Posts by Darius

    Why Gameforge isnt solving the bugs? If you make an incomplete "update" that makes the game even worse, don't solve previous bugs, don't solve new bugs with lot of players complaining and you just disappear from social sites, you're not helping to get new players or to make people spend money.


    Please make something useful, last update was only to make p2w players streonger, the next please solve the accumulated bugs and make changes for everyone.

    A great solution to this imbalance could be maintain the actual formula, but add a bonus using exponencial formula like stats. That exponential formula could be based on:


    -Level. For example a bonus calculated by level^2/15 . Level 300 could do short missions with extra 6000 profit. A level 100 with 600 extra profit. Level 50, 167 extra profit, I think all is balanced. Its more exponential and breaks the imbalance of a level 200 getting same of a level 400 (which takes much more years to arcihieve), just by doing x2 missions. That also mean that a p2w tourneist from level 89 will no longer be so competitive against a normal level 180.


    -Luck. Make luck profitable, not just for duels. That could be for example a bonus with luck that could be exponential like previous or just a multiplier. In this one I would make the profit more lineal dependant on level to avoid a lo level spam luck to win more than a much higher level. For example a bonus of level x luck/ 100 which would be +9000 for a level 300 with 3000 luck, 750 for a level 100 with 750 luck, or 200 for a level 50 with 400 luck. Exponential luck formula would work worse but can be done with a bonus of stat^2/1000, for a 400 luck (level 50 tourneist) a 160 bonus, for a 750 luck (level 100 tourneist) a 563 bonus, for 3000 luck (level 300-400) a 9000 bonus.


    Any of them gives bonuses below the exponential cost of stat, but make progression more suitable for each level.


    I think the next update should be a rebalance of the game formulas of missions, enemies stats, wars, and merchant. easiest to patch would be mission earnings and

    I've been a lot of time at level 49 and also noticed merchant items are worse than usual, like 70% of what tey were. But as new uptade hasnt been for a long time I cant say it isnt bad luck. So I would wait 1 o 2 moths more to be sure.

    More than one month since the "update" (which is only for speed servers and pay players), loaded with bugs... They solved mayor ones, but left all visual bugs and imbalancing features, same as last update where they even used wrong font, size and shape of tags and they havent bothered for now, accumulating more visual errors. I think their politic about this game is make the minimum effort just to maintain the actual pay2win players and make them happy (overpower over the rest) with new paying bonuses to avoid them to leave. Visuals, balance, new features or new players are not a priority.


    They made a greaat work with events last years, which gives more life to game, but that whas just what it should have been for decades. I hope they make a change in mindset before game dies, the financial solution shouldnt be to seek a few players to pay a lot every month, it should be to make more players to pay occasionally (more mounts, equipment, order upgrades, cheap bonuses, etc). 10€/month is a lot in order to be competitive in a game (all paying upgrades +10 missions) which hasnt got new features for many years and has long-term playing dynamic.

    For me it works properly. If you were evil karma and now take the potion, that karma will transform to good karma. If beeing good karma, you make negative karma quests, you deduce that amount of karma till you get to 0, and then you start to add evil karma. If you make good karma missions, then it adds. Its like a <0> system, but you only see positive numbers. Be careful because if you make missions of a different karma, you will actually lose, and not increase. Dont bother taking serius the message you get after mission (BUGGED), thats wrong, test it looking at the karma powers section where the total amount of karma you have is displayed.

    Ottavo I think you'are being subjective. You are comparing real wars to kill and conquer resources to a competitive game which should aim to promote participation and make players able to use its utilities, not just a few elites. What I propose will make objetively wars more fair for everyone, even high levels, and npc can be limited with 70% level of top 1 or so in order to not break the intense competicity with the tops. Moreover, after fusion, servers with different age and level of their players where mixed, which is a disadvantage for many players even paying. As I understand you are advocating for an old system not thought for fused servers that with the time has got even more imbalanced, and where only high level players (which I think you are) can participate properly. Who wants wars in his favor? You miss the argument. Even for karma, good karma should have an equivalent to acid. How would you solve that? There is crearly an imbalance, and great imbalance for new or low player levels (some servers it takes several years to get to level 60 (should I call them new players?), Such imbalance makes people abandom servers and only join new server, untill they are fused o get too much difference from pay to win.


    What I propose wont create imbalance, top players can even maintain their dominance, but just will let middle and low level player to participate at wars. Its obvious that now even with karma and rubies a level 60 can make 400-500 damage per roud to a 100 level (less to a 200, etc) but high level that can attack other player can make 8k-12k damage. If you let a level 60 player attack another level 60 player can make 1-3k damage, it is still not decisive over high level players and just have a chance if there is only 1 npc not 100% of the rounds. So it objetively allow players to participate, promote activity of players and improve imbalance without disturbing top players benefits. Ok karma 400% was made to avoid low constitution builds, one problem "solved" but I creates other problems as good/evil karma imbalance, wars based only in amount of karma members can reach (more p2win)... more and more imbalance, a lot of formulas could be done without making acid deal 400% damage. I dont see a real problem there, but its obvious now its even more imbalanced for good karma, another game function sunk. The game should advance toward leting people use both karmas, more personalization, promote activity of new players, etc.


    The original intention of bk order wars was to alow everyone to participate by levle matching when there was not such a difference between levels in a server. To avocate a top player empire where 6 top players keep big castle over 50 other middle even high level players that cant participate even paying to improve for years, it makes no sense. If you have to argument based on a real war with "super weapons" monopolised by some players Im sorry but I find that subjective, if you like the real war comparison think what will happen if 10 super soldiers fight agains 150 normal trained soldiers, the 10 soldiers have to really fight in order to not get killed and 150 soldiers have really a chance, in bk right no its a 100% win for 10 elite soldiers, not "super weapons" or better stats, its just as nuclear weapon vs sticks and stones from 1.000 km distance. I say it without acrimony just to be constructive and thinking on longevity and participation of the game.

    Specially for servers where bigger orders have 15-20 active player, which are most of the servers. There are allways players who get matched with overpowered rivals and literally cant participate or deal any damage cause there is improbable to find a player of the same level. In order to maintain big castle, orders tend to throw out low or middle level player and only keep elites in order to defend castle against other orders with much more players that could deal a lot of damage if there were players of their level. That creates a monopoly of big castle by a few elite players and make it unreachable for most players, its a dynamic Ive seen in many servers and makes wars veeery boring, always same result unless some elites abandon their tier4 castle (why would they do that if they need dicount to rise stat?). Easy fix is to add automatically 1 npc warrior by 20 levels if there are no membres of that level in defending order.


    I think that to free attack is bad idea, everione attacking the weakest... Its better to maintain random, but with always a chance because there is 1 npc of your level range.

    Mage is not the most profitable opponent. Anyways that imbalance from enemy stats vs cost of attributes vs mission profit is because they are calculated on a different way.


    Profit depends on your level as multiplier and type of enemy as base normal profit.


    Stat cost without bonuses is stat level x 400 at stat level 400, 500x at level 500 etc. if I dont miss something. So its more a more difficult to get as it is more exponential that level multiplier that affect at missions profit.


    But enemies stats are influenced by stats of players on your level range.


    The imbalance comes from there. Game calculate the amounts from different origins, so it happens that a level 100 can win in 2 missions the same has level 200 at one mission, if there are players with high stats at your level range, monsters will be overpowered giving lo profit compared to their stats, etc.


    I understand that profit mecanic that doesnt deppend on enemy/players stats is intend to avoid a level 89 range where there can be 10 tourneist to win even more silver than a level 150. But it could be more balanced increasing the multiplier for level, specially at higher levels.

    Same here, just potions. That 3% is a huge profit for pay 2 win players. Whole updated bonuses are ment on boosting even more pay2win, even archievements are now only obtainable by paying.


    Some ideas:

    -I think bonuses should happen for both free and pay2win players. If premium get a boost, base game should also have one in order to not make even more distance between p2win and rest of the players.


    -There should be 2 diferent versions of update depending on server speed. Its doesnt make sense to eliminate halfed time after duel in slow server, but it does in speed server. Archievements dont make sense at old servers with 50-100 years real life to complete, while it make sense at speed servers with 10-15 years of playing to complete (a lot of time for a mortal but archievable). 2 different updates would solve that.


    -Karma must be balanced there are 6-7 karma forces unused for example 5 point of strenght, is ridiculous even at level 20, etc. It should be calculated by %. double karma effect at premium is great, but not if it only serves for negative karma acid and thorn amor (I dont know thw name in english).


    -Also making more upgrades aviable even if an order doesnt have a castle. It should be avoided that an order with 10 active player maintains biggest castle just because all top player are in it and use multiaccount to not loose it. To alance damage at wars and eneble low level player to really do something, Castle wars should include at least 1 npc for each level range till 70% of top player in order to be able to participate if there is no one at your level (for example triggered only if order has enough active players). This is just to avoid an order with 20 level 50, 20 level 100 an 20 level 120 be smashed by an order with only 5 play 2 win players at level 170, it shold be at least fighted and promote participation. (also good to make more players play and use castles).


    -If Archievements take so many years to get, specially karma ones which take 200 years of free to play at older servers, they should give some special mounts or companions at different stages.


    - Make Shadow set over level 20, proportionally by level like griffin and Dragon set.


    -Make luck have more influence on earnings, and make it work like attack or defence prob to nerf it (I mean someone can hit you with 50 less attack, but why cant he make critical with 50 less luck, that make a dynamic at tournaments to be just 1 point over enemy's luck and get critical most of the time while getting none)


    - Higer levels over 150 should heve revised earnings from missions or aviable sets (just one of them in order to not make too much difference between p2win and free players that can be with same amount of years playing level 150 vs 220). I understand one of those variables shoud be similar in order to not make an abism between players. But also thats why winning a tournament per week can allow you to get premium at the cost of not rising your level being tourneist. Some better ballance can be archieved here.


    - I like elemental deffence to be calculated in %, but I think only 80-90% max should be archieved in order to make elemental damage usable.


    -Solve all visual bugs like "undefined" title on wars, some labels with grey which lost format at previous update before 4.0 for example at auctions, be able to choose preofile image if you are at Dragon or griphon set, not able to see group stat at group missions, etc.


    -Some balance at group missions, for example I have a level 50 player which should be at 200-300 stats. Easy mission has 800-850 at every stat so in order to win we need at least 3 players. Medium has 900 stats but in order to win we need 4-5 players, difficult 900 stats so we also need 4-5 players. It should be more preogressive, also the gains cause I usually get more gold from easy that from difficult. Maybe its a matter of reclassification of enemies. I cant understand why druid is difficult and unicorn medium or witch easy. Also dont really get how damage is calculated in group missions, what equipmet does mercenaries have, etc. I think mercenaries are a good thing for 1 ruby each in order to make garanticed easy mission if you only are in a group of 3 players.


    I get this update was meant for speed server and pay2win players, specially if company is trying to save the finance of the game. But lot of balance could be done without loosing that players, and also taking care of those who only by rubies at 50% or once per year just to mantain premium for 30 rubies each month, free to play are also included there cause of free rubies got at events and tournaments. How many accounts are free to play or buy just 1 or twice a year, 40%? making a lot of difference with people that has whole pay2win updates will make them quit the game, and a game whre pay2win new players can only compete with other pay2win with more time of play just eliminate the sense of paying which is overtake other players, so no new pay2win. Its for that thaat I think that this update 4.0 should be followed by other update that compensate the bigger abism between players. I think this 4.0 will at first get a alot of players to pay, but long, short term will kill the game. I even prefer to have advertisements on the borders of the screen that such imbalance from pay2win.


    I hope someone from GF read this and try to counterargue, cause I've being playing for 15 years and Ive think a lot about longevity of the game and cant get to other conclussions.


    Have a nice day everyone!

    Could you please apply a hotfix for the bug with HP Potions? Currently, if you're at 1 HP, you can't use any potions at all and are forced to wait until :58 every hour (e.g., 16:58, 17:58, etc.) when health regeneration kicks in. For me this a critical bug....

    Interestingly, the 100% potion that costs 10 Rubies can still be used in this situation....I wonder why

    It doesnt work properly even with more HP (although you can play with more hp). Just tried 50hp potion when i was 107 HP and 100 silver was taken but no hp increase. Also after each mission you get a message saying you will get 2hp at return, even if you didnt get damaged. It depends on the screen you are, it didnt work at mission wait screen, but did on character sheet.

    How many years will take to work 150.000 hours making 8h/day...¿50 years straight? I hope GF redesigns all archievements. 275.000 karma is also insane... how many years to archieve? 120, 60 with premium? (and to get both karma good/bad 240 years)

    I think some archievements are too difficult to get. They should be calculated based on how many years players have to spend to get them. There is no balance right now. Good/evil karma got even less balanced, p2win players got even more advantage, visuals are worse. There were a lot of problems with balance and utilities before de update that werent solved, as mentioned at other posts. I hope they solve that because I fear this update can make even more people to leave the game, which I think it was not the original idea.


    Some of the premium updates are good in my opinion, such the one increasiing silver that we get at missions, it helps a bit, but doesnt solve the big imbalance that higher levels suffer in order to upgrade stats unless they buy all premium items and get the +2% chance to get items at missions. But that doesnt apply to most of the players. We dont have the statistics but to me it seems than very few players spend that amount of gems every month. So for free to play players that usually only use the "premium account" for 30 gems, there is no improvement. All upgrades are based on pay2win players, thats really a fail if we want more player to come to the game.

    There are two more visual bugs after update 4.0

    When player changes title to one of the new ones, and then changes back to old level related noble title, its shown as "undefined".

    The other bug is at world map, some city profiles are covered by new premium UI at the right of the screen and are no longer visible.

    Paso Quick menu for potions, when you try to buy it without money they also get bugged and have to refresh. I remember the label was unclickable?

    Auction icons were also greyed when player had no money. Now they are clickable.


    I mean drop menu of players in ranking window.


    Im spanish at spain servers sorry for the frankenstein translation.

    Several buyable items have brown colored label even if you dont have enough money (it used to be greyed), ranking label dissappeared. Its very confusing! I also noticed that when you win a tournament, you get a message about winning round 1.

    También dice que son 2 etapas de 7 días y el evento es del 6 de abril al 17. Yo no me fiaría mucho de lo que digan en el copia-pega de todos los años, porque no leen ni lo que ellos mismos escriben.