#Adjustment for growth formulae of workshop upgrades

1 messages · Page 1 of 1 (latest)

distant epoch
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I have recently taken a closer look on the costs of the upgrades and I noticed that the formulae is doing the opposite of what I had hoped. The costs seem to be quickly increasing at the start, but progressively get lower at the higher levels.

I think this should be the other way around. Meaning that it will be easier for smaller/newer and regular players to catch up and be able to compete, and more difficult for players using the funnel strategy to get an extreme advantage.

From the perspective of the developers there are also some advantages by this idea suggestion:

  • Easy to implement
  • it is still in line with the infinite horizons idea
  • Possibly even no need to code a refund when compared with setting a cap.
  • No need to balance sea battles, as it is easier for players to catch up normally.

P.s. I am intending this to be a constructive discussion topic. If you have ideas to improve the idea please leave a comment, if not just leave an upvote or downvote.

coarse sage
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I dont see any mentionable advantage there, this is literally just "make later upgrades more costly", which will again just result in the same issues that are present right now (and make it even better for those who already have incredibly high upgrades thanks to cheating/abusing).

distant epoch
coarse sage
distant epoch
coarse sage
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sure it increases, but the believe of "being able to catch up" is by best just naive

open cargo
faint burrow
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best way to reduce upgrade weight in a fight, without scamming those who already bought upgrades, is to reduce the +5 or +10 per level they give, to a +3/+6 or +4/+8

that's a 20% malus straight of the bat

#

also please don't adjust it it took weeks to solve it

hallow gazelle
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I am not voting yet up/down because I have two questions:

  • say a player has invested 50 mil crystal in unit X (dmg) to get to level 15. Now the game changes the ratio so it requires less crystal to get to level 15. What happens to the rest of his invested resources? Refund it to inventory? Ofcourse you need to refund somehow!!
  • how exactly do you know how much to refund? I doubt the game save the exact number of invested resources. So how do you determine if he invested those in a town with/out reducers or at what level.
distant epoch
# hallow gazelle I am not voting yet up/down because I have two questions: - say a player has inv...

I agree with your point, this thought crossed my mind when I wrote it as well. That is why I added possibly. I thought that maybe not to many resources would be lost in the process and that it could still be acceptable.

Another problem I see with the cap is the effort argument has not been countered yet, you can refund resources, but not the effort put into it. One option would be to set a cap at the highest upgrade there is, but this is already really high probably. I would not want that either.

hallow gazelle
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I thought that maybe not to many resources would be lost in the process and that it could still be acceptable.
you cannot justify it like that. When GF changed how they calc the TS for buildings, everyone was affected, no exception, but if you change something like upgrades, only some will get affected, and they will be affected by exactly how much they spent. That's not right.

you can refund resources, but not the effort put into it.
if you also reduce the time, then yes, I would personally like to get refunded for my time in the inventory as well so I can respend those refunded resources with instant time reduction, otherwise it's biased.

distant epoch
coarse sage
open cargo