as normal bases, but look slightly different to help differentiate between places you've actually visited and bases established via a drone. After the COVID-19 travel restrictions are lifted the chance to receive an exploration drone will be lowered to <2%, so get them now while they're hot! Version 2.1 is now live on both the Play Store and App Store. Please post if you have any questions!
  23. Hey all, Time for a small update about the current state of things! First of all, I apologize for the game being a little bit "boring" and restricted due to the COVID-19 situation; I know most of you are stuck at home with no ability to capture new lands. As the situation is unlikely to improve in the near future we are discussing ideas about new features & events that will keep you entertained in the meantime. But remember, cheating and using Fake GPS apps is still prohibited and will lead to account blacklisting, so please avoid. 😉 In other news, Android users may have noticed a new feature of in-game notifications - red circles in the side menu keeping you informed about all activity that you missed. Unfortunately, iOS version of that update is lagging behind and is unlikely to appear on the App Store this week, but I am doing everything I can to make it happen next week. Another change that went live recently is the adjustment of the Nuclear Silo structure: Nuclear Silo no longer requires Unobtainium to launch missiles. Instead, every shot costs 400 Supplies. Initial building cost has risen from 35 to 60 UBT. Action cooldown is now 1 hour (time between each shot), but level 100+ lands can have more than one Nuclear Silo on them. We're going to trial this new silo for a little while, but will keep an eye on it to make sure things don't get out of hand and don't create a significant imbalance for all the other players. There may be more updates to it in the future. We also welcome a new member to our Epic Dragon team: @eugenenovikoff! Eugene is taking over the development & maintenance of areas that I've admittedly neglected due to the limited supply of time, and is in charge of all our social media & PR aspects, including the website rebuild (stay tuned!). As always, please post if you have any questions, concerns, ideas or suggestions! 😉
  24. I wanted to publicly apologize to @Mechanic for an incorrectly applied forum punishment; one of our community members reported a thread in Russian that contained a link to an external resource, and that report lead to the account in question being marked as a "spammer" (erasing all posted content). But the link appeared to be a genuine resource related to "Domination: Earth": a tutorial guide for Russian speaking players. I wanted to confirm that @Mechanic is indeed a legitimate "Domination: Earth" player and a member of our community. However, I do advise all forum members to refrain from posting external links to any documents as we get a lot of "spam traffic" on the forum and players feel safer when the guides are located directly within the created thread. As always, please post if you have any questions!
  25. The only thing to consider in advance is the need to upgrade one flag to level 5 to establish a base in each new area; don't leave too soon! But as ValarMorghulis mentioned, there is absolutely nothing to worry about anti-cheat-wise as long as your travel is genuine and does not violate laws of physics (don't travel with the speed of light )!
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