#Update 11.3 Feedback!
203 messages · Page 1 of 1 (latest)
@here Please use the format below when sharing feedback on Patch 11.3!
You can answer all sections or just the ones most relevant to your playstyle. Every bit of feedback helps us improve the game 🤠
1. Track Progression Improvements (Headhunter & Craftsman)
How do you feel about the new ways to earn bonus track points?
- Headhunter Track – earning points by defeating bosses of your current tier across different locations
- Craftsman Track – earning points by crafting Firearms of your tier
Does the amount of points gained feel appropriate for the effort required?
Does this new point source feel like a meaningful supplement to regular track progression?
Are there any tiers where point gain feels too slow or too fast?
2. Endless Track Tasks
After completing all main track tasks, you now unlock endless repeatable tasks (except Frontier tracks).
How do you feel about:
- Having no cooldown on endless tasks?
- Each endless task rewarding 100 track points?
Do endless tasks feel motivating and rewarding as a way to work toward the endless reward at the end of the track?
Are the tasks themselves reasonable in terms of time and effort, or do they feel too grind-heavy over long sessions?
3. Alliance Defenders Rebalance
Alliance defenders now scale with tower level, gaining more health and item durability as towers are upgraded.
Note: To ensure consistency across all alliances, tower levels have been automatically raised to match the level of the HQ.
How do you feel about this change in terms of:
- Defensive strength vs. attacker effort
- Consistency between newer and more established alliances
- The overall value and impact of upgrading towers
Does this rebalance make alliance defense feel more fair, or does anything feel overtuned or underwhelming?
4. Automatic Item Distribution (VIP & Super VIP)
VIP and Super VIP players can now choose which items go to storage and which stay in inventory when using automatic item distribution.
How useful is this added control over loot management?
Does it significantly improve inventory organization and farming sessions?
Is the system clear and easy to use, or is anything confusing?
5. Other Improvements & QoL Updates
What are your thoughts on the following changes?
- Charcoal Recipes Update
How valuable is the option to craft charcoal using high-tier wood? - Ranch Guide Update
Does the Ranch Guide being part of the track system meaningfully improve early-game resources for new players? - Technical Improvements
Have you noticed improvements in client stability or performance since the update?
6. Open Feedback & Suggestions
Is there anything in Patch 11.3 that:
- Felt especially good or impactful?
- Felt unnecessary, confusing, or missing?
- You think still needs adjustment or follow-up in future updates?
Any additional thoughts, edge cases, or suggestions are welcome.@here
- We went all in trying to build an unfinished tower so it woukd scale with the others. But we missed putting the last few green cloths in. We had all the other materials. An alliance member was putting the last cloth rolls in when it glitched and the 3 completed towers disappeared and now we just have this one that needs to be built where did all our rss go we had dumped into it?
Please update the game version to 11.3, your towers will appear
None of us have the update yet i checked google play. But i figure the towers will reappear. (My t6 defender with it i hope)
But am concerned about the tower that was like 98% built. If its replaced with that tower in the screenshot we just lost hundreds of rss
Yes, the tower will appear with everything as before, including your tier 6 defender and the resources you guys contributed in it. No need to worry🙂
We had 3 completed towers. We had one tower that was incomplete. It was nearly complete. Missing just a few t4 cloth rolls. It is the incomplete tower that was neatly almost done im concerned for.
I understand there’s no need to worry because the resources contributed to the incomplete tower won’t be lost.
Please go here for further discussion #🤠cowboy-chat
@ocean valve Please follow the provided format when submitting feedback and avoid sarcasm or inflammatory remarks when submitting feedback.
@bold surge Please follow the provided feedback format and keep feedback specific to Update 11.3.
For the matchmaking system, it’s a large and complex feature that requires time to balance and fine-tune, and it’s not the focus of this update.
Proper, structured feedback helps us review and report concerns more effectively.
The 5th charcoal recipe update is only so-so. It doesn't even fill the generator halfway. It should produce T2/T3 coal, at least from T5-T7 wood
Good suggestion for my report
Please, to ensure that the Update 11.3 feedback works properly and that your comments are easier to analyze and pass on to the developers, let’s keep this thread focused only on Update 11.3.
If you want to discuss other topics, general suggestions, or systems not related to this update, please create a separate thread.
This will make it much easier to organize and forward feedback accurately.
Thanks for your cooperation 👍
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Are daily task cooldowns still a thing? Whats the point of endless tasks if you wont even have enough time to do them, the weird daily task grind of two tasks a day for 14 days is whats causing the burnout and headaches of timing lots of different thing
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Craftsman track can the earn points from carfting firearms be changed to craft or repair feel like its the same discussion all over again...crafting guns all the time is no way affordable or viable since crafting cost is not equal to repairing cost+dismantle its higher with the amount of grind needed to keep up the guns at higher tier its just frustrating
- If the plan is for alliances to go offline for an upgrade or rework, then contribution should be turned off at reset. Then it will keep people from getting stuck mid raid, losing coin. If no one can contribute to maps before alliances go offline there will be no raids, no lost revenges no lost coins when alliances go offline mid raid on some people.
Tasks should be setup in a way that you can get all the rewards fairly easily since theres paid tracks attached to it...atleast the basic ones not the endless ...would be better if we can do 14 day main tasks one after another and put the repeatable one on a daily timer
- The changes to the path task will take place after the path reset on Friday
That isnt what i asked ...
The update says endless track task unlock after all the main track tasks are finished ..that is the 2tasks a day for 14 days and the two permanent ones ..so endless tasks only unlock after 14 days and track ends 1 day after So whats the point to them?
Maybe they changed that . We will see when update shows up
Also thanks for the feedback about craftsman track . Imma put it on my report
- Why change the path function (excluding season and event paths) to resemble the zone paths before Update 11? With 3 phases and no waiting time. This gives players more time to complete the endless tasks. Otherwise, as Demonshead described, there's too little time.
Head hunter track points kill the gang leader of your highest tier gives only one point per kill , it's too much worthless , t7 t6 woods to coal only gives one coal per one wood which is also low . I am Totally not satisfied with this update . It seems nothing changes lol
5. Charcoal recipes update feedback
Realistically you can't get coal from the charcoal making process (coal is fossilized wood you dig up, charcoal is a fuel made from burning wood and other stuff in low oxygen environments) but we could ask to get more charcoal from alder and pecan logs--that could be more viable.
Maybe 2 charcoal from alder, 3 charcoal from pecan?
As these woods are presumably harder (they use more axe dura then lower tier woods) they should produce more/better charcoal, "better" would require a bunch of re-coding to create a second premium charcoal, just giving more instead would be a quick and easy adjustment.
(I will include all the feedback about high tier wood charcoal in my report 🪵🔥)
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Endless quests are designed as an opportunity for players who have already completed all the main quests to earn additional Track points and receive more ongoing rewards 🙂
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Thank you for your suggestion.
Could you tell me if anyone from your alliance has already made a contribution?
All Track rewards are available through regular gameplay — just play and complete the tasks.
No but theres always people saying how they have run into problems related to raiding around updates in alliances. It seems like turning off map contribution/locking map reveal several hours before alliances go offline seems like it would prevent lost contributions or wasted maps.
- We finished the 4th tower construction before alliance went offline but this tower did not get to level 5(max according to our HQ) is this something that can be corrected?
Also das man jetzt aus jedem Holz Kohle machen kann ist ja schon mal ein Anfang. Aber das Kohle aus T7 Holz die gleiche Wertigkeit hat wie T3, ist eine Frechheit. Besser wäre T3 - 1 Kw, T4 - 2Kw, T5 - 3 Kw ... usw.
Thanks for your suggestion , imma put it in my report2️⃣
Thanks for your feedback.
I understand your point — if charcoal made from higher tier wood has the same energy value as T3, it can feel unrewarding to invest higher tier resources.
Scaling the energy output based on wood tier (for example, higher kW for higher tiers) is an interesting idea and would give better progression value.
I’ll add this suggestion to the 11.3 feedback report so the devs can review it.
Danke...🙃
I will put in a ticket, maybe before too many other tickets get put in.
This is the tower getting the last of the rss just as the alliances went down.
And here is the same tower today. Everything we put in it over time is gone. All of it. It didn't even save it with the last 70 odd cloth rolls missing. It took the special item. The other 3 towers were constructed. Only this one was incomplete. We had almost everything but some of the fasteners and cloth rolls before the update was announced. It was only a few fasteners and cloth rolls missing.
I had put in the last of the fasteners and all but thos last rolls at least 8-10 hours before alliances went offline and Ras al Ghul was finishing it as they went down.
Cat this is the new upgrade...the one we were making was constructed .... Towers only had one level before update... This ideally should have become level5 as well(max according to our HQ). We didnt lose the rss we put in but we lost what was promised during update that it'd get max level based on our HQ
I finished the tower like 10 mins after they glitched out and few hours before the alliances went offline for the work in progress on the update
Thanks for clarifying and for providing the screenshots.
From what I understand, there are two separate concerns here:
• One case suggests that resources invested in a tower may have disappeared after the update.
• The other case indicates that a tower completed shortly before alliance downtime did not automatically scale to the expected level based on HQ, as mentioned in the update notes.
If the tower was indeed finished before downtime and the automatic level conversion was not applied correctly, this needs to be reviewed.
Please make sure to submit a support ticket including:
- Approximate completion time (before downtime)
- Screenshots
- HQ level at that time
- Current tower level after the update
This will allow the team to verify whether this was a visual issue, a conversion/scaling problem, or a sync issue during downtime.
This situation has been added to the Update 11.3 feedback report for review.
Please contact the support team and share the conversation ID with me. Also provide the player ID of the person who submitted the ticket, along with your Clan ID. I’ll forward everything to the Community Manager for review.
Only the second case. The tower didnt scale to lvl 5 after update since it finished construction before allaince went down will file a support ticket ty!
Ah, perfect. Please report it through the game so they can check it. Thank you.
Feedback on 1) Bonus track points.
The bonus track points aren't really enough to make much difference/not enough to make people go out of their way. There aren't that many bosses even including gang leaders, and getting 1 point for each kill isn't likely to get us over the line. Players are not going to make 100 top tier guns in 2 weeks for bonus points, and it's not worth baiting anything higher than t1 to give to Vernon for points. I know it might feel like every bit helps, but realistically it kinda doesn't when you get to the latter stages and need 200+ points per level, and those earned points are lost at reset if you don't complete the track. For example if you can only complete 12 stages of wrangler when it resets and you've got 34 points from handing in pets, those are just lost.
This would be better if it was a way to earn additional books, maybe 1 book per bandit boss at t1-t2, 2 books per boss at t3, 4 books at t4, up to 10 books per boss at t7.
Feedback on 2) Endless track tasks:
These only unlock on the last day if you've completed everything else, so that's max 24 hours to complete them in.
It looks like the cost to complete the tasks is too high for it to motivate us. Example: you need to kill 100 bandits for 100 points, and do it twice to get one gun part. How many gun parts do you use up killing 200 bandits? even if you only do 2-3 shots per bandit using rare pistols of that tier, that's going to be 400-600 shots. t7 pistols have a base durability of 300.
Repairing 2 pistols will set you back 4 gun parts plus 8 fasteners and 8 ingots.
Killing 100 animals level 130+ is also going to chew up your armour and weapons.
It is possible we could achieve the above 2 endless tasks while farming molybdenum, but I think it's more of a "this is a nice bonus if you're doing it anyway" thing, it's not going to make us reschedule other plans to do this.
there's a bit of discussion in the main channel on this, kicking off from here:
#🤠cowboy-chat message
In the discussion it came up that maybe we could have the endless tasks run right through the track period, adding up only for bonus rewards, and then we get them if we complete all 14 stages and the 2 big tasks. (so if we have earned 4 gun parts, 6 resource chests, and 3 pet crackers they get delivered at the end - if we don't complete all stages, we don't get them)
Feedback on 4) automatic item distribution
love this change, saves me from accidentally unpacking things i need between missions, when going to CT/SC, no throwing my dynamite into the void instead of taking it with me to the hideout.
5) Charcoal - I'm so glad we can finally use higher tier wood for this, especially as i need to cut it for alliance rep tasks. Would like if we could get a little more charcoal back from higher tier woods, like 2 for alder and 3 for pecan, but even 1 back is better than deleting it all because i don't have storage space and don't need a thousand planks.
It’s really meant to be seen as a bonus activity that you complete alongside your regular gameplay 🙂
It's exhausting having to explain the obvious. And disheartening that the moderators don't understand it themselves.
So, the developers have invested time and resources in adding another useless mechanic that offers no advantage to players, because to meet its requirements we lose more resources than we gain. But hey! That's how it's designed, so it must be okay, right?
Regular gameplay wont really be enough to finish that task. Since its an endless one it should ideally run from the start with all these changes and so much work put into it the extra point gain is almost close to nothing not even enough for 1 extra level felt like waste of time for the devs implementing it and us waiting for it not sure what do i hope for anymore none of the changes requested in last feedback got implemented on top of that we got like random stuff regarding tracks that doesn't change them one bit....we were frustrated with the timely grind on a tight schedule instead of making it better it just got even worse ... Its just getting more and more frustrating( i do complete all my tasks since i paid for a few tracks as well but its annoying having to schedule them everyday)
Im defi not gonna pay for tracks anymore till they stop with the 2 tasks a day 24x7 365 days a year crap there should be some leeway because people have lives and cant dedicate time everyday to some of the more annoying tasks and no you can't wait out till last few days and do them all at once since most of them have stuff like complete popups and ct and sc and bunch of stuff so even if they removed timers ppl wont really finish everything in a single day anyways
...would be really helpful if the devs can remove the daily timers and put weekly timers on the 14 day tasks so we can finish first 7 stages in first week and another seven in second week this will also balance out the unlimited tasks issue as well thats my opinion
1. Track Progression Improvements (Headhunter & Craftsman)
How do you feel about the new ways to earn bonus track points?
I feel scammed. I literally earn more points by clicking on the WestHub page than with this ridiculous update.
- Headhunter Track – earning points by defeating bosses of your current tier across different locations.
I earn a measly one point per boss. Do I really have to do the math for you to understand how useless that is?
- Craftsman Track – earning points by crafting Firearms of your tier.
We've explained ad nauseam that it's not viable to craft guns so frequently, especially if they keep reducing our sources of gun parts.
So how do you explain this dum decision?Moderators must be doing a terrible job with their reports, or developers simply don't care.
Does the amount of points gained feel appropriate for the effort required?
This question is offensive. They give the minimum number of points possible; seriously, less than 1 point would be 0 points. And they still have the nerve to ask if it's appropriate.
Does this new point source feel like a meaningful supplement to regular track progression?
No, it feels like a waste of time and resources. I shouldn't even have to explain how useless it is.
Are there any tiers where point gain feels too slow or too fast?
You have to be kidding me.
2. Endless Track Tasks
After completing all main track tasks, you now unlock endless repeatable tasks (except Frontier tracks).
How do you feel about: Angry.
- Having no cooldown on endless tasks?
What for? I have to do two missions to earn a single ridiculous cookie. Two missions to earn a measly gun part.
- Each endless task rewarding 100 track points?
Again, it doesn't matter because the reward is very poor.
Do endless tasks feel motivating and rewarding as a way to work toward the endless reward at the end of the track?
No, I don't have brain damage. I can do enough math to conclude that it's not worth it.
Are the tasks themselves reasonable in terms of time and effort, or do they feel too grind-heavy over long sessions?
If you have to ask you don't play the game at all.
Thanks for your detailed opinions . Can you now suggest some changes ? Will be good for my report
I understand the frustration, but it’s important to clarify something.
The current Track started before update 11.3 was fully active, so it is still functioning under the previous system. The real changes to Track progression will be noticeable when the next full Track begins under the new rules.
One of the key changes is that tasks will no longer require waiting until the next day to continue progressing. This will significantly affect the pacing and how point gains are perceived.
For that reason, it might be more fair to evaluate the system once it is running fully under the updated conditions, rather than during this transition phase.
That said, all feedback is being collected and forwarded.
3. Alliance Defenders Rebalance
I don't have an alliance so I can't answer these questions.
4. Automatic Item Distribution (VIP & Super VIP)
VIP and Super VIP players can now choose which items go to storage and which stay in inventory when using automatic item distribution.
How useful is this added control over loot management?
I don't use that feature. Sorting the loot is part of the fun. Why would I want the game to do it for me?
Does it significantly improve inventory organization and farming sessions?
No.
Is the system clear and easy to use, or is anything confusing?
I don't care, I won't use it.
Well , VIP distribution have long been requested . Worth appreciating
@fallen coral When providing feedback on Update 11.3, please make sure to follow the template provided above and be clear in your responses.
The skills need to fit the level. That is a start!I had 85 ghost before the update and dropped down massively. There is no way to proceed in the tracks at all. You get 2 books sometimes that is a joke!Most players are many levels ahead of their skills. If you are level 80 and don't have 80 ghost you just die. As the animals attack you in groups. This is the biggest problem. The books need to me hugely increased as a benefit and the things you do are lame. 100x build a gun, clothing, make animal cookies etc. It is boring. And this every 2 weeks. Yes the game is supposed to be a slow game, but then increased the time. 1 month at least and it should be possible to get in a month in each track a new skill. This is just one thing. How the hole thing chanced with allies I don't know yet.
5. Other Improvements & QoL Updates
What are your thoughts on the following changes?
- Charcoal Recipes Update
How valuable is the option to craft charcoal using high-tier wood?
I can't believe devs can't think of giving more than one piece of coal per T5 log. It's so counterintuitive that you have to be deliberately stingy to come up with such an idea.
- Ranch Guide Update
Does the Ranch Guide being part of the track system meaningfully improve early-game resources for new players?
I honestly don't know.
- Technical Improvements
Have you noticed improvements in client stability or performance since the update?
Thanks for asking. No. What I keep seeing is that damn red border during bandit attacks, which keeps hurting my eyes and which the developers deliberately put there. It makes me angry, but I'm supposed to stay calm while I lose my sight, because telling the developers what they deserve wouldn't be polite.
6. Open Feedback & Suggestions
Is there anything in Patch 11.3 that:
- Felt especially good or impactful?
I feel disappointed. This update is a waste of time.
- Felt unnecessary, confusing, or missing?
Unnecessary.
- You think still needs adjustment or follow-up in future updates?
Yes, yes I do.
Thanks for your feedback about the number of books and skill progression! Your concerns have already been forwarded to the team. Right now, please stay on topic and keep your posts focused on giving constructive feedback related to Update 11.3.
@warm vessel here...
1. Track Progression Improvements (Headhunter & Craftsman)
How do you feel about the new ways to earn bonus track points?
Bad. There is 0 improvement.
- Headhunter Track – earning points by defeating bosses of your current tier across different locations
This is a joke it just costs resources. - Craftsman Track – earning points by crafting Firearms of your tier
🤣 no I don't want to craft the 5th million firearm, shoes, hat ir what ever. Repairing would be an option.
Does the amount of points gained feel appropriate for the effort required?
Definitely no!!
Does this new point source feel like a meaningful supplement to regular track progression?
Nope!
Are there any tiers where point gain feels too slow or too fast?
🤣 Joke? Most people are 30 levels or more behind their level with skills.
No progress possible
And ever since the update
most have skilled 1 level higher if at all...
How do you feel about:
- Having no cooldown on endless tasks?
I don't ever finish a track as it is impossible without spending 100000 of silver. So I feel bad about it.
Do endless tasks feel motivating and rewarding as a way to work toward the endless reward at the end of the track? If you have 3 month time and tasks are possible to do maybe.
Most tasks feel too grind-heavy
Better?
@fallen coral @wanton magnet thank you both for all this feedback . It will be in my report
It’s important to clarify that the current system does not yet fully reflect the changes introduced in 11.3. The new track format will start with the next cycle, and that’s when key adjustments will take effect — including the ability to progress without having to wait until the next day to continue completing tasks.
That said, your concerns about the high silver cost, repetitive tasks (such as frequent horse breeding or excessive crafting), and the feeling that the rewards don’t match the effort are valid feedback. I will add these points to the report for the team to review.
It's not the frequent breeding that is my problem. It's that I get tasks that I can't do!
If it would be bring animals to vernoun than ok. As I can do that!! So tasks should match possibility!
And thank you for adding it
That sounds better. Thanks for the clarification; I'll keep an eye out in case I need to change my feedback.
Along with a bunch of other much more useful things. I don't understand how this system got any priority.
Infinite rewards should come in packs of at least five, and wrangler's rewards in packs of ten. I'm not going to do two missions just to get a single cracker for my pet.
Killing goons should give one point, and killing bandit leaders, at least five points.
Thanks for your feedback
These aren’t mandatory tasks — they’re just a nice bonus you receive as part of your regular activity 🙂
They’re not meant to be the main way of earning points — the primary way to earn points is by completing Track tasks.
Let's say we have three daily bosses to defeat. Two in missions (assuming SC and TC don't interfere, and that hunting mission is blocked, so "best-case scenario") and one in the daily event.
Let's say I defeat three bosses every day without fail. Multiplied by 15 days, that gives me 45 points for the entire event.
What good are 45 points? Again, best-case scenario.
If I still have to complete all Track tasks because the points I earn in the best-case scenario are useless, then your update is a failure.
Is it really that hard to understand?
Could you tell me why you’re only counting bosses from quests and not including bandit bosses that appear on the map without quests?
You also receive points for defeating those bosses.
Sure, now you tell me the probability of each of those occurring per day and do the math.
During gameplay — especially in the mines — I actually run into bosses quite often, sometimes even two in the same location 🙂
If you keep in mind that this isn’t meant to be the main way of earning points but just an additional one, it feels like a nice little bonus — you just go about your usual activities and pick up some extra points along the way.
So, let's say I have enough resources and time to visit the mine twice a day, and without fail, I encounter two bosses each time. Adding four to the three we already have gives us 105 points. So I saved myself one single task.
But if I only miss 6 bosses, I won't even save myself one task.
- I can’t see any change in tracks. It’s as it was. Where is the change?
Additional to the answer of @wanton magnet. A tier 6 mine doesn't exist. Therefore tier 6 bosses can only be found in bandit outpost (DD), bounty quests, west star, and daily events
sometimes the guy in the cage that you release is actually a bandit boss not an innocent dude
they count for bosses in alli rep tasks so probably count for this?
True, although I don't remember seeing this mini-event at tier 6. Thanks anyway. I will keep an eye on it. I do know that at tier 6 there is the bandit that is stuck in a bear trap. But he is not a boss
yeah it's not the bear trap, i think that one's a shooter when he's a bandit?
This is the guy in a cage like a caribou all "quick let me out before the bandits get back!"
If he stays in the open cage and waits for the enemies to arrive so he can shoot them, he's legit
if he hurries over to the loot drop to open it, he's a boss and he'll turn around and try to shoot you as soon as he's unlocked it
i always line my bear up to smash him when that happens 🙂
- Seriously nope.
Infinite tasks need to be achievable in the time frame provided, should not cost coin. If we can't be allowed to purchase gunparts so coin is available for other things then we shouldn't be forced to waste coin on unreasonable tasks.
*also, this task appeared after two tasks the 2nd 2 days after the first to spend 150 coins. Coin tasks also appear on one of the other tracks i think. They all blur together in a never ending monotony sorry.
- Future improvements on track:
I would like some tasks that support alliance members interaction eg.:
a) Write something on alliance chat channel.
b) Set-up or full feed your defender in alliance base.
c) Contribute silver for your alliance.
d) Materials contribution for alliance base.
Rewards could be minior to none.
Thank you for your time.
Interesting suggestions
Okay there wasn't much added I was looking for but I have one thing me and probably tons of players that like close fight would like to get added and it will surely help us with farming in tier 7 zone.
We really need tier 7 harpoon or saber for animal killing. With this stingy approach even for bags with molybdenum its totally not worth it to use rifles because its too much for budget to clear some of these maps
Add tier 7 saber or harpoon to Rio. Let us enjoy game more and dont be greedy like lately because im slowly losing interest in playing this game not to mention I support this game a lot with my funds
i'll put this in my report
I understand your point regarding melee combat in T7 zones and the high cost of using rifles for farming those maps. The suggestion of adding a Tier 7 harpoon or saber as an alternative for players who prefer that playstyle is interesting and could add more variety to high-tier content.
I will include this proposal in the report so the team can review it along with the rest of the feedback. I also take note of your concern about the balance between resource cost and rewards in T7 zones.
Thank you for your continued support of the game and for taking the time to explain your perspective.
Thanks mods
Seems fields time is now again reduced, now 11h, which good thing, easy gather twice/day now
If you can bring back 'SAPCE' bar in use as it was in the past would be perfect. Talking about PC in use to: enter in area, use an item, as well 'Enter' being in use when want to exit the game you press Esc + Enter.
What platform do you play on?
Widows
I'll add it to the report
- My horses are gender locked i have several female t5 common horses. You can now only buy t5 rare. I would like the offerings in the stable to rotate rarity again. All my tier/rarity all all same gender.
If i can't purchase the tier rarity im just stuck all those horses i bred or bought or got on the wheel. Can't do the horse tasks. Have to spend coins to buy a t3 horse i don't need.
Would be great for pets too. To swap genders. Maybe at vernon or alliance or something.
Its just so frustrating getting gender locked. There's finite space to have to keep adding new horses or pets to be able to breed
Or if we could swap out a horse for same tier/rarity at the stable. Its just really stuck since before you just bought the horse you needed but now you can't.
Pets are a different special kind of hell.
I think it’s great the devs are continuing to work on the game but I really don’t think this update was worth the loss of hundreds of gold
Gender issues are logged and reported 
Theres a bug...regarding what boog said about daft horses being smaller its true
When i open game the daft horses on players profile shows big ones then i go check in my stable theyr small
Open and close game again horses on other players profile become small and the one in my stable get big again
Something weird defi is happening would appreciate if you can add it in your report or something coz something def feels broke 😂😂 (the ss and vids are both from the same device) @hollow verge @warm vessel @twin warren
Thank you. It's very clear here.
Its great that we can craft charcoal from T7 wood but it takes 1 kW-h to craft and also just gives 1 kW-h to the generator. Thats +/- 0
I suggest you change the charge it gives to at least 2 🙂
that's saying how much energy it will give, not how much you need to turn it into charcoal
it uses no energy to create the charcoal, I've made 100 when i had no fuel at all in the genny and it was at 0
I agree it should give more energy, or give more pieces of charcoal (2 per alder log, 3 per pecan log) which is the same end result 😂 I'm putting the request for more energy output into this week's report, we've had a couple of other people also feel it should be better than just 1 kwh.
You’re right that charcoal currently gives 1 kWh, and I understand why that might feel low, especially when using T7 wood.
I will add this to the report as a suggestion to review the energy efficiency of charcoal, since several players feel it should provide more output to the generator.
How about T6/7 wood give T3 coal instead 1 for t6 2 for T7 that can be nice too
Would be great .
Imma put it on report
I like the idea of higher tier woods giving coal. But i suspect velo is right that coal lacks the small touches of accuracy they like to inject in the game. Giving larger numbers of charcoals per wood could be more fair considering that at higher tiers you are rarely using charcoal to craft but more likely feeding it all to the generator. Plus wood is plentiful and the demands for building are easily satisfied compared to most other things. Too bad can't just throw the logs in the generator
I think that’s a fair point. At higher tiers, charcoal is rarely used for crafting and is mostly fed into the generator, so increasing the amount of charcoal obtained from higher-tier wood could be a more balanced solution than changing the whole system.
It might scale better with player progression and make high-tier wood feel more meaningful without breaking the current mechanics. The idea of using logs directly in the generator is also interesting, although that would probably require a larger system change.
I’ll add this as additional feedback related to energy balance in higher tiers.
Using high-tier logs into the generator looks like the right solution to me.
I means still in a realistic way the quality of coal produced by good quality of wood is way higher then that of the nomal one we get so its not that unrealistic.... People do pay a premium for higher quality of coal and not all of that is obtained naturally anyway 😂 we live a in a modern era progress is imminent also in the game 😎
Coal could be separated into two tiers: coal made from logs of t5+ should be considered t2 and have greater energy output.
Thank you for the additional suggestions.
The discussion now points to three possible directions:
- Allowing high-tier logs to be used directly in the generator.
- Scaling charcoal quality depending on the tier of wood used.
- Introducing a second-tier charcoal (for example, T2 charcoal made from T5+ logs) that provides higher energy output.
I will add this to the report as a structured proposal regarding fuel system scaling and tier-based progression.
-T4 wood 2 charcoal
-T5 wood 3 charcoal
-T6 wood 4 charcoal
-T7 wood 5 charcoal
As higher tier wood takes out dura of axe more,cant see why they left it so that t3 and t7 wood give same,just one charcoal.
Suggestion for simple change that woud made it ok to use higher tier wood for fuel,so if someone wont cut wood or mine coal bouth ways woud be ok.
This woud alow me to go to Prickly lake more often,but as it is now I have togo to t4 areas for coal much more,and it is boring grinding process for t7 player to constantly must grind coal just for energy. I woud be happy if I coud actualy use t6,t7 wood for fuel efficantly.
Second feedback,I do like that I can control what goes to storage,and what stays with me with simple check.
Thank you for the detailed suggestion.
The idea of scaling charcoal output based on wood tier (T4–T7) makes sense from a progression and system consistency perspective. The point about higher durability loss on higher-tier axes and the need for fuel efficiency to evolve with late-game players (especially T6–T7) is noted.
I have also taken note of your positive feedback regarding the storage control system.
Thank you for your contribution.
Good job Team and thank you for all. Last updates brought a lot of new perks. I really like the new tree system and all additional bonuses we can have. As well the pet and bait upgrades...well done.
I was thinking if you can consider to give us some extra quest for the weekend, as me and believe many others work during weekdays, but having extra time at the weekends, so we can have more fun and get some extra coins 🙂
Thank you for your feedback! I'll include the extra weekend quest suggestion in my report, I think it's something that would be popular if implemented (who doesn't love a chance to earn a little more silver?)
Very good ideea , i'll put in my report too
At the beginning of the year, it was written that the manufacturing tasks had been reduced. The current Headhunter path, the first 3 phases, manufactures revolvers, firearms, and guns.
What exactly has been reduced?
-
Track Progression Improvements (Headhunter & Craftsman)
Which improvements? Still daily tasks, which feel like work and not plessure.
And on top of all we are back to the daily „build a weapon“-task 🤬🤬🤬 there was so much feedback on this hated kind of task. -
Endless Track Tasks
I don‘t see any advantage in the endless task -
automatic item distribution
Thank you very much for this 👍 -
charcoal recipes
As already mentioned by many these are not well balanced. Nevertheless it is good to habe the opportunity to produce charcoal out of higher tier wood. -
if an update affects alliances and player who do not yet have the update are not able to enter the base or participate in goldrush, goldrush should be paused for the update-week
Thank you for the structured feedback.
From a design perspective, the intention behind the track progression changes (Headhunter & Craftsman) was likely to streamline and clarify progression. However, from the player experience side, many tasks still feel more like daily obligations than meaningful progression. In particular, the “build a weapon” task had previously generated significant negative feedback and remains a sensitive point for part of the community.
Regarding endless track tasks, it would be helpful to clarify their intended purpose within the progression system and what concrete advantage they provide compared to the previous structure.
The automatic item distribution is clearly a positive quality-of-life improvement and enhances inventory management without negatively affecting balance.
Concerning charcoal recipes, allowing higher-tier wood to produce charcoal makes sense from an economy and progression standpoint. That said, several players feel that the current balance does not fully compensate for tool durability loss and resource value, so some fine-tuning may be worth considering.
Finally, if an update rollout affects alliances and prevents some players from entering bases or participating in Goldrush due to staggered deployment, it may be reasonable to consider pausing Goldrush during the update week to ensure competitive fairness.
I'll add it to my report.
Thank you for your feedback both positive and negative, I will make sure it is in my report so it goes to the people who need to hear it.
Does this pendant work all the time even if it’s not equipped ? If yes maybe make it work only when equipped !? I need bandits to attack my ranch , that’s how i farm and get loot , with the pendant working while it’s kept in a box in my ranch now i will have to do 2x the work so bandits attack my ranch !
I am pretty sure it doesn't works if not actually equiped , i mean no other jewel works if not equiped so i guess this one doesn't either
I’m honestly not sure , but since i got it , i feel like bandits anger accumulation been slower than the usual , i hope i’m wrong, i didn’t test that must so i keep on testing
We will see , after more people are getting it
- Not interested in an amulet that slows down bandits anger. For starters i have Dutton. But even if i didn't it's worth fighting them for the pittance of glycerol they have. Let them come. Will they make one to increase their anger? Or perhaps make them walk faster because im not paying to speed them up either.
Suggeston to consider,abouth tracks for skills.
Why don't make traks for books truly 'endless tasks',for skill tree upgrades.
We coud get 2 tasks for every track,every day also,but not as part of 14day track.
We woud get same amount of books one day,(20-30 exaple, whatever gives 14days amount sum,for that tier),and those rewords like repair kits,gunparts,crakers etc,on second day etc,and like that endlessly.
So if someone dont do tasks that day he losing that day reword,but its not to big loss. This way we have to coplete 14day of 4 traks all the time,and if you are late becouse of some life event u lose completing track,an last day book rewords are the inportant ones.
It woud take off much presure if tasks where dayle tasks,but part of endless tracks.
If u dont do some of them,u dont lose much,becouse its not part of 14day trak,but part of truly endless tracks...that give constant every day rewords.
And also if u dont play one day,game woud alow u to complete previus day tasks,but no more than previus day back and that day tasks.
And Vip players coud keep their benefit,to see tasks for next day also.
I'll add it to the report. Thank you.
Please no some of us have lives its already frustrating to time all those tasks and do them daily we dont need another mandatory chore to do(even if u say its optional if it gives books its not since its the most valuable currency atm), just make the timers weekly (7days of tasks first week one stage unlocks right after another till 7& rest 7 start on day 8)instead of daily that should suffice with the already implemented endless track it would work very well with it as well,
the rewards in tracks seem sufficiently spread except maybe with some few extra ores/gunparts or the removal of bucket load of craft gun tasks since the change to dismantle bench the games become so frustrating and so many ppl have already quit coz of the extra grind(T5-T7)
Thank you for sharing your perspective 🙏
I completely understand your point. For many players, the current system already requires a strong daily commitment, and any additional recurring tasks can start to feel like an obligation — especially if they reward books, which are currently one of the most valuable resources in the game 📚
Your suggestion about switching to weekly timers instead of daily ones is interesting, as it could reduce the feeling of constant pressure and allow more flexibility in how players manage their time. I’m also noting your concerns about the large number of weapon crafting tasks and the impact of the dismantle bench changes, particularly for T5–T7 players 🔧
I will include this as a counterpoint to the endless track proposal in the report, since it represents an important part of the community’s feedback: reducing pressure and grind rather than increasing it.
Thank you for the honest and constructive feedback 🤝
I will put this in my report too , very importan matters
Weekly time for tasks woud be better. Just doesnt seem likly to hapen,as ability to se more than one day tasks is sold as feature of Super VIP.
Thats why I suggested one day tasks thats not part of 14days sistem.
If part of 14days tracks,u have to do tasks if u dont u losing all 14 days rewords.
Individual dayle tasks woud have just revolved endlessly,but if u dont do them u dont lose 14days track,just one day reword.
Super vip can still see 2 days worth of tasks at once...im just sayign for normal ones timers should be weekly thats all...so super vip can do 2 days worth of tasks at a time while normal ones can only do 1 day at a time but with weekly timers
Yeah that woud be inprovment also.
i put in a suggestion for 3 daily tasks a day for 9 days, 1 daily task + 2 endless for day 10 (28 total) then days 11-14 can be endless for overachievers, and can be catch up time for people with rl commitments/who play less etc
like how with old passes we would have a few days extra to finish at the end
i don't know if we will ever find a solution that everyone is happy with though 😂
Yeah thats also woud be good. To have 10days of tasks with extra time to finish.
As somtimes tasks are like,do time limited event,that apier once a day,but I alredy done it,or kill SC main boss but I alredy reseted SC so have to wait 1-2days for that one etc.
3 T7 handguns and 1 Shotgun I produced from the start of this tracks. I needed to produce 0 for my gamplay. I alredy had those.
Please report to developers to limit number on new guns production to no more than 2 such tasks for 14day period.
Its to much for new tier players,and totaly not needed by old players.
This criple my development now.
I heave bearly completed oil derreck and now old track reilway I have to grind so much becouse of tasks on gun production,made me spend all t7 ingots for that.
I will put it in my report
Thank you.💯🙏

It would be best if they completely omitted the equipment crafting tasks until they've managed to program repair tasks. Otherwise, the issue will come up again every two weeks.
For players progressing toward T7, the ingot cost can directly impact their advancement in areas like Oil Derrick or Old Track Railway. And for veteran players, repeatedly crafting the same weapons can feel unnecessary and not very motivating.
📌 I’ve collected the suggestions mentioned, including:
- Limiting the number of weapon crafting tasks per cycle.
- Adjusting tasks that depend on daily events or resets.
- Reviewing the overall balance of these types of objectives within the tracks.
I’ve already added this to the corresponding report 📄
Concrete examples really help make the feedback clearer and more useful for the team.
I’ll keep an eye on any additional opinions 🤠
@hollow verge the best update will be if you could make gun parts with 2 ingots . Now currently 4 ingots needed if devs reduce it to 2 ingots to make gun parts , everyone will be happy .
Reducing it to 2 ingots would significantly ease material pressure and make progression smoother without changing the system itself, only its cost balance.
📌 I’ll add this to the report as a suggestion regarding gun part crafting cost adjustments.
If anyone wants to share specific numbers or examples, that would be even better 🤠
i suggested "repair 2 guns" tasks instead of "make 1 gun" as it's more in line with players preferred game activity while still using the same amount of resources as they want us to use (game balance etc etc)
📌 I’ll add this as an alternative suggestion in the report regarding weapon-related track tasks.
And you to yours, hehe
Tracks are exhausting. 3 skill tracks. One seasonal track. The area track. Alliance assignments. The tasks are repetitive and endless. Im afraid to do anything with breeding or making equipment or running competition because as soon as i do theres a task. They intefere in game play. They are punishing to new players. My alliance has cut back to 2 raids a day. One veteran t7 player is taking an extended break. The rest of us have cut back. I wholely support the proposal Space put out. Im worried if these tracks continue i will lose the team i have because they are giving up.
I really like the skills. The make it fun. But the tracks need to change. The new endless one adds nothing.
📌 I’ve added this to the report under:
- Overall overload caused by simultaneous tracks.
- Interference with natural gameplay flow.
- Impact on alliance activity.
- Risk of burnout and player loss, especially among newer players.
- Support for spacing out or redistributing tracks over time.
I havent seen a newer player stick around after lvl60 anymore in weeks they quit out around l60 coz neither can they do skill track tasks or survive north stuck in an endless loop...have so many rookies quit out around that level lately feel like games slowly dying
I think the spirit skills at early levels should get a minor boost like the later ones did, maybe swap those for starting levels make +15spirit instead of +10 for the first 3 spirit skills and the later ones that got a buff either keep those at 15 or change back at 10 but newer players defi need a leg to stand on if you want new income to keep flowing
Thanks for the feedback . Sounds important enough to be in my report
Yeah it doesnt affect me much but its sad to see almost every newer player before lvl90 struggle so hard(especially around l30-70) and eventually take a break or quit the game
Yeah , i completely understand
Gun parts always costed a lot . I better put that in my report too
11.3 rollout has been extremely unfair for people from different platforms. With alliances disabled, meaning people on certain platforms getting their update on Tuesday, while others got theirs on Friday or even later. That’s 3 days difference in terms of passive gold collection and active gold collection (raids). That shouldn’t happen. Either all can collect or none can collect, platforms shouldn’t give one group over another. Hope devs are going into consideration in future updates
In my report from Monday I suggested for future alliance updates that raiding be disabled for that leaderboard/update period so at least we're all on equal footing there and everyone can get the gold accrued from the mine once they can get in/no one gets raid gold. I don't know if there's any direct solution for different platforms releasing the update at different times.
Your feedback will be added to my next report, thank you. 🙂
Thanks @meager wharf . I think the solution you suggested is perfect. I never felt any unfairness during any of holiday event updates even though people were getting their update on different platforms on different days, because no matter what, everyone start on equal footing as event starts
Why hasn't the module stuff been changed. We receive so many modules and can't put the in unless we skill the skill. This is just really bad. As specifically because you constantly receive them. In Canyon and different locations. Exchanging them costs alot and I did it. And after giving 3 I received a useless one. If at least carmack would take them every day and pay 3 gold. That would help.
Its always been like that. I spent some gold on exchanging modules. Only ones got a good one.
Later understud its not worth it. Just destroy bad ones,wait for good ones. Its worth waiting trying to get it becouse ones u get good one u have it forever.
Now I just look what I got,and if not good I just destroy it right away,dont wona bother with it.
Those that have lots of gold income can try reroling until get better ones.
For average player not really worth it.
Remember. This is feedback 11.3
Chests with modules that are obtained through Tracks’ rewards should contain ALL module types, not just x% chance to get item 1 tier higher than BP, shorter crafting time, cheaper speed up price. These are pretty useless and one can only delete them. Using them to trade up for better module is just a waste of gold.
Either remove these from prize pool or include all types.
Howdy partners! How about making the loot in the shelters more juicy? Please find some time for this unresolved issue. 🙏
Hmmm ... can you suggest what kind of loots you would like ?
It wasn't so bad. There are worse.
Yeah , it is decent . But since he suggested better , i wanna see what he would like
I'd like to see more food/drink ingredients for that tier and the one below (so limes, chillis, northern herbs, canned food) in the loot drop that's the bandit mess hall
Interesting ideea . It will be in my report
Agree ingredients are as rare as glycerol so I think that would be a fair exchange.
And gunparts should be rewarded based on difficulty for example a t6 easy hideout could have 3 or 4 t4 parts, 1 or 2 t5 parts and perhaps some powders.
T6 medium could be several t5 parts an ingot perhaps.
T7 would be parts for tier and fasteners.
I feel like the rewards are very random and don't necessarily fit the difficulty of the quest
Hideout rewards are graded and are recommended to be included in the weekly report
Skiping task in Tracks is onerous. It doesnt matter if you skip it once or twice, it will reappear for the third time. I assume it will happen again.
Very unpleasant solution if you decide to skip. I got kill Dze-dze-bon-da in stages 4, 9 and 11.
It just shows how unimaginative the tasks are if they have to repeat the same task several times in one track. Then multiply it by the other tracks that have the same sort of task. Add in the alliance assignments as well. Ive got a blueprint I want to upgrade but im sitting on it waiting for the task.
if we do ct/sc just before the task is revealed it could be close to 2 days before we can complete that task unless we're willing to drop silver on it
Or if you do it like i did SC last night to kill dze dze, it popped up again right away. But there is only one Dze Dze. Why is there only ever kill dze dze on SC the be all and end all of SC. Why not kill two bosses or clear x # of chambers or choose so many buffs? The task is annoying and the prizes don't match the effort. Using t6 stuff and my score is along with everyone else in the league and winning t4 or t5 stuff. And armor i could use in t2. Mostly dismantle it or delete it or don't even pick it up.
So there’s an update starting february 27th and we cannot access alliance’s base 3 days before the update , and some platforms get the update before others for example apple the update is always 5 days to 1 week late so that’s 10 days of gold going to waste since the number of gold in alliance’s base has a limit , this is really annoying and you gotta fix this issue ..
I understand that when several frustrating situations pile up, it can create the feeling that nothing changes or that giving feedback is pointless. Still, constructive feedback is always more useful than simply quitting, because it clearly highlights which specific aspects are affecting the experience.
Regarding the alliance base access before the update, the point you mentioned is important: if access is blocked several days in advance and there are also platform delays (for example between Android and iOS), this can result in gold production being wasted due to storage limits. That kind of timing mismatch can directly impact active alliances.
I will add it to my report. Thanks
How would you rate the Update 11.3?
25
47
1
1️⃣ Not Satisfied At all
Just watched the new official video! Finally I will be able to store whisky in my St. Patrick bar!
Can you explain how this can be fixed ? Imma put it in my report
Thank you for the kind words . They will be in my report
People long before me had asked for this very thing years ago. I don't know why it took developers so long to decide. But please, keep bringing more shelves like this. One for decorative furniture would be amazing.
Maybe fix the gold issue by removing the limit when there is an upcoming update ? For example if my limit is 12 lots of gold will be wasted if i cannot access alliance’s base for a week since i’m an apple user , so by removing the limit when there’s an update until everyone update’s you will get all the gold and none will go to waste i dunno.. also the bigger issue is apple’s late update , i dunno how but that should be fixed also
Thanks , this will be in my report too
I heard this is not about the devs . It is about the apple system taking longer to review updates or something . Might not be a " fixable " matter . I saw other games getting updates later in apple too
Yea well they can give the update to apple 2 days before they give to other platforms, updates will be out all at the same time or very close 🤷♂️.. not saying that’s exactly what they should do , all i’m saying is if there’s a will there’s a way
Okay , i'll pass your feedback to my report . Thanks
Thanks mate

I would be fine with it if the offered silver as a reward for SC as they do with CT. At least enough to pay for a full reset.
Add more warehouses to the game, they are really few and I can't progress.
This has been suggested today , and it is prepared for my report
And I have another suggestion regarding alliances. The game gold income should be automatically withdrawn and added to the player's account. Because sometimes it is not possible to show up on time and withdraw our share.Or sometimes the internet in the area is down or there is not enough energy to reach it on time.
If players have more gold income, they will have to go to the alliance several times during the day to receive their share, even during the night, which will waste a lot of gold.
Thanks , valuable suggestion 2️⃣
the St Patty's stash has been converted from decoration into functional ingredient storage (any that players already owned from previous years have been converted, a new one will be available in the season of luck starting in a few days) so they are working on adding more storage.
Storage issues for high level players especially in T6 and T7 is an issue we have been reporting. I'm sure we will see more storage solutions going forward as well, we just have to give them a bit of time to work on it.
In my mind, it made more sense for it to be a dedicated drinks storage; we literally have an irish coffee then. We even have mojitos now. But I can also store whiskey, so I'm not complaining. Every extra storage is welcome.
well, you could move all your whiskey, limes, coffee, spices and other drink stuff to this one, and keep the regular ingredients storage for food?
That is exactly my plan. Glad to see you get it.
This type of suggestion has already been forwarded