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Domination: Earth

Ruvox

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Posts posted by Ruvox

  1. 1 hour ago, Mr. D said:

    If you target a land that contains or touches a smaller land, next upgrade that you perform will merge such lands with their parent

    And what will happen if I targeted the smaller one ?

    1 hour ago, Mr. D said:

    Please note that the parent land has to meet all the building requirements for the level it's about to become before it can merge one of the smaller lands

    But this only applies to lands <100 right ?

    24 minutes ago, Mr. D said:

    But I will be adding new things to do while you're inside such lands and yes, I will think about alternative means to spawn new resources within their area.

    Really hoping for that since if I got you right people like me living in a big land wouldn't be able to acquire any resources (besides from scrapping, stations and fighting the Ai) without traveling a bunch of kilometers first.

  2. To ne honest that's a lot to think about and try out ! But there are directly some questions popping up in my mind.

    How does merging affect the buildings build on the merged lands? Is it the same as with previous level 100+ merging?

    Does that mean within the radius of a big land of mine there will be actually nothing to do for me? In this case capturing within a 100+ land spawning items again would be great.

    On what distance does this remote upgrade work?

  3. Please excuse if I got something totally wrong there. But it seems like the combat messages are not right calculated or timed at the moment. It seems like first the combat statistics are sent with a default value of 10 resulting from 1 damage and afterwards the real damage and killed soldiers are sent.

     

    Screenshot_20180208-204218.png

  4. I think to level bases up, it's the best option to choose always the nearest base.

    But with attacking lands I would neither like this option. At the point where I might not attack a land which is within the radius of my base only because I have another base nearer to this land which might be already in combat somewhere else, I have the feeling that it's wrong in some kind. Although letting always the nearest base attack a land is a much better option than the current one. I think simply allowing all bases to attack a land which is within their radius is the best option.

  5. Me and @SebRut are/were on a trip today to build additional bases. We've encountered a few strange things which might be nice to change/improve.

    When you upgrade lands further than 100 km to your next base up to level 5 they concert into a new base. The sandbag walls get connected to that base. Other lands within the new bases reach but outside other bases reach do not count afterwards towards the base level steps. So this lands never scored any base levels(s).

    When the action radius of two or more bases overlap its always the first built one to attack enemy lands. So even if the enemy lands would stand right next to a new base which I've build in 100 km distance to my older base. I could only attack it with the old base. So in fact having more bases with overlapping radius does weaken them in some kind.

    The same thing goes with connected lands when I have a new base and want to level it up and am for example 20 km away from it and capture a new land but am just within the radius of an older base, the land will connect to the older base and level this up.

    • Like 1
  6. 23 minutes ago, marcofi said:

    but especially because the land contains resources

    I think having more lands or even bigger lands needs time. If you played for a specific amount of time you will have accumulated a bunch of area(s) which means older players who put much in the game don't have those resource problems new players have. For me this is one of the main reasons to expand.

    23 minutes ago, marcofi said:

    A single player may get control of an entire city too easily

    Gaining control of a whole city would definitely take you some time and many many upgrades but I get your point.

    23 minutes ago, marcofi said:

    And this effect increase when the level is 300, 400 etc.

    I have to admit that this is really a little bit extreme after a few merges. 

    I would go with the following:
    Keep normal upgrades as they are up to level 100. When merging 2 level 100 lands just allow them to be the doubled size (or something similar maybe 2.5 times) of a level 100 land and so on. This would make the effort of capturing the same spot again and again much smaller and wouldn't make it so easy to capture very huge areas. (At the moment it seems like you get rewarded for sitting at the same spot all the time instead of encouraging to travel).
    But I would really keep everything under level 100 as it is.

  7. The Tracking Satellite allows you to collect resources remotely with the button you already found. You will then collect all resources which spawned on your land connected to the base where you used the satellite. The Guard Tower has nothing to do with this.
    The message  "there are no resources around to pick up." states that there are no resources on any of your lands connected to this base so nothing to collect for you.

    • Thanks 2
  8. 2 hours ago, marcofi said:

    just need to change tab and then go back to Earth View, then the timer shows the right value

    Had the same thing for a long time but since the last few updates this problem seems to vanish slowly away. A few weeks ago I had this nearly everytime I switched out of the app and back in after a few minutes but since the last update I can't remember any time this happened.

  9. I just "accidentally" attacked a Level 2 land of the Ai with upgrading my land. After that I attacked it again with my Guard Tower of the same land. I got my Peacekeeping Points, I got Money, I got Supplies. But all in all I only got 4 messaged 2 stating that I got Supplies and the other 2 stating that I got Money. 
    So damaging the Ai via a Guard Tower or via upgrading your Land seems to doesn't end with any messages about the casualties and the rewarded peacekeeping point or the dealt damage. 

    Can you also implement the already existing messages for this scenarios ?

    • Like 1
  10. Btw there is one further thing I noticed: whenever I track someone who is visible within my bases reach the base radius will keep displaying but when I track someone who isn't located within my bases reach (so I don't get any results) the base radius will totally disappear.

  11. First, thank you very much, as always a quick solution from your side :)

    I have to admit that it's not the perfect solution at this point but indeed a nice improvement in contrast to the situation before.

    6 hours ago, Mr. D said:

    I'll have a think about other ways to improve this section in the future

    Well I could try to help you with this with two ideas:

    1. You could simply divide the list into active and inactive players. Maybe blur or grey the inactive ones out and put them down the list. Whenever the limit of 20 tracked players is reached one could remove a player of it's choice without any confusion.
    2. I have no idea where the performance problems come from. But maybe you can just save the IDs of the tracked players client-side and only refresh names or other player related thing whenever one clicks an the track button (when the player is inactive it would just result in greying or blurring the entry out)

    I have really no idea about how this works technically so this ideas are more or less guessing9_9

    • Like 1
  12. On 23.10.2017 at 7:05 PM, Mr. D said:

    Experimental Magnet (which has no charge limit, but will disappear in 24 hours unless activated

    So this means it would last four one hour and unlimited collections if used ? But will just vanish if not used after 24 hours of its appearance ? 

  13. 9 minutes ago, Mr. D said:

    (regular Super Magnet is at 20%/30%)

    Ok, I understand that you get a super magnet by a specific chance when generating items and if it's a super magnet it's an experimental one by a chance of now 10%. but what is the chance now to get a super magnet (at first instance) in general ? 10 %, 20 % or 30 % I am a little bit confused now.

    11 minutes ago, Mr. D said:

    I feel positive about your Wiki

    Glad to hear that! We'll do our best!

    12 minutes ago, Mr. D said:

    I get a spare minute I would struggle with a long list of questions

    Hope you wont struggle with our flood of questions coming up in the forum. It's always nice to know your answers comming like super fast. (No comparison to any other devs)

    • Like 1
  14.  

    4 minutes ago, Mr. D said:

    What do you think?

    I think making it x10 for Money would be the right way, calculating times ten is not really complicated at all and at the end of the day everyone's happy if he gets the most missing resources and if you make it 1 to 1 this would mostly result in money even if it is not the most needed or "feel to have the least" resource.

  15. On 23.10.2017 at 7:05 PM, Mr. D said:

    Experimental Magnet - 5%.

    Never got one of those. Are they still ingame ? is their chance lower than the 5% ?

    Btw @SebRut and me are slowly writing a Fandom wikia and from time to time questions pop up. How do you like it ? Asking questions frequently in the forum with new or under old posts ? Or as a bunch of questions as PM ? How do you fell in general about a Wikia especially the use of the pictures ? 

    Sry for off-topic

  16. The perk "Lucky Drop" is described as "...resource of which you have the least". Do all resources count the same towards this ? Or is there some sort of weight ?
    For example the money storing limit is 10 times as large as the one for supplies or personnel. The resources have different Unobtainium exchange values. They appear in stacks of different size. Sources generate 10 times as much money as supplies or personnel.
    So does money only counts 0.1 towards this perk ?

  17. I like to track player for several reasons (to fight the Ai, to find my allies, to find other players, ...). I recently noticed that the tracked players will change their names automatically in the list when the player does so which is very nice. I guess every entry in the list is connected to the player profile (ID and whatever).

    However, when the list grows it's getting confusing very fast. Can you hide the entries in the list when the player is hidden anyway ? Like as soon as the player vanishes from the earth view since he didn't log in for seven days hide him in the list but also showing up again if the player logs in again.

    • Like 1
  18. Hong Kong is a part of China, Greenland belongs to Denmark and so on and so on. I don't see any problem there.

    And to be honest being the leader of a so remote region like Svalbard is nice enough to be legitimately honored somehow.

    • Like 1
  19. Very nice and useful update, somehow it took a more or less long time to be available for me in the PlayStore. 

    One big wish: please let the map keep it's position where it is when building remotely. Building remotely on more land can be very annoying because every time you get into the construction tab and back the map will flash back to your current position where you physically are. This leads to having to zoom out, swipe, zoom back in for every further building that you want to build.

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