PlayMesh Game Design Open Thread

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Post by neuroblade » Fri Oct 05, 2012 12:40 am

We only have 25 member guilds in W40 yet in various battles the world had been strained bringing out all sorts of strange behavioral.

Just keep the game to work as it should is already a mammoth enough task.
Getting reports in a timely manner, sorted in the right order.
Sometime we see a number of incoming attacks but there is no way to find the targeted city until you refresh data on that city.
This gets crazy when you have hundreds of cities.

Another annoying inconsistency is the entry of city coordinates. In some screen you can enter, say a six digit city coordinate without manually changing the inputbox, this however does not work typing in coordinates in the market screen, making it inconsistent.

Post by ASIANBOSS » Sun Aug 26, 2012 11:55 pm

I think larger guilds are much better and we should have in later worlds not 60 but maybe 40 because 25 is to small and 60-100 like people want is to big and we need faster world speed with resources too I'm tired of having to wait for days so I can get enough scholarships for a scholar

City management

Post by Moltke » Thu Aug 23, 2012 3:34 pm

Believe me, when you get over 500 cities, management becomes a real problem. Aurora's blessing fails because there is no way to refresh the database for all cities. A "full db refresh" button with a time estimate would be awesome (For example: "This will take 4 hours. Are you sure?"). The ipad crash problem seems to have been fixed, so at least it's now possible to get through the cities, but it's a real issue and a lot of players are leaving because of it. Reminds me of a dungeon master in D&D who wanted to concentrate on gold when the rest of us just wanted to kill something (many, many years ago . . .). I know this is a database efficiency problem rather than a deliberate decision, but an interim fix would be a good thing while the database management is streamlined.

The play balance is fine, don't mess with it!! Stacking attacks is a fine time-saver, but Napoleon would have gotten nowhere if he couldn't use interior lines to defeat his enemies in detail. I just killed 35,000 guardians with more 100k's of zerks than I bothered to count. Took a while, but why give the offense a huge assist? Defense is hard enough when an active guild comes knockin'.

Trust me, finding more than 25 active 2M point players is tough these days (actually, finding 10 is a challenge). I've run guilds, and 25 is enough to manage. thank you very much.

Moltke (the world 48 Borg)

Post by LordFirefall » Sun Aug 19, 2012 4:14 pm

Would much rather see the improvements to city management. Leave the chat improvement to the chat app companies.

Post by Bl1ndFury » Sun Aug 19, 2012 3:49 pm

On the topic of external communication apps used for Valor.... *The biggest aspect and the biggest benefit to using an external communication app is the fact that coordination and communication can take place between guilds and not just within guild*. The current in game chat was a good move at addressing the fact people use other apps for comms, however it doesn't allow for communication and direction to take place between guilds. This is the main reason people starting using external comm apps to begin with, and its the main reason the current chat set up is inadequate. Direct messaging person-person is ok, but being able to coordinate strikes from several guilds at the same time is essential when in the thick of a guild war.....especially in worlds with smaller guild sizes. Another reason they are used is for the ability to share reports and pictures with minimal effort (one post and multiple people see it). Having to forward a battle report to multiple people gets redundant and time consuming when a particular battle requires multiple attacks from multiple people. Being able to react quickly is a serious benefit when coordinating attacks within a time frame.

I would looooooooove to not have to use two apps to play Valor well with a large group of people, and i would really enjoy seeing improvements made in this area as well as the city management issues for large players. Keep improving Valor please :^)

Post by Hawk45 » Sun Aug 19, 2012 12:29 pm

PwnLaw wrote:Thanks for the note Browniees. The first step toward better city management is currently under development. The things you've mentioned are actually already spec'd, but they'll need to wait for a subsequent phase. I think your complaint is justified and it's something we discuss with a fair amount of reguarity internally.
browniess has the point, I think to keep your veteran players, we need a scholarship building button. Whether it's flipping thru 30 cities or 1000, the time it takes makes player want to leave valor for something with faster play. I have played since world 28 and will not stop till 28 is done, but your starting to lose my interest in gaining cities and it just takes to long to go thru every city every day.
Oh and if you want the most players to stay with valor I would make this free. I know many players that have left the game simply because it take to much time to play.

Post by MasterMEEDO » Tue Aug 14, 2012 1:24 am

As for a better communication tool in-game, I would suggest something more sophisticated with more customization. I suggestd this a while back, not even sure where exactly, but the idea of more detailed profiles. You know, how you click on someone's profile and you see their cities, scores, medals and so on. A bit more work on this to allow profile pictures, options to add as a friend, invite to chat, and so on, will bring the game to the next level in the social arena. With that, you can upgrade the current chat system into something that can allow you to create chat rooms, add players to chat 1:1, and so on. With this, larger guilds that are active and planning large-scale wars, like my own, will stop using external chat messengers like Kakao Talk.

Another thing, and sorry for bringing up two points in one post, but I posted this under the Idea/Suggestions sub-forum. Landscape mode. I really think this would be a giant improvement to the overall gameplay experience as well as the UI, which you guys are currently prioritizing anyway hand-in-hand with City Management. Thanks for your time.

Post by Sharoman » Tue Aug 14, 2012 1:09 am

Mosser wrote:Having having a set schedule/calendar for future worlds and game updates.

That can be a good idea for competition as well.
If we could know in advanced when a competition is scheduled to begin we can prepare for it.
also, i would like it better if we had a number of competitions going on simuntanisly, but we'll be able to qeue for just 1 (but im sure that wont go well with the top players of each world).

Post by Dvorak » Mon Aug 13, 2012 4:45 pm

One reason that i have been given as to why a secondary app is used, is that one user can stay on a specific chatroom and on a specific valor age and just flip between. No further navigation is required. When worlds ct like w29, this becomes key.

Post by PwnLaw » Mon Aug 13, 2012 12:19 pm

Wildmanweber wrote:After playing Valor for about a month now, I would make a few comparisons to the desktop MMO game I've played for close to 3 years (Evony).

I love to ease of play here. It is simple to maintain troops, and the battle strategy is straightforward in as realistic a manner as I could ask for. The sheer number of cities to manage is a bit of a task, and I can see that being the biggest challenge as the game progresses.

The MAIN complaint I have is that the communication process between players in this game is poor.

I am accustomed to getting to know my comrades in arms much better than what happens here and my enemies as well. You need to improve to interplayer messaging by a long ways in my opinion to really make this ga,e take off.


Thanks for the note Wildman. Any suggestions? We've considered a number of things, but we've gotten the sense people prefer to use external messaging applications (which makes me sad). Communication is pretty tough given the nature of the game (people moving in and out of the application rather than sticking around for prolonged periods).

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