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Domination: Earth

Ruvox

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Posts posted by Ruvox

  1. I'm sure this wasn't originally intentional. But right now I am too lazy to search for the right forum post where this was written.
    Please notice that if both actions were completely separated, capturing stations would become much harder because no longer possible through the usage of items.
    But I also think that the scenario described by you is a little bit frustrating considering I found myself in that situation just too often.

  2. Wonderful! I have to admit that I was just a little unpatient...
    Again it's necessary to say that you fix problems and answer questions an unbelievable amount of times faster than any "big" game studio would do. An this is just great! 
     

    • Thanks 1
  3. The exact same thing happened to me today on the land "toom Baumarkt Bergen auf Rügen" it got upgraded from level 8 directly to level 9 and 10. Feel free to reset this land by one level. 
    Unfortunately, this also used 2 super magnet charges at the same position at the same time which somehow messed up my item usage planning for that trip.

  4. Btw it would be great fixing the "points are only given up to the next base level"-problem earlier then the relocation thing since it is (at least I think so) more important and maybe not that complicated but leads to waiting with merges now.

  5. Maybe this could be helpful: 
    Another player reported that the offers are not really vanished but only invisible. So If you for example had 10 possible offers you could only issue 9 since the invisible (vanished) offer blocks the 10th slot although the is "9/10" displayed under trade management.

  6. Pending sell offers show me who wants to buy my lands. For pending buy offers the name is not displayed. 

    But when I issue many buy offers to different people it might be confusing which offer was offered to whom. I then always have to click on the offer and if necessary guess who it was offered to and then track this player to display the lands of him to make sure I offered it to him which is imho too complicated. Just showing the player name as in the pending sell offers would make it much easier.

    • Like 1
  7. I at least heard of two times now (one at myself) where pending trade offers just vanish. The offered resources disappear, the offer disappears, the land isn't sold. Have no idea how that happened or how to handle this. However, do you have trade offer logs and could investigate this?

  8. 2 minutes ago, Mr. D said:

    Building relocation was the original plan, yes!
    I'll post once that is implemented! ;)

    Sounds great but I'd really like too keep the option of conversion to base points for sandbag walls and guard towers since it is a way to remotely upgrade bases on very remote places. It's necessary to find players there, contact them, make them capture a land in merge reach, sell them to you and lastly fully upgrade the buildings on it which is hell of an effort but pays out.

  9. 5 minutes ago, Mr. D said:

    Ah, interesting; this is unintentional!

    Oh, I really always thought that would be intentional. But please let me know when this changes. I will wait with at least some mergings then.

    Btw, what is about utility strutures in that case? Base point would be way too much but totally loosing it is also a little bit hard if it is for example a level 1000 one. Being able to relocate utility structures if there is a higher level land directly touching that land (being in merge range) might be a nice option.

  10. 2 minutes ago, Mr. D said:

    Zoom level 0 (maximum) actually displays nothing *but* your base ranges (even the base icons are removed) exactly for that purpose. :)

    Oh, you are right :D
    I just didn't checked double and had the issue were base ranges totally disappear after tracking someone. Sorry for confusion.

  11. I am a big friend of merging so do this often. But if your base is for example at 99/100 points and you merge a land with a level 10 sandbagwall on it it will result in your base being the next level with 0/105 points. I thought this is for any reason but never knew why. It's especially not that nice if you have a big land and merge several lands at one time with it.

    3 minutes ago, Mr. D said:

    at's correct: any building on any level land that disappears as a result of merging counts as a level up point!

    Very nice to know, thank you!

  12. So if I merge a land under level 100 with any bigger land, the buildings of the smaller lands get counted as base points up to the next base level (why only up to the next level though?). But what happens if I merge a smaller level 100+ land with a bigger level 100+ land and I'build several buildings on the smaller land (for example 10 sanbagwalls). Do they all count also as additional base points? 
     

  13. You only upgrade utility structures like the solar panel if you hit the capture button at least 50 meters close to that structure (I've noticed that about 75 meters is still enough but constantly hear it would be 50 meters). The utility structure level has nothing to to with your lands level which has to be at least 100 to place utility structures on it.
    So you have to stand near the solar panel and capture there to upgrade it ;)

    • Like 1
  14. Very nice to know all these things ;)

    Must be very confusing when working together with that big amount of Dans :D

    On 15.6.2018 at 6:41 PM, Mr. D said:

    (so if you are interested in working with us and have any game-related talents make sure to let me know! ;)).

    It's less about working with you but how about a git repo ?
    I know that at least some players have some IT-skills. And you have a more or less long list of smaller issues which have no high priority (for example the game loading in a "faint" color, the "the map is only displayed in the upper left corner on the earthview"-problem, some Strings which don't work as expected, strange resizing of buildings and so on). So others could work on those little issues and you could focus more on the "big things" and only had to review the solutions from time to time. 

    • Like 1
  15. 5 hours ago, Irrelevents said:

    It's already been discussed

    It was discussed why we don't have an ingame chat at the moment and that it would be possible to implement some kind of chatless communication.
    However, what I supposed is something completely different what would be (more or less easy) to implement to higher the chance of players finding their way to the Discord server as a workaround until a better solution is there ;)

    On 8.6.2018 at 10:52 PM, Grizzlyfilms said:

    There is other things too that needs priorty.

    Of course there are! But since I have the feeling that there are some players leaving the game as a result of the feeling of loneliness in their area and having never found into the Discord it should be of a high priority too. At least it's mho that keeping players in the game is one of the most important goals ;) 

    • Thanks 1
  16. Many people have mentioned before that they wish an ingame messaging system. You have mentioned a felt 100 times why exactly this is difficult to manage and not in a fair relation towards other important features which might be added earlier. Sorry to make a post again about ingame messaging.

    I feel like there are at least a few players starting to play and playing for sometime but never finding the way to the Discord and have the feeling they would be alone in the game (especially within the first 10 base levels). I have also noticed that player who find into the Discord at any point or interact in any other way with other players have a very high chance to keep playing.

    So my suggestion is a short workaround. It would be nice to have the ability to ping other players ingame so they would get a message like "Hey, a player in your area want's to chat with you! Visit the Discord to get in touch with Ruvox". I think this would be a more or less easy way to let the active community ping new players to engage them and higher the chance of them playing the game successfully.

     

    • Like 3
  17. If you activate the Super Magnet you have 5 charges which will be used each time using the yellow flag or hand button if resources are collected or a station is captured. 

    Many people use Super Magnets especially if they are on a vacation trying to use the five charges as efficiently as possible. On the other hand many people want to capture as many lands as possible on vacation so every 15 minutes in the best case. This clearly often leads to a scenario where a player has to decide if he wants to stick on as many resources or as many lands as possible. (If 15 minutes are over, you can capture again but just have very few resources in range which might change after a while)

    This problem intensifies if you have unlocked the perk focus: Magnet since it expands the lifetime of your magnet up to +75 minutes (so 2 hours and 15 minutes). 

    It would be very nice to have the choice of using a magnet charge or just performing a normal capture so nobody had to struggle with hours of waiting and not capturing on a vacation just because he is in the need of resources. Additionally, this would make the perk much more useful. 

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