Remove the Missile Silo

yemen

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Mar 24, 2017
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I see them pretty frequently already, and we have only had two weeks for people to get them up. That's in Silver 3- Gold 3 range. I am told by a friend in Dynasty that they are on pretty much every base up there now, and they are feeling a serious NTG pinch.

Stalemates were already over with the time tiebreaker. I'm not a huge fan of that either (tends to come down to the team willing to spend the most cards on offense and defense, very PTW), but I don't think there have been any stalemates since that was reintroduced.
 

poop_

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Pretty sure nexon wants us to stop rallying. Everyone needs to become a lazy attacker with a British line attack.
 

poop_

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I like how there is an incentive to not send your troops into die. I don't really have a problem with training times EXCEPT when the game crashes and kills my troops or they claim 100 percent on a base and end battle before I can destroy the last defense and so Nexon kills all my troops again.
(And, a side note: I think there needs to be an air troop training blessing. Although, even that I can live with EXCEPT when the games kills my planes because of some glitch of theirs.)


The silo needs adjustment though not because we won't be able to figure out a way to deal with it in war, but it will limit attack styles in war with will lead to homogeneity of the game and because it will make it near impossible to repeatedly raid in MP, which is kind of the point of the game. If your troops are dead, you can't play... or if you tactics are dead, which you need to combat the silo, you can't play. Nexon, it is in your interest to get us to play more.

I knew they hadn't adequately tested this silo when they said something in the pre-release notes along the lines of: "we are curious how players will deal with this new building." (Not quoting accurately, but along those lines.)

Why can't Nexon get player feedback or a small group of experienced players to test before rolling something out? That is my real question. Are they afraid that it would be admitting they don't know the game that well? Well, Nexon, I hate to tell you, but we already know that you don't know it. If you ask for help, it might restore your player's faith in you.

And, before anyone argues with me that Nexon knows the game, go find one developer or anyone at Nexon that plays the game as much as we do. I think Tinsoldier plays, but I doubt he plays like anyone who is posting on this forum.

Please, Nexon, I am begging: reach out to your players before you just throw something new at us. We want to make this game better too. :)
 

Manifesto

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Well said, 'you'. (Sorry, I refuse to use your 'name'! :D )
They asked our input on the replays, why not on other things as well.
 

Imaera

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Actually Nexons are smarter than they look. Every other gaming company are paying good money to game testers, before each launch/update. Instead we pay for being Nexon's lab rats.
 

Tower

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May 7, 2015
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I believe it was Forrest Gump who summed up the desicion to add the silo best:
"Stupid is, as stupid does
 

duckfromhell

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Dec 12, 2015
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Well, i agree with the original poster. The best countermeasure that we had against such things as the silo, have been reduced last year. Tactics went down, the usefull ones are now 2 spots instead of 1, rallying the entire army is not the way to get there, so there is no countermeasure at all...if there was an artillery piece that also had the same range, then you could use those and the fight would be equal again, but dropping new buildings/weapons without being able to counter them, is a game-killer. And i did spend 2 yrs to build my base ;)
 

@Comrade

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Oct 8, 2017
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I haven't tried this yet, but since the missile is drawn to the area with the highest hitpoint, then doesn't it make sense to just drop a decoy in the corner, protect the decoy from stuff with planes, and let the silo attach that? I'll give it run and let you guys know.

I hate the missile silo too. I really hope the cold war isn't some type of non-aggression era. We're all going to become industrialists and farmers after the next update.
 

Master Contrail Program

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Because they don't play anthing like we do. Tin Soldier said his account is enlightenment age. Which means he probably started playing when he first started posting here. Has NB4 even posted anything in months?

I won't say this game is dying but it is EXTREMELY top heavy by this point. My gunpowder account hasn't been attacked in 40 days. So why they want to make the day to day grind all the more frustrating for us diehards is a mystery.
 

LordJestix

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honestly at first the communication improved when tin was brought on, but i really just feel like we are back where we were before him or very close to it.

Master Contrail Program i created a 2nd account last week, going to medieval age right now, ive been attacked 1 time. I pretty much sit at full storage buildings because of how easy it is too loot down there and the lack of being attacked.
 

poop_

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Slightly off topic of the thread, but I think part of the reason that at lower ages your alts don't get attacked is all the abandoned bases and players would rather hit an easy, poorly designed abandoned base than yours.

Also, I think it is hard for lower level alliances to start up and create a good place for these newer players with all the dead around them (abandoned accounts and alliances), which doesn't help with newer players staying on board.
 

Imaera

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Please, @TinSoldier, any kind of comment would be nice. If the silo stays as it is, there's no point on wasting time, energy, money and nervs on a soon to be dead game. If there's hope for a change, we'll be patient. My alliance mates are all about to quit!
 

Master Contrail Program

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My GP base is a literal shanty town with buildings just slapped down as I can afford them. There's no real reason to put much effort into a base until the oil game starts in enlightenment. It wasn't like that during my first trip through GP on my main but it's been like that for my second and third accounts.
 

TinSoldier

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"Change is the only constant in life."
- Heraclitus

This has largely been a player to player discussion, since the high level of strategy has changed in DomiNations.

The development team does read the forums, and the balance changes to the Tactical Helicopter are coming--in part--from the comments and suggestions made right here! We will be watching other metrics as well, but the feedback is always appreciated!
 

yemen

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Mar 24, 2017
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If you read the RIP tactical helo thread, you will see that the general consensus is the developers got the fix wrong (another easy to kill unit to die to one or two traps), vs the simple expedient of making anti-tank guns target them (which kills raiding, but doesn't impact use as a healer). It took over three months to do even that, and you did NOT listen to the community to understand why a HP reduction was the wrong way to go. At the end of the day, that is just one unit, so sending it to the unit junkyard with the attack helicopter isn't breaking the game.

You don't have three months to fix the missile silo. It broke the game.
 

LordJestix

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This has largely been a player to player discussion, since the high level of strategy has changed in DomiNations.

The development team does read the forums, and the balance changes to the Tactical Helicopter are coming--in part--from the comments and suggestions made right here! We will be watching other metrics as well, but the feedback is always appreciated!

I disagree that they read the threads. Nearly every thread i have seen about the TH said if they go the route of hp/slower nerf they ended up doing, it would kill the unit and make it another useless unit in the game.
 
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