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    @nynaevelan said in Heroic Race: City Battle! High Malicious Dragon (Jan 24th - Feb 4th):

    @scott-clark said in Heroic Race: City Battle! High Malicious Dragon (Jan 24th - Feb 4th):

    I've got two folks in my race who are actually bothering to spend gems to skip the wait times in the early laps. Like that's actually going to make a difference over the course of the race...

    It actually does, I usually spend early on to give me a good lead. I am not sure why you would not think it makes a difference, it is better to spend in the beginning when the cost is lower than later on in the higher cost laps.

    I would say that spending makes the most sense in middle laps (typically 6..10) where you can skip a full hour while still at 2 gems/hour. Earlier, you're only skipping 15 or 30 minutes for the same 2 gems. Later, the cost rises to 4 gems/hour.

    posted in General Discussion read more
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    @nynaevelan said in Dragon Rescue Tips and pc Strategies:

    @cuebiyar said in Dragon Rescue Tips and pc Strategies:

    My problem is not having enough dragons. Between the long cooldown, and the enforced 2+ day delay in a short event sitting there doing nothing while we wait for them to provide access to (and rely on video luck for) necessary keys, I will fall short on the hard path.

    It's definitely a 'horde/swarm' strategy as they've taken away all other battle strategies. Their best dragon seems to get to attack every round, where mine are chosen randomly and often choose a weak attack over a strong one.

    I agree

    It is not randomly, neither for your dragons nor for the opponent's. I was able to figure the method in this madness - see my post above. But it doesn't make controlling the fight any easier, unfortunately.

    posted in General Discussion read more
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    For me, 648 hatched + 66 new dragons in storage.

    posted in Dragon Discussion read more
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    I completed all three paths and here's my takeaway from this event. I am not going to spend the time typing this long explanation on my phone - especially given that their first line of support is a crowd of silly monkeys who don't bother reading emails in their entirety, so describing it here.

    1. The timing of the key availability in this event was beyond ridiculous. I idled for the most part of the first two days because it wasn't possible to make progress without yellow keys. Also, having green/red keys on a single path was also a strange decision; not a deal-breaker as I saw an advice (in a Russian-speaking DC group) to save the maze coins for the temporary Graffiti path in the CS island.

    2. SocialPoint wouldn't be itself if a new feature were released without a number of bugs. First and the most frustrating was the inability to control the fight. The issue is that the turn order - which was supposed to be just the order of your fighters on the screen, top-to-bottom - gets randomly altered if one of your dragons gets killed. For example, if you just hit with your #1 and an enemy strikes down #6 - the next dragon, #2, skips his turn even though he is still alive. It is a stupid bug; being a programmer myself, I'd assume that somewhere in the game code there is a conditional like this:

    if (victim_killed) next_attacker += 1;

    while it should've being something like this:

    if (victim_killed && victim == next_attacker) next_attacker += 1;

    Without a predictable turn order, it is impossible to control the fight - because by the time the previous attack resolves (either killing or not its victim), it is already to late to select the target for the next attack. Thus, what could've been some strategic battle became a hectic pile-up.

    1. Another issue is that apparently there's some memory or resource leak during the dragon selection. It starts working lightning fast, but as you start whittling down the enemies with your weaklings and go through dozens of this dragon selection screens, it becomes slower and slower until the game eventually crashes.

    2. The dragon selector itself was a very useful and welcome addition in update 8.9. A couple of things I'd suggest are (a) adding a small checkbox, , and only show the "sleeping" dragons if this checkbox is clicked; and (b) saving the last selection and start with the same rarity/elements as were used the last time. Ideally, one would have separate saved states for each type of battle (leagues, arenas, challenges, rescue, quests).

    3. It would be much more strategic if, instead of a single "targeted" enemy, each of your dragons could be assigned an individual target. Then one could select the initial attack targets for each dragon on your team, e.g. "My #1 is going to attack enemy's #4; my #2 is going after #6 and so on"; then during the battle, select new targets as needed. The UI could be fairly intuitive - e.g. if I tap an enemy, it becomes a target for ALL my dragons; if I first tap my dragon and then an enemy - my selected dragon starts to attack the selected enemy.

    4. I was also pleasantly surprised that category 8 dragons (ones with lots of hitpoints and fairly weak attacks) became at least marginally useful in battles. Even through sheer luck, they're absorbing more hits and allow other dragons to survive longer and deal more damage. I think it makes sense to expand on that feature and make it possible to declare some dragons as "tanks". Such "tanks" will not perform any attacks (i.e. they'll skip their turn and do nothing); instead they'll only receive, for example, 50% of the damage - and the enemies cannot attack any of your other dragons until they deal away with the tank. Of course, some of the enemy teams can employ the same tactic as well.

    I hope that the developers read this forum - or that the community managers will forward these observations to the relevant people. Looking forward for an improved version of this event in the future!

    posted in General Discussion read more
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    @bettina-löffler said in Weather-Machine Island 17th Dec - 20th Dec:

    @stilor said in Weather-Machine Island 17th Dec - 20th Dec:

    @bettina-löffler said in Weather-Machine Island 17th Dec - 20th Dec:

    @scott-clark We will be able to collect Lunatic and Heartbroken orbs from the race and at the moment from tripple offer. So perhaps I will only go for one of them. Ill check in flightmode tonight.

    Can you explain why is SP offering orbs for the dragons in the Hyperion collection in the race - if the collection itself expires on 20th?

    Look. I think the banner will disappear tomorrow. But the timer shows 12 more days. So I think we have 12 more days to finish it. 0_1545249824078_0785d746-37b0-4d1f-a6d0-ad7a224061f2-image.png

    The timer may be for 12 days because the 3rd collection ("High Winter") is to run until Jan 1st. I think SP is going to screw us on the Hyperion collection, but we'll see.

    posted in General Discussion read more
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    @bettina-löffler said in Weather-Machine Island 17th Dec - 20th Dec:

    @scott-clark We will be able to collect Lunatic and Heartbroken orbs from the race and at the moment from tripple offer. So perhaps I will only go for one of them. Ill check in flightmode tonight.

    Can you explain why is SP offering orbs for the dragons in the Hyperion collection in the race - if the collection itself expires on 20th?

    posted in General Discussion read more
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    I am sure SP decided to put lots of the arena fights into the race to showcase how effective they were in weeding out the hackers. The pictures below, just from this morning:

    1. Two High Snow dragons, it was only offered in one race so far.
      0_1542412217527_1.png
    2. Empowered High Snow dragon. Impossible for the same reason as above:
      0_1542412291193_2.jpg
    3. Two Drummer dragons - only one is given for reaching the Primal arena:
      0_1542412406645_3.jpg

    In fact, I was paired with the very same player with two high snow dragons three times and had to skip each time.

    I have reported them to support. But I don't expect the support will reimburse the gold/food/gems wasted to skip past them, because screw you players, SP doesn't care about bugs and hackers so long as these force players to spend more money give us your money SP is short on resources.

    If they did care, though, they'd (a) make reporting the hackers much easier - e.g., a "Report this player" button right in the arena screen; and (b) provided some bonus if the reported account is confirmed as been hacked. E.g. 2-3 free skips one could use instead of gems.

    posted in General Discussion read more
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    We've been paying gold to produce some food... and getting the food back from the farm... but we have never seen who is working on the farms! Who, you ask? Dragons, of course!

    I suggest to add a slot on each farm to which a dragon is assigned. The level and the elements of the dragon would then determine a benefit it gives to the farm. A dragon with multiple elements gives multiple benefits. A dragon is marked busy and cannot be reassigned while the farm is producing.

    Here is an example list of bonuses I came up with:

    • Terra: grants bonus experience to the player, 1% per level (i.e. 40% at level 40)
    • Flame: has a chance to reset the cooldown on a random tower (Midarian, Jewelem, ...), 0.25% per level per day (i.e. 10% at level 40)
    • Sea: reduces the cost of the farming, 1% per level (i.e. 40% off at level 40)
    • Nature: increases the amount of food produced, 1% per level (i.e. 40% more food at level 40)
    • Electric: reduces the time for the farming, 1% per level (i.e. 40% off at level 40)
    • Ice: increases the time for the farming 2.5% per level and increases the amount of food 5% per level (i.e. food growing takes twice (+100%) longer but brings three times (+200%) as much food food at level 40) - think "winter crops"
    • Metal: Increases gold production in habitats during farming, 0.05% per level (i.e. 2% at level 40)
    • Dark: has a chance to immediately complete a random breeding (Sanctuary, Mountain, Tree), 0.25% per level per day (i.e. 10% at level 40)
    • Light: has a chance to immediately complete a random hatching, 0.25% per level per day (i.e. 10% at level 40)
    • War: a chance to add more fights to the Arenas, even temporarily exceeding the limit of 6 fights; 0.5% chance per level per day (i.e. 100% to add a fight on a "Super Producer" farming job with level 20 dragon). A chance that exceeds 100% means it guarantees one fight and has a chance to add a second, e.g. level 30 on a "Super Producer" would guarantee one extra fight and would have a 50% chance of providing two extra fights.
    • Pure: a chance to obtain chest with 20 random tokens, 0.5% per level per day (i.e. 20% per day on level 40)
    • Primal: a chance to obtain a chest with 20 orbs of any random non-heroic, non-VIP dragon, 0.5% per level per day (i.e. 20% per day on level 40); the chest could have common orbs (30% probability), rare (25%), very rare (20%), epic (15%), legendary (10%).
    • Legendary: a chance to obtain gems when farming, 0.5% per level per day (i.e. 20% per day on level 40)
    • Ancient elements (Chaos, Dream, ...): could provide bonus platinum/ancient gems (rubies, saphires...) but who cares? the ancient world is all but forgotten.

    This enhancement would mitigate the shortage of food that we have with more and more dragons and slightly speed up upgrades of the habitats to levels 3+. It would also encourage specific uses for the dragons we leveled up for specific events/arenas. It also encourages creative strategies during events such as heroic races or breeding events, as in - do you time your food collection for a chance to hatch some dragons and save the time on a node? or do you hoard up some extra arena fights to quickly sail through the next node? or if your alliance doesn't need the extra food right away, maybe you should take the extra time and grow even more food for a later node which needs it?

    I don't think the rewards are too excessive - for example the legend-element bonus would only provide an average of ~3 gems per day with a 40 level dragon with a legend element (0.2 gems per farm, 14 farms = 2.8 gems/day on average). But of course, the probabilities I gave above are just examples - they could be tweaked as needed.

    posted in Ideas Generator read more
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    CS sent an egg of Frankie to one of my daughters, but not to the other and not to me (yet).

    posted in General Discussion read more
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    @maunikaraju said in Hallo-Muertos Island 25 OCT - 5 NOV:

    @Bettina-Löffler I got around 132 orbs of Frankie through Freebie island. I summoned Frankie for the collection. After I summoned it, I got a message saying ‘something went wrong with the game. Please restart’. When I reloaded the game, Frankie was not being summoned and looks like I lost 84 orbs of Frankie. It only shows 48 orbs now.

    Is there anyway I can get those orbs back?

    Exactly the same thing happened to my and my daughter's account. To start with, getting 7x12 orbs (out of 8 videois - first video yielded food) of Frankie in this morning's batch of videos looked like a bug, too. My other daughter started to watch the videos this morning, then the game restarted in the middle of watching videos - and after the game reloaded, the videos were no longer giving 12 orbs each - it was back to a regular mixture of gold & food.

    I sent support tickets from both my and my daughter's accounts, and also reported by a few people in our alliance. But it looks lile their servers were improperly crediting the orbs to begin with, so I wouldn't expect them to give the orbs back 😞

    posted in General Discussion read more

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