Player data, alliances, performance, and other improvements

theironlady

Approved user
Joined
May 27, 2015
Messages
21
Some things to think of improving:

Player data / info:

- We should be able to see last login info (i.e. 18 hours ago, or 2 days ago) so that we can track which members are active and which are not. In conjunction, there should be a 'nudge' (or similar) button to notify members that they should check back in on the game.
- Troops donated / received data is always resetting back to zero so it's pretty useless as a tool to see which member(s) contribute and which do not in the long run. Please fix this ASAP.
- When you visit another base (not during an attack), you should be able to see building info when you click on a building (i.e. Tower (level 6) ).
- Player info could also include battles won / lost, total battles fought, previous / current alliance, previous / current civilization, total no. of days playing the game, etc. These all help alliances keep track of member activity.


Alliances:

- On the alliance page, there should be a few lines of space for announcements.
- Consider having more than 3 ranks for members of alliances.
- In game chat can be improved. Allow emojis, for one thing. Also consider allowing members to share replays of battles.
- Wars between alliances would be a great next step, but not before all the other bugs and glitches are fixed.

Performance / issues:

- Game is clunky and crashes constantly on an iPad 2 but mostly runs smoothly on iPhone 6. Please update the game to run well on all devices.
- When the game crashes during a battle, you lose the battle as well as all your troops. This should not be the case.
- If you don't use alliance troops that are donated to you, at some point you will simply lose them (this has happened to me countless times).
- War tactics likewise simply disappear if not used within a few days.

Other:

- Costs rise too quickly and are too steep for the amount of loot you get from attacking others. Consider other ways to earn gold / food or lower costs to make it more agreeable for people to keep playing.
 
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theironlady

Approved user
Joined
May 27, 2015
Messages
21
More issues:

- Fix AI for troops (excluding wall breaker) when breaking walls of any kind. Currently, troops will simply keep trying to break down the wall nearest them which is highly inefficient and incredibly stupid. Should a unit decide to break down a portion of a wall, other units should join in the breaking of the same portion of wall, not a different one.
- Fix AI for troops when attempting to breach walls. Currently, unless there is a broken wall very near these troops, units will attempt to break down the nearest walls instead of rerouting to an already broken wall even if it is a little further away.
- Fix AI for wall breaker unit after a portion of wall has been broken. Currently, the wall breaker only breaks one portion of a wall before being rendered useless, getting himself stuck near the walls and attempting (but failing) to break any other walls.
 

This game is laggy

Dude, where's my village?
Joined
Apr 26, 2015
Messages
219
Another AI bug I noticed that affects all troops: Sometimes troops get stuck attacking walls even after the building they want to attack behind the wall has been destroyed. They only move on to other target after the wall is destroyed.

Regarding the Wall Miner and co., given that they are practically useless after breaking their first wall, I wish their AI can be tweaked to self preservation. Too many a times I have noticed that after destroying their first wall, they run into the middle of enemy defenses to hammer a random wall.

Something I wish was handled better. When given the choice between
  1. attacking a target that's say 3-4 distance away but *not* behind any walls
  2. attacking a target that's 2 distance away but behind some walls
the troops will inevitably choose the target (#2) that's closer, even if they have break down walls to do it. This is especially dangerous to cavalries since their damage is low for their troop space. In worse case scenario, they will have to break walls twice or more when they eventually attack target #1 which is not behind walls in the first place. Worse still if target #1 is a ballista tower.

Cavalries treat defensive buildings in-construction as any other defensive buildings. This is problematic as it makes your cavalries split up and/or attack walls (see point above) unnecessarily.

Regarding
If you don't use alliance troops that are donated to you, at some point you will simply lose them (this has happened to me countless times).
It's possible that your alliance troops died defending your base when you're under attack.

I haven't been looking closely at my Tactics but I have a feeling that 1 or 2 do disappear once in a while.

Also, let's not forget about the many issues plaguing Rally right now
 

This game is laggy

Dude, where's my village?
Joined
Apr 26, 2015
Messages
219
Initially I thought the same. After witnessing enemy bases having archers as defenders and after watching some of my replays (I saw my allies' samurais defending my base - I'm not using Japanese nation), I know now that alliance troops defends too.
 

This game is laggy

Dude, where's my village?
Joined
Apr 26, 2015
Messages
219
You know something's wrong with the AI when there are more than 20 units in the vicinity but no one cares to attack the enemy cavalry that is attacking your Supply Carts (see bottom right corner).

Troops ignore defender attacking supply cart.jpg
 

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theironlady

Approved user
Joined
May 27, 2015
Messages
21
More feature requests:

- Allow alliance troops to be deployed one by one (or by unit) instead of deploying all together.
- Allow mercenaries to be deployed one by one (or by unit) instead of deploying all together.
- Allow vault to accept gold or food in increments leading to the limit (i.e. if the maximum capacity is 300k, consider allowing players to deposit in 100k increments)

After the latest update, troops have become so much worse in dealing with battles and walls. Please fix ASAP!
 

DestroyerArcher

Approved user
Joined
Apr 14, 2015
Messages
122
Some minor ideas: Make it so units with 2 range always shoot over walls, if possible(Any target that applys to the unit's attack preferences, directly touching a wall). Raider units will not be able to glitch and noclip through walls rarely anymore, and ignore enemies attacking them if resource structures exist(their purpose is to loot resources, not kill enemy defenders). Houses, like the Town Center/Forbidden City, are no longer considered resource buildings, so Raider units won't waste their time on houses until wiping out the good stuff.
 
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