TGIF! Development News for September 7, 2018

Discussion in 'General Discussions' started by mi7ch, Sep 7, 2018.

  1. mi7ch

    mi7ch Administrator

    Happy Friday, everyone!

    Hard to believe we’re already in September! Where has the year gone? While we ponder the inevitable passage of time, check out what happened this past week in development news:

    New Viking Clan Raid

    Yesterday we dropped a brand new Raid on Viking Clan, replete with extensions for the Attack/Heal/Open achievements as well as achievements for Raid leaderboard placement! Here’s the original post in case you missed it: here.

    We’ll be rolling out these achievements to all games throughout September and maybe a few other changes. Make sure to keep an eye on the in-game News feed for more info.

    We also made a couple updates to the Raid Boss UI on the mobile apps (including regular Bosses), specifically moving the Party Health above the attack response that pops up so you can keep an eye on it while attacking. We also had to move the timer to accommodate for this change, so let us know if you run into any issues with this!


    And that’s it for this week! A lot of behind the scenes work went into this new round of Raids so we hope you enjoy!

    Frozen User Count


    Lame Joke of the Week

    What's the difference between a crocodile and an alligator?

    One you'll see in a while and the other you'll see later!
    Sparrowhawk likes this.
  2. BenKing17

    BenKing17 New Member

    Nice, about time you finally moved the health.
  3. AlterEgoT

    AlterEgoT Well-Known Member

    awesome. Thank you for tweaking the RB on mobile. New folks had really no idea they are supposed to heal the party if they only try on app. :)
    Darin Guidry likes this.
  4. Miss Kitty Snaps

    Miss Kitty Snaps Active Member

    Thanks for the move of the health that will definitely help - however, I noticed on regular bosses that the damage % counter is now gone :(
  5. Steven Jordan

    Steven Jordan Active Member

    I assume you are referring to mobile app.
    The damage counter is still there but moved to bottom left. It is obstructed from view after each attack by the green panel that gives your attack results. Click on the green and it will disappear and you can see your progress right underneath the timer
    Last edited: Sep 8, 2018
  6. Darin Guidry

    Darin Guidry New Member

    You right about that— I’ve f-ed up a few raids in the beginning and had to say “sorry I’m a dumb ass it won’t happen again” lol
    AlterEgoT likes this.
  7. kanoqueen

    kanoqueen New Member

    The Skoll and Hati raid is wicked-fun! I love the art work and the rewards! Thanks!!

    [​IMG] [​IMG] [​IMG]
    mi7ch, neill1990 and Jimmyjamzit like this.
  8. I know you're really proud of this bragging every friday Mi7ch.
    Frozen User Count
    Could you and the rest of your team consider to add another post in next TGIF-newsletter ??
    Would be GREAT if you also began bragging aout how many bots- scripts- auto-this and auto-that accounts you had managed to freeze :mad::eek:

    2 bounty blitz in ONE day ?? GREAT :)
    Just coz i'm NOT cheating, but i only use my right index-finger, i managed to grab ZERO bounties in BOTH blitz:mad::eek:

    Ohh, and yes of course i've submitted a ticket about this huge problem too :p:p:p:p:p:p
    TomcaT likes this.
  9. TomcaT

    TomcaT Member

    FEMME FATALE 666 likes this.
  10. Billy Jack 21

    Billy Jack 21 New Member

    Moving the health bar on mobile app just made it so when you attack normal bosses the information that comes up covers the min dmg reward progress button, real annoying change should have left it how it was.
  11. Smack

    Smack Kano Krusader

    Thanks for the feedback everyone. Glad you are enjoying the new artwork as well as the new position for the Party Health. I see there are some people who do not like that the Min Dmg progress for some Ally bosses is now "hidden" under the attack response. That is a valid concern and we will be discussing this as a team this week. We may end up reverting this change for all non-Raid bosses but stay tuned for a definitive answer.
  12. neill1990

    neill1990 Well-Known Member

    In regards to the new raid achievements, overall i see this as a positive implementation for the game. More achievements in the right areas is a good thing.

    First ill start off with the expansion of the raid attack/heal/summon.

    Attacks/Heals: (attacks and heals i view as the same so bundling them together and might use attack or heal in reference to achievements interchangeably.)
    Having the attacks go up to 5m is a positive no doubt about it. if anything id say going up to 10m would be suitable as that amount of attacks is a challenge from a time perspective to obtain but reasonably obtainable. The problem im seeing though is that like the previous expansion of the other achievements the jumps become unreasonable from one to the next (in respect to the jumps in stamina required not overall amount).

    Starting off with the first iteration of the achievements going to 150k the entry progression is nice going from 10k/25k/50k/75k/100k/150k. From there the 250k achievement is a decent jump at 100k, same goes for the 500k jump. But after the 500k jump comes 1m and 3m stamina required. The problem here is the jumps become too big without a proper progression into the larger jumps. The jumps happen suddenly and immediate. If there is going to be more implemented in the NEAR future this problem would be remedied as it wouldnt be a problem anymore.

    A progression that i would suggest to be a bit more of an ease would be this - (the achievements may seem like a lot to add but this would balance out the overall feel from one to the next)
    10 000
    25 000 (15 000)
    50 000 (25 000)
    75 000 (25 000)
    100 000 (25 000)
    150 000 (50 000)
    200 000 (50 000)
    250 000 (50 000)
    300 000 (50 000)
    400 000 (100 000)
    500 000 (100 000)
    650 000 (150 000)
    800 000 (150 000)
    1 000 000 (200 000)
    1 250 000 (250 000)
    1 500 000 (250 000)
    1 750 000 (250 000)
    2 000 000 (250 000)
    2 500 000 (500 000)
    3 000 000 (500 000)
    3 500 000 (500 000)
    4 000 000 (500 000)
    4 500 000 (500 000)
    5 000 000 (500 000)
    EXPANDED TO 10M recommendation
    5 500 000 (500 000)
    6 250 000 (750 000)
    7 000 000 (750 000)
    7 750 000 (750 000)
    8 500 000 (750 000)
    9 250 000 (750 000)
    10 000 000 (750 000)

    Onto raids open. overall its essentially the same problem where there should be a bit more of a buffer between the amount opened since on average a person is only going to be able to open a max of about 5 per round (of course there are always the minority that open 10+ but there is always an exception). The jumps are not that bad in comparison to attacks and heals though.

    Raids opened - (achievement for 75 id change to 70 then buff them to 100 summoned total as listed below)
    3 (2)
    5 (2)
    7 (2)
    10 (3)
    13 (3)
    16 (3)
    20 (4)
    25 (5)
    30 (5)
    35 (5)
    40 (5)
    50 (10)
    60 (10)
    70 (10)
    85 (15)
    100 (15)

    The top X% achievements are from the looks of it fine the way they are but need clarification on them since if it means you can get 3 top positions each time if you happen to be within the required amount for all 3 categories the achievements i think could be a bit buffed in the lower tier categories, mainly the top 50%. Below im making the achievements based upon the assumption that a person has the capability of completing 3 top X per round of raids. If this is confirmed to not be the case the achievements would be cut town to better represent that. Mainly would be the top 50% due to any player that is playing for fun with a slight amount of prep time of saving fp can gain top 50% with ease no matter the platform. Ive gone over the amount of fp in the past an active player should be capable of gaining in a single month outside of raids. the amount varies but any player can gain between 150 at minimum to upwards of 300. Not going to go into details but this is based on rankings for AW/lvls gained and battle arena participation. (not factoring a high rank for obvious reasons in battle arena so fp is negligible but adds up long term and lvls gain from attacks in there will be more overall fp gained.)

    TOP 50% -
    5 (4)
    10 (5)
    15 (5)
    20 (5)
    25 (5)
    30 (5)

    TOP 25% -
    3 (2)
    6 (3)
    10 (4)
    15 (5)

    TOP 5% -
    3 (2)
    6 (3)
    10 (4)
  13. AlterEgoT

    AlterEgoT Well-Known Member

    well let me apologize on behalf of the old skool slayers for assuming y'all were just jerks. We had no idea you couldn't see what we could. I know a lot of folks died over that.
  14. Anubis?! Can I swap my pirate for my level 55(+300) ACO Bayek? Will there be a Jackal's Gaze or Sword of the Duat drop?
    mi7ch likes this.
  15. mi7ch

    mi7ch Administrator

    Maybe! ;)
    ghostfacedhamster likes this.
  16. JADES

    JADES Well-Known Member

    Did bounty price digits get shortened for easier reading or am I imagining things? LOL
  17. mi7ch

    mi7ch Administrator

    If they did that would be news to me! I can ask. Which game, VC I assume?
  18. JADES

    JADES Well-Known Member

    Yup, FB VC
    mi7ch likes this.
  19. mi7ch

    mi7ch Administrator

    It did change, good eyes. Change was made due to the Hitlist taxes in LCN being too large for the current formatting, but the styling is shared by all games which is why you are seeing it in VC as well.
    JADES likes this.
  20. JADES

    JADES Well-Known Member

    I'm guessing it's only on confirm cost for bounty? I glanced around and only place seen the change.

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