Stop Upgrades Start Fixing!

JNation

Approved user
Joined
Oct 22, 2016
Messages
146
With the latest and greatest in the new updates, ive come to question whether the developers are listening to the community or not when it comes to this game. There are countless bugs that need to be addressed and fixed before we start adding more "new things". There needs to be acknowledgement from Nexon that they are at least listening to us. There are far to many people that only stick around because of the community and not because of the game. I really like this game and i want to continue to like this game but Nexon is making that reality difficult to fulfill. I will do everything i can to keep this post in the forefront of discussion, so we can continue to address the fixes of outmost importance. If your goal is to crash and burn this game then let us know, but if you want to create the greatest game possible then listen to the audience that plays it.


To all in the community, please list all fixes you demand to be address
 

Master Contrail Program

Approved user
Joined
Oct 1, 2016
Messages
350
Hmm. The task is so big it's hard to know where to begin. I'd say lower the scan range on shooters, so they don't abandon your vulnerable units to chase one horse on the far side of the map.

While your at it, figure out why a unit whose priority is enemy defenders spends so much time shooting walls and buildings while said defenders cut them to pieces.

Ooh, speaking of shooters it would be great if our armies would actually recognize command post archers as a threat, instead of letting them get dozens of shots off before responding. They seem to have no such problems responding to command post tanks.

I'll pass the baton to someone else now.
 

JNation

Approved user
Joined
Oct 22, 2016
Messages
146
I'm talking about any fix to improve game play and experience.

1) stalemates
2) war matching and sandbaggers
3) Troop AI, as you suggested
4) map editor
5) accuracy of replays or war logs (i think you suggested that before)
 

Master Contrail Program

Approved user
Joined
Oct 1, 2016
Messages
350
As am I. Saying fix AI is rather broad. Narrowing it down to specifics is helpful. Shooter detect range and behavior dovetails into other troops spreading every which way, which requires airplanes to be deployed, which brings their mysterious AI into question.

Here's one for the map editor: A grid view that gives some idea of how how the AI detects range. Meaning, what does range: 3 mean exactly? Without an idea of the size of each unit of measurement, it doesn't mean much. Not to mention it would make the cumbersome placement of buildings easier to figure out.

Private messages in chat and an increase in the size of inbox messages would help. If Nexon can send us several paragraphs about news and sales, why are we limited to tweets?
 
Last edited:

JNation

Approved user
Joined
Oct 22, 2016
Messages
146
Specifically i was talking about map editor crashes. Dont get me wrong a grid view would be nice but pointless if i cant even open the map without the game crashing.
Either way lets keep it rolling!
 

Persia

Approved user
Joined
Jan 31, 2017
Messages
274
Accidentally double posted a few posts under.
 
Last edited:

Fable

Approved user
Joined
May 26, 2016
Messages
165
How bout the server (or servers)? Yesterday I lost another att. In WW! And like always I go to load different apps and.........they load with no problems!

Imo Nexon/BHG r the biggest problem associated with this game. 1(Bug Huge Games) can't add new features without bringing more bugs and the other (Nexon) couldn't run a lemonade stand correctly.
 

Master Contrail Program

Approved user
Joined
Oct 1, 2016
Messages
350
A minor one, but annoying nonetheless: retrains should be calculated by time not number of units. Why is there always a barrack finishing 10-15 minutes ahead of the other two if adjustments aren't made?

Another minor annoyance: Request x troops from allies has been bugged from the start. A heavy tank and an infantry each count as one troop. Odd, since the donate x troops quest can count by troop spaces.
 

Master Contrail Program

Approved user
Joined
Oct 1, 2016
Messages
350
Here's a major one: Defense logs in wars. I don't know why war replays are so impossible for this company, but the type and amount of troops the opponent uses already have to be in the system. There's no reason for this information not to be shared with us.
 

JNation

Approved user
Joined
Oct 22, 2016
Messages
146
You've just hit on a major one. I can understand if your own internet goes out but this is not the case with most of complaints ive read here. To add on to the server issue, I watch someone else war attack where the lag was unbearable.
 

Bowmore

Approved user
Joined
Jul 11, 2016
Messages
79
The Exec Producer just posted a bunch of babble about how they "fixed" sandbagging. The captain of the ship has no idea where he's going, nor where he's been. This voyage is doomed.
 

JNation

Approved user
Joined
Oct 22, 2016
Messages
146
Has Nexon released their official definition of sandbagging? I notice they said "sandbagging based on our definition"
 

snowleopard

Approved user
Joined
May 17, 2016
Messages
108
They would have to buy new servers to store war replays. That increase the TCO. We have to think, whether including the war replay increases the influx of new players and curb the attrition rate of current players
 

Persia

Approved user
Joined
Jan 31, 2017
Messages
274
Hmm. The task is so big it's hard to know where to begin. I'd say lower the scan range on shooters, so they don't abandon your vulnerable units to chase one horse on the far side of the map.

While your at it, figure out why a unit whose priority is enemy defenders spends so much time shooting walls and buildings while said defenders cut them to pieces.

Ooh, speaking of shooters it would be great if our armies would actually recognize command post archers as a threat, instead of letting them get dozens of shots off before responding. They seem to have no such problems responding to command post tanks.

I'll pass the baton to someone else now.
Yes! This is especially a problem when defensive units start attacking defenceless or otherwise unable-to-defend-themselves troops, like cannons or supply trains. At least with the former, the supply trains will start healing the troop which is being hit by a rogue spearman which my shooters seem to have allowed to slide under the radar. That will outdo the damage, but when that infantryman starts hitting my supply trains which neither heal themselves nor allow other supply trains to heal THEM, it begins to get annoying and it often results in the waste of a rally to kill that one soldier. Likewise, the command post archers need to become top priority, because occasionally they get off shots on two or three of my men before they finally notice and destroy those command post troops.

Also - what's with cannons deciding to break open additional walls? Most of my army, aside from one or two cannon(s), attack one piece of wall, which then acts as a strait for them all to pass through. However, there are usually a few archers, and a cannon or two, which have decided to destroy other sections of wall when they had no reason to do so. I've never had the problem you speak about with my shooters abandoning everyone else to kill faraway troops, instead, my supply trains are the problem. They insist on traveling across the map and willingly getting in the way of a gunman on a tower who picks them off easily. Why do they, instead of taking the longer, but at least safe, way out, suicidally charge like that?

Just had all three supply carts destroyed by two Chu Ko Nu that came out of a command post. Funny, well, actually not that funny, since they take 15 minutes to train.
 
Top