Does it bother anyone else that Katie got 60k feathers between yesterday's lb and today's? Smells fishy to me...
Feedback? 1. It has been said before, but the event duration was way too long. People got bored and it detracted from the actual enthusiasm of the Feather Hunt. 2. As an add-on to #1, the updated rates were actually highly unfair to Hunt LB players. As someone who was not on the Feather LB (ever), fully took advantage of the upped rates to get my 90k, and initially had no inclination to participate, I think my viewpoint here can be taken without accusations of bias. Late in the hunt, top Feather LB players were earning close to 100k feathers a day. Early on, the first 100k player was posted 4/16, nearly 4 weeks into the Hunt (first LB posted 3/20). This type of growth curve makes it vastly unfair to the players who were at the top of the LB. They were doing Feather EB's for almost a month, and suddenly in the final 2 weeks of the Hunt, you throw a corkscrew that says "Hey, you know your month that it took you to get 100k Feathers? You can do that in a day now". This does not award players adequately for their dedication. You literally took almost a month's worth of dedicated effort and condensed that into a day's worth of clan-jumping. 3. The lack of information given was also disheartening, especially not being told Equipment stats. I understand that you would like to preserve the "mystery" behind it, but at the same time, this creates speculation and being paid with EQ poorer than initially expected only breeds resentment and rage by players at the end of the Hunt - and they have a point. Instead, offer EQ better than what is available via EB Drop (but still worse than War EQ - after all, this is Kingdoms at WAR). They see the stats and the marginal differences, and can make their own choice about whether to participate. "Is the effort worth the upgrade I am getting?" is a question that, I think, players deserve to be able to ask themselves pre-Event, and it is impossible to do this not knowing stats. More alternatives would be to offer +% EQ or +plunder EQ (just a little, not totally gamebreaking). I understand that you don't want to deter players by giving stats out because those who deem it "not worth it" in terms of marginal propensity will not participate and you will be losing money from Xtals, Seals, etc but at the same time, some degree of fairness and accountability is to be expected from the developers to the players. Being left in the dark is a very upsetting feeling 99% of the time; both parties mutually benefit from more communication. Just leaving players to speculate will only be met with very negative reactions at the end, unless the EQ is "practically free", which neither parties want. I don't know of any player who exists JUST to COMPLAIN, and I don't think you, as Devs, want players to be unhappy and complain on the Forums, WC, Feedback, etc all the time. This works for both of us. **As an extension to this, if EQ stats from Events exceed those of War EQ, I would increase the effect that Wars have on collection output to give players who actually war a large, tangible advantage. Again, this is Kingdoms at WAR, not Kingdoms hitting EBs. But this is a separate issue entirely. 4. There needs to be less randomness involved with Feather payout and generation. I'm not sure how your system was designed, but I think a base system is superior to however you are doing it now. Multiply actions by a set constant; said constant varies by EB and would be proportional to difficulty of EB. In this manner, stronger players who are able to do something like B2B TSG and SS or something will still be earning more (larger base constant) but it is not entirely impossible for the smaller players to achieve a medium to high amount of Event currency from doing lower-tier EBs. Of course, I understand that this will likely not be implemented if you are operating on an entirely profit-driven model. In this hunt, the most "effective" EBs were obviously the 3x EBs and Reckoning falling a close second. Economically, this is a very strong business model if you are only concerned with making money. RWB is 1/2 the cost of a Seal for HTE, yet services less than 1/4 of the number of players with Event currency dropped. Meaning that even running 2 RWB, the hitters earn 2x as many Feathers (1000 vs 500) assuming that you hit both, but the overall total feathers dropped is lower. It is basically trading lower plunder and more money spent for a faster (and lower distributed) payout. If you are a top player, The Reckoning pays nothing. You either stunt your growth for an estimated 2 months (shortened to roughly 6 weeks)... or you buy Seals and join a B2B HTE clan... OR you start throwing Horns, lowering plunder but vastly increasing speed. At the end of roughly 35 minutes, you have spent roughly $6 in Nobs/Items either way, but earned 1000 Feathers with RWB as opposed to 500 with HTE. Or, in 40 minutes at a fast clan like B2BMisfits (shoutout to them, I spent a few days there ) roughly 1000 on Reck but at the cost of earning only, say, 1B at the end of that 40 minutes if you're lucky. Very nice business model once you unpack it, but it would be nice if a strength-dependent system (or at least on that even REMOTELY factors in strength) is implemented. Probably won't happen, not sure if you'll get around to reading this at all, but hey... feedback is feedback. You don't have to like all of it, but I might as well try, eh? \o/
its a crying shame ata spends so much time updating this game but could care less about doing anything for their other game: Patriots at war, Future Combat. just saying
So how are y'all distributing awards per say. from bottom to top or from top to Bottom. Would like to know
Hey everyone, as an update the rewards will likely not be going out tonight. We'll do our best to get them out as early as possible though.