Forum Gry Boom Beach dla klanu Dzikie Wieprze

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#1 2015-10-18 20:39:50

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Dołączył: 2015-09-04
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#2 2015-10-20 13:44:12

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Dołączył: 2015-09-04
Liczba postów: 3
Windows 7Firefox 41.0

Odp: Nowy update BB

https://youtu.be/mIDb4u2eO9U

Wiadomość dodana po 23 h 08 min 13 s:
The following ideas have been ruled out for the time being:

    More builders
    Builder queuing
    Walls (including barbed wire)
    Decorative items that don't directly affect gameplay
    National flags
    Resource (including Diamonds) donating or trading
    Resource exchange building to convert Gold <> Wood <> Stone <> Iron <> Diamonds
    Revenge attacks
    Aerial attack/defense mechanics for player bases
    Clan castles
    Hidden mines
    iOS 6 and below
    Day/night cycles
    Shields that prevent players from attacking you
    More in-depth troop guidance (multiple Flare colors)
    VP gain for successfully defending
    VP loss for unsuccessfully attacking
    Diamond drill/collector/extractor
    XP/HQ level Matchmaking
    Gunboat defends your base
    Attacking self/friends/Task Force members
    Global chat
    MMG 9000 and Super Mortar 3000 for player bases
    Nukes
    Multiple OP attacks
    Support for other platforms other than iOS/Android
    More Task Force size options (e.g 15, 40, etc.)




Why?

More builders - Boom's build times were designed and balanced around the single builder mechanic. Adding more builders would upset the game's delicate balance and would not, in fact, equate to more fun. Additionally, Boom's longest building upgrade time is only 2 days, 12 hours!

Builder queuing - This would effectively create a second Vault, as it would allow resources to be safely hidden in the build queue. It would also encourage a more passive playstyle - a way of playing the game without playing the game!

Walls - Barbed wire walls were played around with a lot during development and they just didn't work well with the troop AI. They ended up being frustrating to play against and too easy to create beachhead bottlenecks with. Additionally, walls that slow troops instead of directly stopping or blocking them were tested and didn't feel like a fun gameplay mechanic. See here for some more reasoning behind this.

Decorative items - There are two options with non-gameplay affecting decorative items. 1) Turn on no-clip and allow troops to pass through them - this would look weird and undesirable. 2) Turn on collision and make troops move around them - this would affect gameplay and is open to abuse. Neither of these options work for us.

National flags - Every player controlled enemy base you come across is a Blackguard base in game terms, so we think adding National flags would break the immersion and feel strange to fight against.

Resource donating/trading - This would probably only benefit players who want to boost their lower level friends, seeing as players of equal level are generally missing the same resource. Therefore it would add an undesirable and potentially abusable element to the game.

Resource exchange building - There's no alchemy in this game

Revenge - This doesn't fit, thematically, with the way Boom gives you opponents to your map. Also, it would potentially discourage players from attacking higher level opponents, as they could chose to only revenge weaker players. Additionally, matchmaking was designed without a revenge mechanic, so adding one would likely require an entire rework of the system.

Aerial mechanics - Boom's entire attack and defense system is balanced around being able to attack from only one direction - the beach. Aerial units would bypass this and bring a whole world of counterplay to deal with! Ultimately, they just go against the grain of Boom's design.

Clan castles - Clash's clan castle system creates a dependency on clan castle troops to compete at the top. This is something we didn't want to have in Boom.

Hidden mines - This was considered during development, but decided against because of the ability to scout, attack and retreat as many times as you like. A player could potentially keep testing an opponent's base to find out where all their mines were before properly committing to an attack, which didn't sounds like a fun gameplay mechanic to encourage!

iOS 6 - By making Boom only run on iOS 7 and upwards, we were able to optimize the game better, get more performance out of it, future proof it and ultimately make it a better game!

Day/night cycles - Done properly, this would have different gameplay mechanics depending on the time of day/night, and to do this it would have needed to be included in development at an earlier stage. Also, it would present some technical challenges we've yet to overcome.

Shields - Boom populates your Map for you and you don't have much control over this - apart from a little bit with "Find new opponent". It would be quite frustrating to have players on your Map that you couldn't attack or switch out! (Aside from them being online, which is more easily understandable.)

Multiple Flares - This was tested during development and we decided the extra layers of complexity it added to the battle system weren't good/fun.

VP gain for successfully defending - Generating VPs out of thin air will artificially pump more VPs into the system than should be there, which can spoil the matchmaking balance and also make it more open to abuse.

VP loss for unsuccessfully attacking - This additional consequence would probably deter some people from attacking, which we don't think is good for Boom.

Diamond drill - Because: http://forum.supercell.net/showthrea...77#post2132777

Matchmaking based on XP or HQ level - If this was the case, upgrading your base would have the distinct downside in making your game harder. This could discourage base progression and potentially lead to the situation of finding an XP/HQ sweet-spot to stay at indefinitely, or until you reached #1 in the world! We don't want there to be any downsides to base progression, so that every time it's an option, you want to take it.

Gunboat defends your base - Because: http://forum.supercell.net/showthrea...=1#post4158064

Attacking self/friends/Task Force members - This would be too easily exploitable if there was anything to gain. However, we're open to the idea of training attacks with nothing to gain, but not currently developing this feature.

Global chat - We don't think it brings enough value for the extra problems it causes. The problems are primarily bullying/harassment, requiring a word blacklist that can be easily circumvented and all of the extra tickets for our player support team.

MMG 9000 and Super Mortar 3000 for player bases - These weapons are quite crazy and very strong, which is okay for a boss base, but we'd prefer to add more well thought our defenses for player bases.

Nukes - Too stronk.

Multiple OP attacks - All of the balance for operations was created with one attack in mind. We discussed the possibility of two attacks quite a lot, but decided against it because we thought it would potentially burn people out if their TF was doing an operation every 24 hours. The high level TFs are super serious about their operations and attacking can be quite stressful, so we felt like doubling that could be too much.

Support for other platforms other than iOS/Android - iOS and Android are the biggest platforms for mobile games and because our team is small, we need to focus/prioritise our dev time on what makes the most sense. Developing Boom for another platform would not only come with the initial dev time to make it work, but every subsequent update and maintenance break would require more work.

More Task Force size options (e.g 15, 40, etc.) - We think that four different leaderboards for the current Task Force size options is plenty and any more would dilute the value of each leaderboard.

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