Proposed Grind reduction changes
I understand that it does take quite long to level up at the higher levels so I’ll be making the following proposals to the Tyler “senate”:
- Improved returns from exploring
- New quests which cost even more AP but give higher XP per AP
- CW token system: CW anytime you want as long as you have tokens (bought using WPs maybe)
- Scheduled CW: discussed before
- Spread level curve over 300 levels: This means some top players will break the lvl200 barrier immediately. Levels above 300 only get reduced stat pts per level.
- Alternative means of getting stronger other than leveling: grinding for “skill points” used to increase the activation % chance for skills.
- minor AP regeneration upon level up (yeah this is from Mafia Empire and it’s really for the lower levels)
Hmm, hugely expensive quests won’t be much fun for anything but pure levelling, though.
I suggest that for those of us who like exploring, please implement a sliding encounter scale.
When a player hits a new tier of encounters, the character has a 50% chance of an encounter from the previous tier and a 50% chance of an encounter from the current tier.
As the character gains levels, lower tier encounters should become far less common – say a 10% reduction each level, so that by the time the character is one level away from the next encounter tier they will be encountering creatures from their own tier 90% of the time and lower tier creatures only 10% of the time.
Think the issue was that some players advanced too fast before Quests and Explore NPCs are in place for their levels. But I guess as long as everyone “benefits” from the changes, it’s fine.
Also, more ways to use more APs won’t help until there are more ways to get APs ….
Please consider an AP bonus for certain actions …. Sink an Outpost, Get 100 Crew, get 100 friends to join, craft 10 items, Gain a lvl …… APs have always been the restriction in this game. Better returns per AP is a good start, more APs or ways to get them would help as well.
How about giving players the option to exchange XP or Levels for certain Items or Features int he game? Turn Levels into a resource.
i agree with Bob….more ways to get ap’s is a good start …….
you cannot level up if you do not have ap’s ….you cannot go to clan wars if you do not have ap’s……etc…..
i suggest you guys can add some ways to get ap’s other than waiting for it to add up every one hour…..
for example,if you can add one friend for your crew equivalent to 2 ap….
or better to lessen the time of regenerating…..like 7 ap’s in 20min….etc….
just a suggestion guys……..
How in the fuck can you talk about grind reduction and then make everything stupidly expensive at high level?
I am one of the high level dudes and I don’t need to level faster, but I sure would like to be more active in the game. Currently, clan wars last 2-3 minutes usually, so it is hard to burn all your aps on that. I would like to see the ability to have longer wars (without it costing a rediculous amount of gold to repair the fort).
Another idea in addition to this is to have various types of energy… warring energy, exploring energy, questing energy, resource-gathering energy. Obviously all of these are not needed, but since I have started playing Castle Age, it has been fun to have 2 types of energy that both help to level up a character, but can only be used seperately (Now there is a type of monster event that you can use both, but it doesn’t seem to give better exp than questing and you can gain stat points as you level up quests – another good idea). Anyway, I am rambling.
More Play-time is what I am after and stealing ideas from CA could help BS add more content and play-time for its customers.
It makes no sense to spread level curve over 300 levels unless the application is ready for it in terms of quests, exploring NPCs, ships, weapons and parts. One thing that could be done though is increase the fort HP. With the new ships and weapon buff, clan wars last shorter now.