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Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 7:53 am
by Soroka
JohnCarver wrote:I have not quite balanced or figured it out yet. I will begin testing over the next week or so and see what feels right.


Pay attention to the fact that when storing the entire crop separately from the pots, this allows the raiders to quickly and effectively rid the host of ALL stocks. Because everything is stored in a normally developed settlement in leather bags. There is also a problem with storing green sprouts (those that can be found during the collection of ferns) they are inconvenient for storage.

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 8:24 am
by Chrumps
Yes, please allow mass storage of fiddleheads. They won't go into vegetable bags now.

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 8:42 am
by Nsuidara
about pots - mean, plant will work like "roting" ?

Few plants can't be storage into bag...


AND when come cellar/basement ?
or warehouse ?

This game is for griding and collection many thinks...
but you coming with lockpicking (near feature) and our mine-base (i not like it but using, it's optimal) will usless - because if somebody open all doors - they enter mine, steal important think and other "destroy" or "salvage" and drop it - for trolling

so we need new "build" storage where not steal so much space on the surface

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 10:35 pm
by Judaism
Its funny how no-1 mentioned how badly this influences the ongoing competition on Concord, entirety of grapes have been nerfed so all the associated production and to make things worse adding yet another siege mechanics to stir up defenses. Beside it being a total joke patch for the long term health of this game, how badly do they want to influence the duration and the victors of an on-going expedition.

Changing the rule-sets once or twice perhaps is fine but right now this is just common practice and is not making any sense. It undermines the early-game of expeditions completely, if it was not already super hard gated to begin with.

The expeditions are not your test server (playground), people actually try to play it and you already have ruined that game-play significantly. Make up your mind before releasing an expedition, not change it on a daily basis. It is not the developers and their sudden mechanics we are supposed to fight.

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 10:51 pm
by Nikixos
Judaism wrote:Its funny how no-1 mentioned how badly this influences the ongoing competition on Concord, entirety of grapes have been nerfed so all the associated production and to make things worse adding yet another siege mechanics to stir up defenses. Beside it being a total joke patch for the long term health of this game, how badly do they want to influence the duration and the victors of an on-going expedition.

Changing the rule-sets once or twice perhaps is fine but right now this is just common practice and is not making any sense. It undermines the early-game of expeditions completely, if it was not already super hard gated to begin with.

The expeditions are not your test server (playground), people actually try to play it and you already have ruined that game-play significantly. Make up your mind before releasing an expedition, not change it on a daily basis. It is not the developers and their sudden mechanics we are supposed to fight.


Noone gives a ***** about concord anymore.

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 10:55 pm
by Judaism
Nikixos wrote:Noone gives a ***** about concord anymore.


Well anyone who ever intends to ever roll another expedition should very much care about what is happening, unless they of course think it is fine to change win-conditions, large production aspects and dependency and important siege changes overnight. (repeatedly)

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 10:57 pm
by Nikixos
Judaism wrote:
Nikixos wrote:Noone gives a ***** about concord anymore.


Well anyone who ever intends to ever roll another expedition should very much care about what is happening, unless they of course think it is fine to change win-conditions, large production aspects and dependency and important siege changes overnight. (repeatedly)


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Concord was a test server, get over it, it's raiding mechanics were very harsh all because jc was kind and heard your crying about removing tbc and such, don't ruin it again.
Balancing a pvp aspect is trial and error by definition, just see league of legends for example, they change meta all the time.

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 11:03 pm
by Judaism
Nikixos wrote:Concord was a test server, get over it, it's raiding mechanics were very harsh all because jc was kind and heard your crying about removing tbc and such, don't ruin it again.
Balancing a pvp aspect is trial and error by definition, just see league of legends for example, they change meta all the time.


Concord is not a test server and if you are talking about ''harsh'' conditions, legacy raiding and even raiding on early Providence was significantly easier and also way better and balanced.

But I agree that trail and error is a valid way, that is also why I have grown more and more towards server wipes over the years. In any case it is not normal to have seen this many changes within the span of mere weeks, it does not make sense either on a server with an estimated time window of around 3-6 months.

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 11:04 pm
by grapefruitv
Grapes were ridiculously OP and it was very clear that they are going to be adjusted down eventually, whether their original values were a bug or intended. Of all things that is not something I expected to see people complain about.

Re: Patch 2.2.5 Tulip Mania!

PostPosted: Tue Feb 13, 2018 11:05 pm
by Rifmaster
Nikixos wrote:
Noone gives a ***** about concord anymore
I lost all hope of winning concorde, so nobody gives a ***** about it right?