Gold marks really need to be on the top bar, also.
@Kafka This is one of the main problems with pvp.
We earned alliance ranks and should keep them. If people want to play more to get more gold marks, then that’s fine, but everyone shouldn’t be punished.
It’s just too much pvp, all the time, all day, and having to earn ranks again with each new pvp season has forced many players to quit and will continue to be a problem.
I don’t know how to say this nicely, but how about putting some focus on your loyal “veteran” player base instead - at least sometimes?
We do all the things you don’t do, like explaining to newbies how everything works because it’s too complicated in very many cases. Things that help to keep players.
Many of these things would help new players as well, like not introducing more and more stuff that’s overwhelming players and makes them leave, or not have any bonding experiences like GWs that keep players interested as it’s a social aspect in guilds. Or how about adding how event scores work to the game? That would help new players.
Oh how about letting scouting in tower of doom work in the game instead of needing to use external methods?
Maybe one update a year could focus on keeping players instead of trying to milk them.
I know I’m not the only one, and compared to some of my game friends I’m late, but I stopped spending my mobile game $$ on gems and spend them on another game.
Besides of them adding new stuff that focuses on veterans (like offering a harder weekly challenge as an option to counter the boredom and to offer rewards that are more desirable to end gamers), they also have good value monetary offers instead of whatever you guys seem to think is reasonable (buccaneer offers as one laughable example - they should be 99 cents max).
I know we hoped for the adventure board task list to stay open to save clicks, but could it be closed after the tasks are done?
I pretty much quit caring. Or else I would quite the game.
There’s too much to do and too much that focuses on single player experience. We used to work together as a guild to earn the rewards but for one they’re mostly useless for most of us, and there’s not enough time in a day.
Instead of adding to experiences that creates bonds between players, making them more likely to keep playing, the focus went to a strictly single player mode.
I mentioned challenges in my other game - there, it’s a guild mode like weekly gold events but with personal and guild rewards. Adding the tougher challenge mode earns a player more points that also go towards the guild.
PvP does nothing of the sort, neither for guilds nor alliances.
I really don’t understand the direction gems is going - except for “give us more money and all your free time”. Probably exploits the same thing that causes addiction. But also risks burning out players, so not sure this is a sustainable model as there aren’t infinite new players who will be interested in such a complex and in parts convoluted game.
Why are these updates focusing on quests and storylines? Once a new player does them they are completely forgotten about and essentially meaningless.
It’s the games 10 year anniversary and there are no updates or acknowledgement to how the game has changed over a decade. Update vault keys, guild tasks, legendary tasks, treasure hunt to include the currencies that have been added over the last 10 years.
Because if new players don’t stick around in sufficient numbers to counterbalance the normal attrition of existing players, the game dies.
let’s count the chances
Burning chests
(0,18×10+0,15×20+0,15×50)÷10
1,23 Random immortal souls per one Burning mark
Epic burning chests
(0,1×15+0,18×30+0,13×60)÷25
0,588 Random featured immortal souls per one Burning mark
0,588 Random weekly immortal souls per one Burning mark
0,588×2
1,176 Random featured or weekly immortal souls per one Burning mark
Epic ones give less rewards
It gets worse…
It’s basically the standard gambling question you see in surveys. Do you want a lower chance for higher rewards or lowered rewards for higher chances. So while per bm you get less you arf more likely to get souls. Although given how the rng feels at times…
Yes, we are making the same point. New players to the game will finish the quest line very quickly. They will then need to start playing catch up with those of us that have played longer. How will a new player ever collect enough dragonite for 3 sets of dragons and I’m sure the devs will do a 4th and 5th and so on?
I want new people to join and enjoy the game but the balance is not there to keep them engaged once they get past the initial stages and realize how truly far behind they are for the newer content.
Icons can be very useful when you don’t have enough time to play pvp one week or to progress faster.
After finishing a battle, the rewards should ALL be visible in one screen, without having to move up, down, right, etc., otherwise it will always be inconvenient no matter how you put it.
Speaking of graphics, it would be nice to be able to see in which kingdoms the epic trials have been completed, instead of removing them as soon as the week of a new kingdom begins.
Lastly, @Kafka , there is a problem with this new update; when you finish a battle and the class goes up to level 100 (it just happened to me), the post-battle graphics show that the class has increased to level 10, not 100. I’ll post a screenshot about it:
Edit: The problem with the class at level 100, which I posted the screenshot of, is probably due to the size of the text mentioned in the patch notes; depending on the length of the text, different things are shown, in this case a 0 disappeared, making it seem that once the class reached level 100 there was an error and that the class had reached level 10, when in fact a 0 simply disappeared due to the text being too short.
Seriously? After so many years you guys are not even able to fit the size of the troop name on the cards in each language right. Most of the time on many cards the names are cut off the weirdest way because you dont use an autosizeable font anymore like you did many years ago. Fix it!
The fans of my PS4 pro make a lot of noise since the 8.3 update when logging in for tribute or when collecting a reward. Fans also go into overdrive when looking at a kingdom or at any of the menu items on the right or bottom of the world map ( like chests), not left or top strangely. Very annoying!
I did a quick check on my PS5 pro, but no apparent issues there.
at least it’s now easier to see on the results screen when the experience bonus runs out
Hi, Is there any reason that the player profile pics were removed in this victory screen rework? Considering that these pics and titles are a part of many of the weekly events, you even have some paid microtransactions (Dwarf etc.) that allow players to customise their appearance. It seems odd to remove that, would very much like to see that reinstated.
Thanks.
Portal gems have been fixed for modes outside of PvP, so now the CPU will summon a powerful unit appropriate to its level instead of a teeny-tiny level one. This was Dark Pits.
Looks like I’m done with pure faction attempts during this campaign. Good job!
I posted an entire thread (possibly two) on how you could do this and you seem to have completely failed to pass it on to the people who probably needed to see it. Looks like that was three years ago!
Please reorder the Victory cards more sensibly
Moving Forward
Nonetheless, let’s try to move forward with what you have done.
You’re right that this was long (LONG) overdue. There are some good elements here, but this cannot be the final version.
There are problems:
- There’s a bug where you have to press Continue twice, mainly noticeable when there are fewer rewards.
- There’s another bug, where the level of an upgraded chest in a Delve is not displayed, despite the accompanying text suggesting it should be.
- As people have pointed out, a Minor Traitstone is NOT more important than VPs! (And similar in other modes.
- You have inexplicably thrown away all links between Gnomes (etc) and their drops. This was an important and smart innovation the last time you many any adjustments at all to the Victory screen. Throwing it away seems both ignorant of the history of the game and … well … pretty dumb. (ie: Rewards from Gnomes had a lighter image of the Gnome from which they came on the card background.)
- You absolutely could have fit everything onto a single screen, if you’d thought about your design a bit longer. A real missed opportunity, I fear.
Some of the good elements are that we can see more of our rewards at once, and that the Shrines elements no longer get in the way of more important things (that was a clever design choice). (I assume you tested it all on mobile phones and it’s not too small. I don’t personally care, but mobile players absolutely will!)
Disturbingly, you have a history of not allowing any time in the schedule for tweaking new designs after launch. This is a major flaw in your processes, and I can only hope that you are able to adjust them to actually spend some time fixing the problems and making things better based on our feedback (not just mine). So, the next section is me trying to cling to hope that you might actually do the right thing.
Suggestions
Let’s say that the current version of the Victory Screen is v3.0, and that the previous version was v2.5 (I assume there was something completely different when the game launched). In my opinion, we need a version 3.5 in the very next version of the game (whether it be v8.4, 8.5, 9.0 or whatever).
Here’s some of what I think you need to do that would both restore things you’ve thrown away and fix the existing problems – plus some random tweaks:
- Fix the double-Continue bug (of course). And the Delve Chest level bug (include the new level number).
- Move standard/common rewards out of the rewards list and put them on either side of the centre panel. Depending on how much space you think you have, you can fit either 4 or 6 items there, including the Shrine and XP progress bars. The obvious stuff to move is: Gold, Souls and XP on the left; and Trophies, Class XP (with a progress bar) and Treasure Maps on the right.
- The progress bar for XP and Class XP should include progress numbers, not just a progress bar.
- Once a Class has been fully levelled, either completely remove its XP-gain indicator from the Victory screen, or make it clear that the amount shown is the amount that would have been gained if a non-maxed class had been selected. The latter is a harder design problem, but I prefer it because information does not disappear completely. For example, someone who has maxed all their classes can still tell their early-game friend how much Class XP is granted by different kinds of battle.
- Restore the Gnome/Valraven/special-monster backgrounds that indicate the source of each reward for all rewards tied to a specific enemy rather than the battle as a whole. I suspect tiny icons of the gnomes would be far too small on most devices, so go back to something similar to what you were doing before.
- What appears in the centre panel. This should absolutely depend on the game mode!!! I cannot emphasise this enough! For example, if I’m playing the Vault (and probably GaPs), I want all four Gnome rewards to appear in the centre panel. If I’m playing PvP, I want VPs in the centre panel. If I’m playing Delves, definitely chest upgrades, but probably also room rewards. In Tower of Doom, Scrolls and room rewards. You need to think about what a player actually cares about in each mode.
- Take account of how far the player has progressed in the game. Minor Traitstones are completely meaningless to me as a reward, since I have over 50,000 of each colour. Only Celestial Traitstones might have some meaning to me, but even then I have over 3,000 of them. It’s a similar concept to downplaying Class XP once a class is maxed. I would rather you leave the centre panel empty than show me a Minor Traitstone!
- When you have a special event on, such as the 10th Anniversary Event (congrats!), where points were accumulated for killing certain colours of enemy, I suggest a break-out box in one of the corners. This should also include a progress bar and numeric text, where appropriate. (Same for Kingdom Event Battle Crashers.) I know we’re running out of real estate, but I think it can be done. Realise that there’s quite a lot of space to the right of the “Victory” graphic on most screens (though this might depend on the battle type, as well).
- The biggest consumer of screen real-estate currently is the Continue button. On a wide-screen monitor (or on a mobile phone), it just doesn’t need to be that wide! Please be smart and set some minimum and maximum widths relative to the screen dimensions and font size. I’m tempted to move it to the right to free up space for other things, but I suspect that would be a bad idea. Instead, use the space to the left of the button, and perhaps put the special event points (previous suggestion) to the right of it.
- Here’s the big one: Allow the “battle rewards list” to wrap over two lines, instead of scrolling sideways.
Battle Rewards List
My last suggestion merits its own section. What makes it tricky is, of course, that you have to test it for different display aspect ratios and font sizes. Indeed, you already have a big problem here. I place in a 1920x1080 PC window and on a 2560x1440 iPad – and occasionally on a wider phone at a lower resolution. You need to be testing from the widest common aspect ratio on a phone (no idea what that is) to a perfectly square window. Currently, even on my not-quite-square iPad there are multiple display problems across the entire game. Honestly, this stuff should be easy for any competent GUI designer, these days. But you’re just not getting it. But that’s a whole other thread.
I’m going to add a mock-up to this post (if I can), but for now, I’ll just try to describe things in words.
So far, we have : the Victory graphic and battle name at top-centre; space for four “critical rewards” immediately below, in the centre panel (yes, it must be at least four – as per the Vault); standard rewards down the left and right sides, to the bottom of the centre panel; a reasonably-sized Continue button in the bottom-centre; a break-out box for special event scoring (possibly including World Event scoring – or anything else you can think of that might be useful to sometimes know), probably in the top-right or lower-left corner of the screen (needs experimentation); and finally, the “Battle Rewards List” for everything else, between the centre panel and the Continue button.
The stuff that always appears in the same places may look a bit much, at first, but players will quickly get used to it, and appreciate that it’s always in the same place. In other words, a lot of the initial, apparent chaos (if there is any) is quickly mitigated by consistency of placement.
Our goal with the Battle Rewards List (ie: rewards from the battle itself rather than particular troops or events, or other things, which do not already appear elsewhere) is to make everything visible on one screen. No scrolling left and right at all.
The easiest way is to allow it to wrap across two lines. In my PC window, I can see there isn’t quite enough vertical space for this currently. On my iPad, there’s heaps of vertical space you can use. On a phone, you will hopefully never need more than one line, once you break the other stuff out, because phone screens have much wider aspect ratios than PCs. On a tablet or in a square window (the extreme of testing), you definitely have space for two lines. On PC, you need to adjust the heights slightly, and possibly move the Continue button (not recommended).
There’s two reasons I think this is not an unreasonable request:
- We’ve already found a way to move a lot of items out of the Battle Rewards List. I’m not sure what the maximum number of items possible is at this point, but I reckon a phone screen can probably handle 90% of cases without scrolling.
- When you did the redesign for the current version of the Victory screen, you made some arbitrary choices about the vertical size of various elements, based on what you were trying to fit on-screen. Some of those arbitrary choices now need to be tweaked to optimise the new layout, in order to meet our goal of having everything visible on a single screen.
At first glance, I reckon shrink both the central panel (after all, it needs to fit 4 items now, rather than the 2-3 currently possible), the vertical space above the Continue button and the Battle Rewards List bar itself. Perhaps also the Victory graphic. I really wish I could think of a better place for the battle title, but I think it needs to stay where it is – note that for very long battle names, you probably need to compress the font horizontally so it doesn’t extend past the Victory graphic into the new Gold/Souls/Trophies/etc side panels.
Please pass on and acknowledge.
It may not be very humble to say so, but I think I’ve done a pretty good job of pointing out the problems with the new Victory Screen and suggesting specific changes. Maybe it’s not “pure Gold”, but I reckon it at least qualifies as “sterling Silver.” So please pass this on to the people who need to see it. Otherwise, I’ve just wasted my time (as I clearly did with the post linked above).
I know I’ve missed some stuff and probably got a few things a bit wrong. But I am a trained Engineer with genius-level intelligence, an ADHD-induced talent for seeing more possibilities than most, and an interest and likely-talent for graphical and text layout. Even if I can’t draw to save myself.
If you implement all of the above (with appropriate tweaks), I reckon you’ll get a cheer from the community. Please try that science experiment.
Images Follow, with and without construction lines and labels
So, before 8.3, while doing my daily plunder battles, after finishing a series of battles (usually 3) I just needed to press the action button to go to the next series of battles. Now the game send me back to the battles menu where I need to press back, choose the following series to do the new battles? Really? Optimizing a mode to give more work to do? It’s great that we are sent back to the menu instead of the plunder screen, but the old mechanic was more dynamic…