I see they changed the boost ratio to times 2 my bad , still didn’t need a nerf just freeze it like goblins
Your co-workers and yourself do not have the time and resources to adjust the game in appropriate matter of time.
Yet your player’s guilds don’t have the time and members to complete unbalanced events thus dropping the fun experience even lower. No one likes coming up short on team goals. And feels like failure when unachieved. Even in a video game.
Therefore nothing changes and things only get worse for all.
How is this a wise business plan for 505 Game?
They can change scoring rules because it’s part of the Journey framework, handled entirely on server side. The client probably couldn’t even show you an ongoing score during battles, it just gets told how much a battle was worth after submitting the results. If they wanted to, they could even remove the penalties, it wouldn’t require any client update.
Troop changes are always global. The game operates on troops ids, which reference a set of data that defines all characteristics. There currently isn’t any way specific game modes could modify those characteristics without that change also showing up everywhere else. See Stellarix, they can’t nerf the spell in defense teams, that would apply everywhere, they can only modify defense teams to not contain Stellarix.
Journey/Raid Boss/Invasion are able to double the magic value of the event captain, because that’s hard coded into the game mode. It’s also just a static multiplier that doesn’t need to take into account anything about the event captain. With a lot of effort on client and server side they could technically extend this to replace the entire set of characteristics. They don’t have the manpower though. They also wouldn’t want to get stuck with extra manual effort (which they usually forget to do), maintaining an extra set of characteristics for each event captain.
Just about every player agrees that they didn’t need a nerf. There were enough ways to play around them, and there are far more aggravating teams to encounter in PvP. The community stance on this is that Pathfinders allowed less advanced players to win battles requiring event energy easier, meaning they were less likely to buy extra shop tiers or invest in other troops. If the intention really had been to make them less dangerous in PvP defense teams only, there would have been many better ways to achieve this than making them entirely useless, especially for the game mode they are mandatory to be used in.
The biggest problem about Journey (outside of repetition which is an every event problem) is that the enemy levels aren’t capped at something arbitrary like Level 300/400/500.
Because the levels aren’t capped:
- Points lost starts to occur more often and be a problem.
- Much longer battles starts to be a problem.
- Losing a troop slot to a useless troop starts to be a problem.
Returning the Pathfinders to their original values would.. help.. Journey, but it wouldn’t fix it and a smaller subsection of people will start complaining about power creep and Immune to Freeze Pathfinders or Mystic Pathfinders etc as if it mattered in any way somehow.
And honestly, I just dont want to see 50 more of these.. things.
If they cap the Enemy Level, then they can go back to the old Journey style where all troops were incredibly useless but at least did something different. (but hey, maybe once every 20 Journeys, we might actually get a half-useful troop).
Fixing points lost to 0 still wouldnt change the slow nature of the higher level fights. Yeah, you’ll get more points, but the long battles will still remain and not feel fulfilling in any way.
Changing the scoring could help, but it’s more work and still doesn’t fix the fundamental issue of Journey being a slog to play.
Doesn’t that raise a red flag for anyone else? Shouldn’t a dev read that for half a second and think.. oh ****, our players actually have to play that?
This isn’t the first time any of this is brought up, but yeah.. Theoden is 100% correct and has the experience to back it up. I mean, most people that got the 20,000 mile Achievement/Trophy would probably say the same thing.
It’s probably the fastest solution to implement too and won’t bother the people it won’t effect anyways. Beats trying to make a new scoring system.
Outside of all of that, these gem creating Journey Troops could still use a “buff” even if it isn’t returned to their original values. The fact a shiny Journey Troop can’t even make 12 (11 max currently) is just sad and currently they’re 200% worthless if any troop on your side is dead or if you aren’t using 4 of the matching type Ally. (8-9 or less. yuck.)
There need to be a level cap. At about level 300 or 350. Basically level range at the end of week with shop tier 4, which is enough for all rewards for a 30-member guild. So that people who spend more in shop won’t get punished with drag-out battles.
Journey troops aren’t worthless. You just can’t expect it to loop 40 or more times flawlessly to win a battle. Even if it could, like in its pre-nerf state, it was boring.
I was able to skip Journey for nigh a year, it was awesome. I do remember how horrid it was, the troops basically give the turn to the opposition most of the time. We don’t have to do events in my guild, but players will do as much or little as they want.
I’ve started doing Journey again and last time out it was even worse than I can remember. This time I did a few T7s to see what it was like. Tbh I sort of psuedo enjoyed it a little this time, as I made a reasonable team and the event troop is an afterthought. That’s gotta be wrong though right?
Something I’d like to bring up first, forgive me if covered, but we as players do not get some of the ‘boons’(? choices mayhaps?) we used to get in events.
Now in events, we are mostly forced to use the troops or weapons to complete the event. Those troops and weapons… let’s try Tower of Doom, are mostly disadvantageous to completing the event. On top of that, the change to restrictions also made them more difficult to clear efficiently, so it becomes to the point that players leave or go awol during events, and guilds suffer because the volume required to complete goes up without all taking part effectively.
In the past we had some wonderful weapons for events, off the top of my head, circa Rope Dart, Earth’s Fury, Trickster’s Shot (to a lesser extent) and so on. The’ve not been added to for years, now we get no new real nice weapons, no new faction weapons and just copy and paste weapon series’, until kingdoms exhaust, then another limited selection. Yes we get some weapons with dragonite, but that’s another topic that is divisive.
Maybe designers might need to think about things a little more? They made everything more obtuse, took away the freedom of choice, and lost let’s just say a lot of ‘will and desire’.
So here we are debating the fine print and @Jeto is creating a list of feedback, when design choices have created this situation, where players and guilds suffer losses and completing Journey by 30 players in a 10+ year old game is lesser down the list of life’s dilemmas.
Freedom of choice is huge, life works better when we have freedom to make choices. Business works better when customers gain value, sure it’s the model to not get value some extent, but it doesn’t have to be so (I’m not sure it feels like anger towards players? maybe bitter? I dunno, but overly frustrating mebbe)
Let’s not make Journey → Brown Giants. How about Giants - All weapons and classes available.
Here’s another thing, the opponents.
I’m currently fighting L1000 opponents. We have so many troops to fight against that not only is the level disproportionate, the troops are not designed to be at that level. They simply aren’t. You don’t have the skills in your team to deal with them, because we are over restricted and the opponents are not. I get the methodology, I get it is harder, but it needs a reset. I fought a team, it was some dudes that exploded and gained enrage, they cast once and you are all dead, and of course they were all brown… so you misfire once into a loss, no matter what team, bypass barriers with explode gems. I do support a level cap. I also think we have to stop with some of this almost every game mode scaling, it’s outgauging feasibilty. I get options are limited, but I’m sure there are other ‘options’ designers could consider.
I’ve only ever supported one nerf, Dragon’s Eye. It was wrong as you could pair it with a brown storm and even when draining with Spirit Fox, most of the time it refilled faster than empowered draining. It could target anything. Maybe a simpler change was to increase the mana cost or whatever, it was made lame really, so I never supported another change to a troop since. The old Dragon’s Eye would work in this Journey as you could deter things like those teams with explode a gem and damage, that cast and kill you with one hit. You’d refill and possibly keep the turn, and gain a barrier etc.
So, us as players requesting nerfs largely ever work. It makes game modes harder when all we get is scaling opponents and find ourselves scrabbling about to make things work. Newer players struggle to get over the hump for example.
So for me, open up all weapons is the first start, and stop with the copy and paste useless weapons. Add some more weapon choices, actually do what you used to do?
Reduce tier costs by 10-15%.
As for the troops, honestly not our problem, it’s been created as such. Best way to look at them is go play at L400 with your brown giants? That’s all the feedback you need.
However I would like to say that Jeto is really helpful, and if even a grain of players’ posts gets through, to make any small improvement, then that would be extremely well received by many, after so long. I read in the recent guild wars blog that designers were looking at guild issues and overload with events for players. Now would be a good time to move forward at least with Journey?
Boring, yes, but it was reliable. The entire event relies around looping to get the maximum number of points, and remember that you HAVE to have this troop in your team to get the maximum number of points, which is why it used to make that number of gems in the first place, and is why I’m suggesting that this one troop for this one event, get to make this specific number of gems.
So it’s not like I’m suggesting something that hasn’t happened before, or suggesting it without good reason. Even with the amount of gems that it made, it did have a chance to not cascade, especially in those longer fights. Heck, there were times where it not only didn’t cascade, but didn’t even refill itself, which is why people put 2 on the team, along with the hero, so that you had a second one to cast when that happened, once the AI finished taking their turn, using up all the gems you made.
I heard a rumor that if 24 hours go by without Jeto being tagged on the forums then Journey event will include Medals that can buff troops like the world event does.
I mean, I just made up that rumor, but I believe Jeto will make it happen if the goal is accomplished.
we will get medals if we pay for them… gems is becoming more of a cash grab as time goes on.