I think the changes currently are too extreme. Together with the increase in difficulty of scenario training (on wich I still haven’t seen any response to my questions in forum) this has taken away enjoyment of the game and replaced it with frustration. This is my opinion. Everyone I speak dislikes the changes. I have not spoken to anyone who’s happy with it. I have seen people simply quit last night & today because of it. Please stop pushing changes that no one asks for, have not been tested throroughly and subsequently everyone complains about.
I thought the game wanted to become more friendly & forgiving for new players to be able to start? I imagine this has a hard opposite effect.
Experienced players see some units simply cut off, impossible to use. As I mentioned in my post about the increased training difficulty, t1/t2 units are totally unbalanced with the new changes. How can one ranking unit still get to maj.gen/lt.gen in 1 run while another ranking unit takes 10 runs to reach the same? I think we all want to see a diverse array of units in use and not only a couple of usable ones while the rest sit on the sidelines not worth the time.
I agree with a nerf to SF/pvp experience. Personally I feel a nerf to training battle experience might've been less necessary and I believe it was overdone.
My requests:
1) Dial back the reduced unit xp a bit.
2) Balance t1/t2 units to fit the new training scenarios.
Rebalance the recent training scenario & unit xp changes
Re: Rebalance the recent training scenario & unit xp changes
To give some frame for the unit exp
i just hit gen** and my units are at a spread between 11K-9K exp. im around 300+ auth below hardcap and i gradually increased trainer skill to 20/20/16 by now.
I probably will hit 15k exp on my units at the end of gen** at which point i will get even further behind at gen***, because then ill be slowly hitting full mst's t2 while i should start getting my first T3 units but those are at 25k so will need an other 10k exp before i get there. gen*** to vm is only 3k commander exp so by the time i hit vm my unit wont have reached 25k yet, it will probably be half way vm when i will hit my first std t3 units.
i just hit gen** and my units are at a spread between 11K-9K exp. im around 300+ auth below hardcap and i gradually increased trainer skill to 20/20/16 by now.
I probably will hit 15k exp on my units at the end of gen** at which point i will get even further behind at gen***, because then ill be slowly hitting full mst's t2 while i should start getting my first T3 units but those are at 25k so will need an other 10k exp before i get there. gen*** to vm is only 3k commander exp so by the time i hit vm my unit wont have reached 25k yet, it will probably be half way vm when i will hit my first std t3 units.
Re: Rebalance the recent training scenario & unit xp changes
There are a couple things to note here:
1) The training has been flawed for months, if not years. It has been way too easy, with overcapped armies and especially veteran people boosting through them without any problem. You all want to be at the 16th rank (out of 23) within two ticks of the age. We said that we will slow down that process and we did.
2) Getting full T2 units shortly after ensign and getting T3 units at Lt. General is not how the system is designed. You should be able to reach T2 on Major and T3 on Marshal. We are getting closer to those statements, but again, ill make it a bit easier again.
3) Yes, it's a little bit too steep at this moment. But its off by like 5%, the unit-exp gain. Will higher it a bit next age and see from there.
4) That cavs have an easier time in training should be adressed asap indeed and we will look into that.
5) The game has been too easy. It was pretty far off from the standards of a few years ago. Is that your fault? No, its ours, or atleast the people that have been holding the keys to the engine. But eventually there should be a game which isnt an automatic walk in the park, dominated by players that did the same trick for 100 ages. Please use your skills and experience with the game to adept to new rules.
6) The nobody-asked-for-this is pretty much not true. Everybody has their own bubble of friends arround them, but these are changes that are requested a lot of times. Did we execute it perfectly this time? No. But this won't be reverted, but tweaked with a few percent here and there in next age.
1) The training has been flawed for months, if not years. It has been way too easy, with overcapped armies and especially veteran people boosting through them without any problem. You all want to be at the 16th rank (out of 23) within two ticks of the age. We said that we will slow down that process and we did.
2) Getting full T2 units shortly after ensign and getting T3 units at Lt. General is not how the system is designed. You should be able to reach T2 on Major and T3 on Marshal. We are getting closer to those statements, but again, ill make it a bit easier again.
3) Yes, it's a little bit too steep at this moment. But its off by like 5%, the unit-exp gain. Will higher it a bit next age and see from there.
4) That cavs have an easier time in training should be adressed asap indeed and we will look into that.
5) The game has been too easy. It was pretty far off from the standards of a few years ago. Is that your fault? No, its ours, or atleast the people that have been holding the keys to the engine. But eventually there should be a game which isnt an automatic walk in the park, dominated by players that did the same trick for 100 ages. Please use your skills and experience with the game to adept to new rules.
6) The nobody-asked-for-this is pretty much not true. Everybody has their own bubble of friends arround them, but these are changes that are requested a lot of times. Did we execute it perfectly this time? No. But this won't be reverted, but tweaked with a few percent here and there in next age.
Re: Rebalance the recent training scenario & unit xp changes
Hi Tiralan,
Thanks for your reply and explanation. I feel my post might’ve felt like a rant, wich I guess it is (I bet you would be grumpy as well after doing 10 training runs to get to green with what should be a ranking-ish unit). Of course I do get that you guys are all working your asses off to improve the game, let that not be in doubt.
I will try to reply or simply comment on your points in somewhat numerical order, some topics will overlap however.
1) “You all want to be at the 16th rank (out of 23) within two ticks of the age. We said that we will slow down that process and we did.”
This is a game. Games are primarily meant to be fun. If everyone wants to be 16th rank within two ticks, why slow this down, what’s the reasoning behind this? I get that you don’t want people to rush through all the ranks in a few days (although there usually won’t be more than 2-3 ppl that reach max rank by day 3-4), but why is that so bad? If people want to do it, why not let them and instead increase the challenges further down the road? I heard there were more new (high) ranks coming, wouldn’t that also solve this perceived problem?
It’s not merely the slowing down of ranks that the new changes cause, it also means every commander is able to do less and is weaker. The CF was instrumental in giving every country a chance in having a HC up and able to do SFs when the war started; the new changes counter this. This age almost half the countries didn’t have a HC up when CF ended.
2/3) I think the main issue here was when people would only rank by SFs. It would give their units highly increased xp, thus building a t3 pvping army very early. As far as I’m aware, with training battles this was much less of an issue. I’ve talked to several people who agree a nerf to SF xp whilst leaving the regular training battle xp untouched (or at least much less touched) was preferred.
4) Thank you. I feel this mainly comes down to balancing t1/t2 units to the new training scenarios. Some fast t2's pvpers might need nerfing while other slow t2 ranking units might need a buff. Balance according to unit-intention.
5) You say the game has been too easy, a walk in the park. I remember times where one could do 1 run to highest rank (fm/gm) and then just infinitely loop with any of several units. I’m sure there’s different opinions on what’s fun, but there have definitely been times when this game was easier.
Imo using skills & experience to adapt is not a thing here. With the changes we simply do the same things we used to do, only less and slower and increasingly with the same monotonous units.
6) I obviously will not argue this. I can only say most of the ppl I have talked to (people from 4-5 different stacks + multiple random people) think the current changes are too harsh and miss their goal. After ranting has subsided, most do agree a (slight) (sf/pvp) xp nerf is a good thing.
Thanks for taking the feedback into consideration; planning to tune down the xp nerfs somewhat and also looking at the current performance of units and how they would be supposed to perform.
Cheers
Thanks for your reply and explanation. I feel my post might’ve felt like a rant, wich I guess it is (I bet you would be grumpy as well after doing 10 training runs to get to green with what should be a ranking-ish unit). Of course I do get that you guys are all working your asses off to improve the game, let that not be in doubt.
I will try to reply or simply comment on your points in somewhat numerical order, some topics will overlap however.
1) “You all want to be at the 16th rank (out of 23) within two ticks of the age. We said that we will slow down that process and we did.”
This is a game. Games are primarily meant to be fun. If everyone wants to be 16th rank within two ticks, why slow this down, what’s the reasoning behind this? I get that you don’t want people to rush through all the ranks in a few days (although there usually won’t be more than 2-3 ppl that reach max rank by day 3-4), but why is that so bad? If people want to do it, why not let them and instead increase the challenges further down the road? I heard there were more new (high) ranks coming, wouldn’t that also solve this perceived problem?
It’s not merely the slowing down of ranks that the new changes cause, it also means every commander is able to do less and is weaker. The CF was instrumental in giving every country a chance in having a HC up and able to do SFs when the war started; the new changes counter this. This age almost half the countries didn’t have a HC up when CF ended.
2/3) I think the main issue here was when people would only rank by SFs. It would give their units highly increased xp, thus building a t3 pvping army very early. As far as I’m aware, with training battles this was much less of an issue. I’ve talked to several people who agree a nerf to SF xp whilst leaving the regular training battle xp untouched (or at least much less touched) was preferred.
4) Thank you. I feel this mainly comes down to balancing t1/t2 units to the new training scenarios. Some fast t2's pvpers might need nerfing while other slow t2 ranking units might need a buff. Balance according to unit-intention.
5) You say the game has been too easy, a walk in the park. I remember times where one could do 1 run to highest rank (fm/gm) and then just infinitely loop with any of several units. I’m sure there’s different opinions on what’s fun, but there have definitely been times when this game was easier.
Imo using skills & experience to adapt is not a thing here. With the changes we simply do the same things we used to do, only less and slower and increasingly with the same monotonous units.
6) I obviously will not argue this. I can only say most of the ppl I have talked to (people from 4-5 different stacks + multiple random people) think the current changes are too harsh and miss their goal. After ranting has subsided, most do agree a (slight) (sf/pvp) xp nerf is a good thing.
Thanks for taking the feedback into consideration; planning to tune down the xp nerfs somewhat and also looking at the current performance of units and how they would be supposed to perform.
Cheers