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roofer4ever's avatar
roofer4ever
Seasoned Veteran
1 month ago

too much disparity in firestorm 30

  These no malus no FA worlds are great but I noticed less experienced players are finding lower level targets (16-20) just as difficult as more experienced players are having with these higher level bases (26-30). So what I mean specifically by this is that i can shoot outposts 3-6 levels above my army level and the difficulty is somewhat similar to shooting the same unit vs unit set ups that are 10-15 levels above my OL.

  My presumption is that if the lower level targets were much easier to destroy than it would encourage less experienced players to try and shoot higher level targets, maybe by having a negative malus effect on smaller stuff it would compel players to aim a little higher in target level choices. I know its been difficult with all the changing development teams to keep an even keel but to have such a massive difference in power level between a new player and even a somewhat experienced player after only one week of playing is a bit ostentatious. If i had it my way you would all be punished in a way that you would enjoy very much in that implementation of a fair and competitive environment of my design would be invigorating for the current player base. The very best way to make the servers fun would be to go back to the beginning of this games rule base and start the process of patching out the exploits all over again but with a more experienced vantage point. 

  There's still time EA, with the advent of war on the horizon many more people will look for ways to alleviate their frustrations and nervous energy, inclusion and immersion solve issues that matter, especially in times like these. if i could build my own server i would increase world size remove poi and place the fort at the level 40 range with a slight malus on the current FS30 settings. There would be a huge advantage to collaboration efforts and a scrin faction is still very appealing is the player base not contributing enough resources to do a bit better? why do people even make games i forget? 

 

                                                                                            chadthurston 

8 Replies

  • roofer4ever's avatar
    roofer4ever
    Seasoned Veteran
    1 month ago

     there should be some type of yield cap placed on player accounts either based on offence level or construction yard/ silo capacity.

  • roofer4ever's avatar
    roofer4ever
    Seasoned Veteran
    1 month ago

    just like resources are reduced for players sharing base kills so should they be reduced for players shooting too high above your level, not like malus just a max loot acquisition dependant on base level or resource capacity as it is determined by the level of construction yard or silo count and level. 

  • EE_kalyn's avatar
    EE_kalyn
    Icon for Envision Team rankEnvision Team
    1 month ago

    Hey roofer4ever​,
    devs here, thank you for your detailed feedback! Firestorm 30 is a world with a special setup that was highly requested by the community. But we see your point and will take notes for future worlds. 

  • roofer4ever's avatar
    roofer4ever
    Seasoned Veteran
    23 days ago

      Oh hey thanks for the response, ya the game is command and conquer first then Tiberium alliances but its emphasized and prioritized it backwards, alliances come first then Tiberium gathering then conquering last, at least this is what is happening in firestorm 30 right now and what really has always happened on servers, what I am asking for is the reverse priority  because the only mission left on my sidebar is the PvP mission but there is a lot of disparity and given that players have well established economies and defences as well as powerful armies, ample space and no POI... it makes PvP infinitely less appealing and lets just face facts right now, as always, the most experienced players will stick together to ensure easy wins and I think FS 30 will prove no different in its first fortress attempt.

      In the closed beta, PVP drawbacks were basically minimal and culminated only in the loss of territory and the temporary loss of resource gathering abilities but attacking player bases did reward you with resources for damage dealt to defence units and buildings. This was obviously exploited because farming was a much faster way to grow than fighting for territory or POI so there was no motivation to do PvP as the best players always played together and there was never really any competition for them. They even had to split themselves up just to have someone to play against.  Even these days its the same players playing together that win every server first so its essentially a mass exploit in and of itself. 

      I know the initial week in a new server is always exciting because we have to feel each other out and create alliances but also have to establish territorial boundaries. Right now when there is a dispute, yes there is some PvP and a great way to create more disputes was introduced with POI and then the center fort but we will still see easy wins gathered by the same mass cooperating players. After all these years maybe finding a way to reintroduce PvP loot and balance player growth more evenly will help make servers more challenging and interesting in the long run for new and old players alike. I believe things like faster server conclusions and starts could open up opportunities for newer players and teams to gain experience against each other without the vets killing motivation so quickly by getting too far ahead so fast and letting newbs compete with pros by containing growth and accelerating research which i think will give us the chance to be able to fight for center with a good portion of upgrades unlocked. PvP is the only way for a newb to win against a pro so if its more viable in that it keeps us closer in size for long enough to fight for center than getting to center faster should be better for us all. I have suggested ending the server and restarting it after the first fort kill as one unique rule set. 

      I want to unlock all the toys fast like in FS 30, im not as concerned with the amount of extra bases i can research but a 1 month server lifespan seems better than 2-3 months long stale environment. With PvP its all in the timing, I would like to be able to theoretically clash with any player on the map at any time and while losing PvP battles should be a detriment to growth It would be better if we still gained resources and all reached center at close to the same time not just the same two top teams every time. We all know the first one to make it to center usually is but should not be assured victory by POI bonus default. I would love to see this change in that just because you have the most bases or are a little bit bigger in army size or defence does not mean that you are safe from being destroyed or that your attempt at destroying the center fort could be thwarted. 

      Consider it, maybe take notes or ignore it as useless diatribe but I see the future clearly and for EA to bring CnC forward collaboration is key. There must be some entity out there that combining with will enhance visibility and bring new players for me to harass and destroy or train as my evil minions. Perhaps loading generals into the game would be enticing, a super powered general of each class to choose as a special enhancement to your gathering, attack or defence forces kind of like carrying your own POI bonus on a stick, dropped if you are destroyed. Add items to be traded and skins to be earned. I swear I do not mean this to be rude but what is the appropriate term for gaying things up a little bit? Our more sensitive selves are not wrong. Love ya bye. 

  • roofer4ever's avatar
    roofer4ever
    Seasoned Veteran
    20 days ago

    I think if you take away the pause in package production after base movement it would also help encourage proactivity, Nobody wants to move around so they make extra accounts to search for layouts they use alts to fight and dig and abandon them once they are too weak. Balance the play styles please there are just far too many penalties for interacting with other players.   

  • roofer4ever's avatar
    roofer4ever
    Seasoned Veteran
    20 days ago

    Actually take away all these stupid little penalties you've forced on us. Let me shoot people until im out of cp no more of this 24 cooldown 3 times and you cant respawn, no bonus, no movements bull that you guys have been putting me through for years now. Im tired of trying and failing to interact with others 

  • roofer4ever's avatar
    roofer4ever
    Seasoned Veteran
    19 days ago

     Sorry devils you can disregard this post i think the game is just fine as it is, really in retrospect its myself that requires change.

  • Wargasmatron's avatar
    Wargasmatron
    New Vanguard
    16 days ago

    I've seen some real discrepancies on this particular server that lead me to believe that it definitely needs some tweaking . For one, what is with the health of certain units when attacking. You take a unit down below half way multiple times, and it still comes back almost fully healed.  Like hitting a demo 8 times, taking it down to 1/3 health every time, and it still comes back at 95-96 % ???  You can see it in the battle sims too. The levels are one thing when you sim like mad, yet when you go to actually launch the attack, the levels of the defending units are actually higher then what the sims says. This results in many, many more shots then expected. That translates into additional cost and the time to kill a base is just ridiculous really. 

    People jumping out, finding cherries and popping them does nothing for the alliance. You have very few players out quite a ways in very high level base areas, but they have no support whatsoever and they literally sit for days and days on end . They are unable to move forward because they are waiting on one thing...and that is the ability to spend the resources you get with a lack of power to spend it. They have to build stronger armies to move further, and hopefully find a base that they can kill. Even so, some players get huge bases....then what?? You get to the middle, alone.. and then park it for a month so the rest of the alliance can "maybe" get there to be able to shoot the fortress? I don't understand the allure at all. It makes no sense. Just take look at the top players and tell me how many others are even close to them. Yup, gonna be a long , painful wait.

    The territory reclamation is also a eyebrow raiser too, like when a ruin goes away...the reclaimed territory is a lot more then what I've seen on many servers, even if you have multiple bases parked in the same area.

    No malus, no FG attacks, but it seems this server has been tweaked to make it extremely costly to advance at any kind of steady pace. For those reason alone even, I have seen so many players quit because of the costs associated. I know EA loves it, but the players sure do not. Even the new 71 Malus server seems like the bases are more "forgiving" to kill then on 30.

    I'm in that boat right now as well, way too much $$$$ wasted and way too much time expended just trying to kill 1 base. Most people do not have hours on end to contribute. I also believe that this being penalized for sharing a base kill has got to go. It is not conducive to team play IMO. You should NOT be penalized for teaming up with others to kill bases. Why do they hide the "amount" of resources that has been "reduced" ??

    Anyways, just my 2 cents worth

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