maybe that's why you get grounded and sh!t taken away from you lol. Spend time on what really matter! life lesson
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I don't say my life is a shit... I'm satisfied, but what's the point in calling me out because of nerfs and not being able to autoplay? Play manually for a few days, use this enhanced drop rates to strengthen up your char and get back to auto play, is that so hard? The ones who doesn't like all this are free to find someone else to be a scapegoat... I was first against all this nerfs but now what? Devs don't do as we say so lets slay each other, right? Just find the smallest thing in this and use it as excuse to be happy (not you :P(I mean, yes, and you, all of us)), don't just point fingers and yell... What is done is done... That's all... There was no hard feelings meant in the first post at all... Just wanted to point all this out in a funny way, but I guess not everyone can understand it...
I jumped off the roof top... But it wasn't high enough. Right before I attempted the jump the roof got hit by a massive nerf bat. So I just sprained an ankle.
Lucky break... er... sprain! :p :cool:
Well, shit. I know Sacrifice is the intended solution to dupes, but I hadn't realized under the current inventory limits were causing problems even if you were selling everything but 4 and 5 star characters.
While I don't know if we can accelerate Sacrifice specifically, I'll do my damndest to at least get an interim solution out to help you and others who're at the limits of the inventory system.
Hm, it probably is. I'm pinging our QA to investigate.
If you know you had skill ups invested in said characters before the update and you do not have the same amount of levels on skills, please send a message to support via the in-game option and tell them the character who lost skill levels (and what skill it was for/is in that slot now) and we can do what we can to correct that.
While we're on the topic of sacrifice, I'd like to offer up a suggestion:
The last we heard about how sacrifice will work, it seems that: skill shards invested in sacrificed characters are not currently being considered. I think this needs to be looked at. The sacrifice feature could be a great way to get a little bit of RoI (return on investment) for skill shards if you are in the situation that many people currently find themselves in where some tuning adjustments made their once prized character not so desirable and they are feeling cheated that they invested a large amount of skill shards on them. I recommend that if a character that has been skill sharded is sacrificed, in addition to whatever you would normally get for that character - you should also get 50% of the skill shards back in your inventory.
This is only fair, and is a great way to ease the pain of people that have made some misguided decisions due to unforseen character balancing changes (aka "Nerf Bat").
Below are some quotes from KAZ for reference:
Quote:
Originally Posted by Kaz_LOTB
I really like this update, the game feels more balanced and stable. Sure there are some huge nerfs but I was aware of the talisman and rainmaker eddie nerf before this update. My guess is Roadhouse haven't touched these issues because they knew about their departure. I am glad that Nodding Frog is doing what is right for the game.
There is a big change regarding drop rates, they are improved a lot. Now we know where to look for to find what we need.
About the autoplay: In my opinion autoplay is needed but playing only by autoplay is...boring. The game becomes an incremental game such as "Cookie Clicker". It takes away the strategy factor from the game. Sure, the game became harder with the update but I welcome this change.
Thank you Sparton, Kaz and all the people behind the scene in Nodding Frog! This is the right direction in my opinion. I really appreciate that Sparton is reading this huge thread and responding the questions. Looking forward to see new content!
I agree with Optic, skill shards are now the only thing that is coming slow, and they went wrong chars pretty quickly... And yet they do mean a lot... Now when I look where some of them went in my team, I would bite my ass off, but, oh well... It would really be too much to get easy them, talismans and evo shards all at the same time :D
Thanks for the update. I appreciate that you are trying to make the game better, and while some things are frustrating, having you keep us up to date and communicating with us is great. Thank you.
As for the update, I'm not noticing weaker characters, neither in my own, nor in ones I borrow. I am very grateful for the bigger drop in 3* evo shards, as not being able to evolve was my biggest frustration.
I do hope the other worlds open up soon as I'm pretty well stuck now in repeat except for farming.
Thanks again!
Eskiggalu8063
Please do something, pleeeease! Everytime the game tells me i have 1 soul over the limit i have to open a stack of souls and sell the 99 chars straight. Increase the slot limits, would that be so hard to implement? Like 500 slots limit? Would that have really an impact internally? I mean, not everyone would use the slots, only who really needs it.
BTW the talismans bug is here again, I evolved some talismans and, three in a row, after closing and relaunching the app all the changes were reverted, talismans were down to 1* and the materials (and the gold) back in the inventory.
C'mon guys, you fixed this in the previous patch, how the hell did you reintroduced it again? -.-'
Yup I'm getting this talisman bug too.
Not only talisman bug, also evolving character. Happend to Blue Allied Soldier, from 4 to 5 *.
After finished upping his lvl and talismans, everything went back to the begining. Workaround is to do everything in steps, upgrade something, exit team screen, go back, repeat for talismans ...
I've always had that bug :/ Just slower having to click back to cosmos each step
Also toons? Here we go again...
I can't believe it.
When is the trooper store bug going to be fixed? I have 29k badges and can't purchase anything. I tried all the 'workarounds' and still get "Your purchase failed, please try again" error.
Blue 4-5* runes.
Well... I tried to read a comment that talks about this but I didn't found any... just one question... if the number of stars depends on the lvl of the mission that we are playing... it's now waaaaaay hard to get a high star lvl blue rune??? because only in Ailing Kingdom and Kingdom of the Sands are supposed to drop blue runes, and there are no levels that cost 5 energy, also... I have seen that those lvls (maybe only for me) drop a lot of talismans instead of runes, so... now I have a lot of talismans (because of playing Ailing Kingdom and Kingdom of the Sands), and a bunch of Yellow/Purple runes because I looked for Blue ones in undergrownd madness... is it supposed to be that way??? just to know...
thanks :)
P.S. sorry if anything sounds weird jaja I'm from Mexico and... english, just like game language in english... I'm not that good.
I know those dance steps all too well. I had to figure out how to avoid it the hard way, bouncing the app over and over again like a mental until I realized I had to just burn runes and shards one at a time, backing out to map, rinse and repeat. Stability and overall balance are the coolest new features I am waiting for on any upcoming update. Love this game, but it is getting increasingly difficult to even do character maintenance let alone the gameplay effort for nearly useless drops. Waaaaaaaa😭 Yeah, I'm whining, yup, sure am.😬
dear sparton, dear kaz,
as i mentioned before, i really like most of the changes since the update. but i have a feeling that playing the dungeon isn't a good option anymore. i bet your numbers will show the same result, because many players now refuse to play the dungeons. the gold is reduced and the rare souls too. in the last two months many players got enough 3* coloured runes to evolve plenty characters of every type, so why should they spend 8 SOT for gaining something that they could recieve in the campaign? i don't think that earning a rare soul 2-3% of the time is enough to justify the dungeon. it has lost his usefulness. maybe if you change the drops and add some rare assassin/gunner sould or even some skillshards 1% of the time many players will swich back to grinding the dungeon. at the moment this is a unnecessary feature for the most of the players i think...
anyway i guess, that you will see that too in the next time and make some smart adjustments. :-)
cheers and keep up the good work!
Agreed. I'll prob just play enough to use all my troopers for now until there's some new content. May not use all my daily SOT and def won't use ironite for SOT refills for now.
Yeah pulls from rare souls have not been great for me lately, but the potential of a new character was at least motivating.
Whatever we did I think reduced some ways of it happening, but this is something else that has been puzzling us. One of our programmers has this as a high priority task, but every time me and Kaz try to reproduce it for him in a way where he can see what's going wrong in the code, it works fine...
One of those terrible cases where when you think it'll happen it won't, and if you aren't thinking about it it catches you unawares. We'll let you guys know if we make any progress on this.
We changed where evo shards and evo runes drop in the campaign so each world focuses on just two colours. That does mean you'll need to go back to Ailing Kingdom or Kingdom of the Sands, but the odds of getting 3 star evo runes there are as high (if not higher) than getting 3 star evo runes in Underworld Madness, which is higher than the odds of getting 3 star evo runes in general before the tuning update, even though it only costs 4 energy per battle in those earlier worlds.
We still need more real-world time to see how play patterns eventually do shake out, but nothing indicates that the usage of the Time Rift across the playerbase has changed as dramatically as you might think (in fact, yesterday was only slightly below average... which is expected with most of the important reward changes being in the campaign). We do have plans for something unqiue we want to add to the Time Rift in the mid term, but it still serves an important use for players at different lifecycles right now.
I've tried selling runes and shards and maybe 25% of the time I can purchase a skill shard (no rhyme or reason I could see), but I've haven't been able to purchases any character souls for weeks. I only have 98/100 character slots filled so that can't be the issue. It is forcing me to save trooper badges, which in the short term is probably a good thing, but I don't want to be unable to use trooper badges when new content arrives.
Yeah, you have to clear an entire stack. It's VERY misleading because it tells you that you are "1 shard(s) over the limit" when it really means "1 shard stack over the limit". I usually look for a stack with only a couple of shards in it that I don't need (like one star non-evo shards) and sell that whole stack. It's a pain in the ass and probably my least favorite chore in the game. I posted a bitter rant thread about this a while back.
Has any one else noticed how confusing 1* tailismans can be, because they only show one stat. It would be really easy especially by a new player to lvl the wrong tailisman type. Is it only me or does anyone else think this could be a problem?
Yep, I thought that too.
So I'm trying to get use to this update. But everytime I try to find ways to like it. I always find something wrong with it. For instance you guys took away alot of strength and health from characters making them weak and useless. Like my gunner Eddie who now has a special or fury that hits weaker then
his basic attack. Another thing is the tuning update you guys did to make the game more balanced. Is way off from balanced especially when you never give players skill shards to max out there character full potentinal. Making them useless and worthless. Like come on guys at least before my characters barely need a skill shard to excel. But now i just have a bunch of 5* characters who hits like a 2 year old child. With 1 skill unlock because of how non existence the skill drop is.
I'm not so concerned with the skill shards not dropping for me they never had. Espessially after this update I am very warry about using skilshards. A toon would have to be exceptional to put a skillshard on, but then it would get nerfed. What concerns me is how worthless the effect giving tailismans are.
They don't work on bosses.
They never seem to proc.
I made a set of freeze tailismans last night ( even though I was warned not to) I put them on CR just to test and they don't seem to proc ever. Each tailisman costs over 1 mill to make not to mention the mats needed.
I'm not seeing how this help me choose an effect tailisman over strait damage one.
I do see that using a ward can be better then a overwhelming now, but there is no real bennificial reason to use sorcery or and strait support stat tailismans right now. The reduced damage of almost all characters forces the use of a tailisman that has at least some hp on it. Other wise most toons have problems surviving one round of combat.
This update did allow for a choice between certain tailismans but it also caused some to be less appealing then before.
The update has been out for a bit, am I wrong about the tailismans? If so please explain why.
Eagle :)
That's right - but if you evolve one particular talisman - it will show you more stats - if I know exactly what I am lookin' for - am not going for statistics (as I have already couple of any type levelled in my inventory or applied to chars already, and always can look there if I am not certain of something) but for names... But agree for the people who not play long enough to memorize sorts of talismans and what they up to - it can lead to misleads...