Jump to content
Domination: Earth

SebRut

Officers
  • Posts

    52
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by SebRut

  1. 7 hours ago, Mr. D said:

    Hold on, what about the single Unobtainium (1) package?
    As far as I remember it's somewhere around $2/£1.50 (depending on your country & its taxes!); we literally couldn't go lower (App Store doesn't even have smaller package options). :)

    Oh, I guess I wasn't really clear with this, I meant the cheapest way to support this game regularly in an automated way (=a subscription) is via in-app-subscriptions for the price mentioned above. While I could just purchase Unobtainium manually everytime I like, I'd be much happier with a monthly subscription as I'm kinda lazy :') So maybe you could add a monthly in-app-subscription for ~5€?

    Sad to hear that patreon would be that complicated for you :(

  2. Great post, thank you for clearing up some concerns about the future of DE. :) 

    In regard to fundraising, have you thought about starting a Patreon or something like this? This would allow people to regularly support the game with any amount of money they want. For example, I'd like to support DE, but don't necessarily need the unobtainium. Currently my cheapest option would be 3,99€/week or ~16€/month, which is too much for me. With patreon I could donate a amount fitting for me, edit it as it fits.

    • Like 1
  3. As some players on the discord may have noticed, I've been inactive in the last weeks and just got active again some days. In this post I'd like explain why I lost motivation for DE and what could be changed to prevent this from happening again.

    Problem

    After reaching a relatively high base level (currently at 34) your only real option for day-to-day is mindlessly pressing capture/collect every 15/60 minutes as travelling to expand your land area isn't doable in my normal day. With a big enough land you also don't really need to save resources as you get enough just from your land. This leads to my big problem the lack of improvement one can achieve.

    Ideas

    I thought about new goals for advanced players and came up with these:

    • permanent bonuses for the player, e.g. +1 soldier capacity for a given amount of resources
    • a new alliance system with multiple players working together for alliance goals
      • alliances get some kind of resource stash where players can transfer resources to and/or a "tax" on all collected resources is paying to
        • can also be upgraded to hold more resources
      • these resources can be used to construct and improve alliance "structures" that provide various benefits for the alliance and its member, e.g.:
        • Resource bonus for alliance resources obtained by tax (for example 10% tax + 1% bonus : 100 money collected -> 11 money for alliance [10 tax + 1 bonus] + 90 money for collecting player )
        • raise member limit (if a limit makes sense)
        • better military support for players (normal: every member can support attacked players with 10 soldiers, every upgrade raises this limit by 1)
        • "donation" system: members can get resources from alliance pool, every level increases amount/player/24h(?)
        • interests: every levels grants +0.1% on alliance resources per day/week
      • alliance leaderboards
    • Like 2
    • Thanks 3
  4. Just now, Mr. D said:

    As to not being able to track them, can you please elaborate what's happening? No lands appear once you hit that name in the list of tracked players or you can't add him to the list in the first place?

    When I try to add this player to my "Tracked Players" the only thing happening is the view reloading without actually adding the player to the list.

  5. I just checked my wars and discovered that I've been at war with a player named "Thomas" where both of us have 0 points. I don't really know where this war is coming from and I cant track the other player either.

  6. I'd like to have a more clear warehouse design, like pokemon go with one per item, with the current available amount and options to quickly withdraw or delete x of them. ( example ) Having to delete 15 items of different kinds with extra confirmation dialogs each hour is kinda tedious and mostly keeping me from growing my super magnet stash regularly. 

    • Like 1
  7. On 18.2.2018 at 12:10 PM, Mr. D said:

    Can't answer that yet, as it puts too much pressure on the whole thing and I haven't even started (I don't like promising things that early)! :)
    But it's most likely going to be something combat-related (it's a big area and there are at least 3 different features I was meaning to add). ;)

    There's goes my hope of a nice alliance overhaul for this week :/ (No pressure on you, fast dev I#ve seen so far. I'd just like more options for alliances)

  8. 22 minutes ago, Ruvox said:

    I have the exact same problem. The hourly "collect resources"  only gives me 1 Supply every time I use it although I have 5 bases and all together 6 Supply factories, 23 Oil rigs and 35 Personnel Recruitment Beacons.

    I can confirm this behavior, getting 1 supply from 5 supply factories. On a side note, toasts/notifications for resources from scrapping seem to work very unreliable with me sometimes getting no toast and sometimes for the first x. (UPDATE: Seems like notifications for collecting resources via satellite or the global button also shows this behaviour).

  9. 4 hours ago, marcofi said:

    For me, just taking off the notifications for every single wave would be enough, and I would find useful all the other notifications.

    I definitely need these wave notifications, for killing FoT soldiers without destroying the lands for sustained peacekeeping points inflow. But I agree with the idea of customizable notifications as  for example I don't really find the "Resource received" notifications helpful.

  10. 1 hour ago, Mr. D said:

    Or use the "Track player" button in the "Messages" window, in case that player attacks. ;)

    But I hear what you're saying, will see if I can squeeze it somewhere (we are running out of space on some tooltips :)).

    I would also be ok, with just long pressing the tooltip or something like that to copy the player name ;)

    • Like 1
  11. With the addition of the new land tooltips would it be possible to add a button to track a player. Currently you'll have to remember the name and type it in, possibly with unknown specials chars, accents etc. 

  12. 29 minutes ago, Z3nd said:

    Explorer:  This player travels to different locations such as a downtown area today and a mall tomorrow, and walks around dropping lands or growing if they have been there before.  Possibly the game encourages them to visit a different restaurant each day for lunch, or visit a park and hike the trails.  They play in their leisure time.  I get the impression this was the developer's intent.

    I would really like the game like this, but for me (and probably most players with bigger lands) this would involve travelling to different cities everyday. Due to the size of my land atm my only interactions with DE over the day are capturing at base; collect resources with tracking satellite; hunt AI at different bases. I agree with @Ruvox that another aspect of DE I enjoy is the ability upgrade my lands, grow my wealth and the interaction with other players (alliances [I'm waiting for that update ;)], fighting over areas etc.) be it human or inhuman ones.

  13. Thank you for your detailed explaination. :) 

    25 minutes ago, Mr. D said:

    Core mechanics of every round (or "attack wave") is quite simple: up to 50 soldiers can act every 10 minutes and at the end of each round all of these 50 soldiers get a shot at the enemy forces.
    So if you have an army of 1000 soldiers in combat only 50 will fire during each attack wave.

    Os if I understand this correctly, atm the only benefit of having large armies to attack is that you can pretty much leave combats unsupervised without the risk of running out of soldiers? (and from a defenders perspective; more soldiers to be slain till your structures get damaged)

     

  14. Would it be possible to get some more in depth explanation about how attacking and defending works? Right now it's "send soldiers in and lets what happens" for most players with no possibility to estimate the outcome of a battle. 

  15. On 3.2.2018 at 10:09 PM, Arb1tr said:

    It would be nice, if possible, to post more detailed statistics on the players on the site.
    The Play Google rating does not cover, as it seems to me, all the players.
    So, for example, now the leader in Russia is a player with a land area of 133 km2 (second in the world), and in the rating it does not exist (on the other hand, three days ago the leader in Russia was another player with a significantly smaller land area).

    Which kind of statistics would you like to have? If @Mr. D would be willing to make the raw numbers accesible I could probably build some web app to access these statistics.

    • Like 2
  16. Right now players starting with DE might have a hard time, as the moment when advanced players see them, they might track them and effectively can prevent them from making any progress in the game. In @Ruvox and my opinion it would be a good idea to protect starters from tracking. We've came up the idea to attach tracking of non-npcs and non-alliance players with a cost. This could be coupled with progress indicators such as summed up base level difference of both players * x. 

    • Like 2
×
×
  • Create New...