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Xinhuan
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Conquest Feedback (Detailed)

Tue Feb 20, 2018 3:09 am

Edit: If you prefer to read this 14 page wall of text as a google document - please visit this link: https://docs.google.com/document/d/1VDy ... sp=sharing

Conquest has been released, and after playing it for a week, I'll like to give my thoughts on it. Before doing so, I'll explain how Conquest currently works because not everyone reading may understand or know the mechanics behind Conquest.


Conquest Mechanics
Conquest is a 7 day long affair. Before Conquest starts, everyone in the guild should have prepared and saved 3 Squads consisting of 15 heroes into the Conquest Warband squad editor. The 3 squads are called the Attack, Defense and Bonus squads. Additionally, the GM/VGM may upgrade Outposts, buy raid wardens and buy conquest rations for the guild.

Attack Squad: Can Attack on Invasion days
Defense Squad: Defends against invasions
Bonus Squad: Can be assigned for attacking or defending
Warden: A raid boss that can be purchased for defending.

Outposts
The war map is divided into 3 sides for a 1v1v1 fight between 3 guilds. Each guild initially controls a triangular region of 10 hexagonal provinces, and the 5 guild Outposts are randomly placed in these Hexagons for the war. The Attack and Defense Towers are always placed in the outermost row (2 of 4 spots), the Farm and Gold Refinery is placed in the middle row (2 of 3 spots), and the Diamond Mine is always placed in the innermost row (1 of 2 spots).

These outposts will give benefit to the guild that currently controls them, so they need to be protected from invasion.

Gold Refinery - Gives gold to players daily during the war
Attack Tower - Gives Attack bonus to all Conquest Squads (excluding wardens)
Defense Tower - Gives Defense boost to all Conquest Squads (excluding wardens)
Farm - Gives healing rations daily to be used during the war
Diamond Mine - Gives Diamonds daily during the war (Conquest currency)

Other terms
Province: Each hexagonal area on the map is a province, there are 10 of them per guild.
Fortification: A location that is capturable. Defenses can be deployed in them.

There are 3 kinds of Fortifications:
  • Keep: Refers to fortifications NOT in the center of a province. Gives 10 Conquest Points if captured. Has 3 deployment slots. Location number ends with 1-9.
  • Stronghold: Refers to the center fortification of a province. Gives 10 Conquest Points if captured. Has 4 deployment slots and comes with a 2* fortification squad. Location number ends in a 0.
  • Castle: The castle at the last row. Gives 250 Conquest Points if captured. Has 4 deployment slots and comes with a 2* fortification squad and a castle warden. Location number is always A10, B10 or C10.
A stronghold may also contain one of the 5 possible outposts. The 2* fortification squad and the castle warden cannot be removed from their stronghold and castles. Defense Squads, Bonus squads, and purchased guild wardens may be deployed into any empty deployment slots in controlled Keeps, Strongholds and Castles.

Each provinces may have 2 to 4 fortifications on it. Provinces are randomized for each guild and each war, so every war will have a different graph of connecting fortifications.

War Phases
Day 1 - Preparation Phase
In this phase, guild members may deploy their Defense Squads (and Bonus Squads if they wish) into the territory they own to defend it. Players may relocate/remove their own squad. The GM/VGM may deploy/remove/relocate any member's Defense Squad to any location (so they can deploy Defense Squads of inactive members). The GM/VGM cannot deploy bonus squads of members, but can remove them from a location if deployed.

Additionally, the conquest rations the guild purchased are delivered to all members for use for the remainder of the week. Members may use Attack and Defense rations to raise the Attack and Defense of their squads (or their guild member's squads).

Day 2 - Invasion Phase
In this phase, guild members may attack enemy controlled nodes that are
A) adjacent to a friendly node that your guild controls, as well as
B) any of the 4 outer facing nodes of all 3 sides (the 12 hexagons facing the World Boss)
Once a node has been captured, it will switch sides to the victorious guild and remain locked to that guild for the remainder of the day.

To defeat a node, all the defending squads (and wardens) stationed in the node need to be killed. Players may choose to attack a specific Defending Squad or warden with either their Attack Squad or their Bonus Squad (if the player didn't deploy the Bonus Squad for defense in the previous day) in a standard 7x3 map. This map is like an arena map but without any tile capture locations nor any points. The fight will continue until either squad fully dies, or 3 minutes passes whichever is earlier. Any damage sustained by units are permanent, a dead unit will not spawn the next time that squad is used in combat.

A player's Attack Squad may attack twice, and his Bonus Squad can attack another two times (if not deployed for defense) for the entire day. Retreating from battle or closing the app will still use up the attack, but any damage sustained to both sides will not be recorded - it is as though the battle never occurred.

2 players may not attack the same target squad at the same time (the game prevents it). If a fortification is attacked by both enemy guilds, the guild that does more damage to the fortification will gain control of it when all defenders are killed.

Day 3 - Recuperation Phase
In this phase, guild members may use Conquest Healing Rations to heal up their squads. Squads deployed in captured lands will become undeployed. Every day when the day changes over, all units will automatically heal 10% HP (including from dead). Healing to 90% HP is sufficient, since the unit will heal another 10% when entering Day 4. This phase is just like Day 1 - with the additional option of using healing rations on damaged units.

Guilds will use this day to move and deploy Defense squads and wardens on newly captured lands.

Day 4 - Invasion Phase
Day 5 - Recuperation Phase
Day 6 - Invasion Phase
Day 7 - Invasion Phase

Scoring
At the end of Day 2, 4, 6 and 7, Conquest Points will be awarded to each participating guild based on the number of fortifications they control (excluding Castles). Each controlled fortification gives 10 points. Day 4 and 6 is worth double points (20 per node) and Day 7 is worth triple points (30 per node). If you capture an enemy Castle, that is worth 250 points (which is 500 and 750 for the later invasion days). Your own castle will not contribute any points.

The guild with the highest points wins.
Last edited by Xinhuan on Tue Feb 20, 2018 3:32 am, edited 2 times in total.
 
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 3:19 am

Bugs, Bugs and more Bugs
I will be using screenshots to show the bugs encountered in my war for Pandemonium-Infinity-Orion, from the perspective of Pandemonium (my guild).

Infinity = Map A, Orion = Map B, Pandemonium = Map C

Cross Server Bug
Right from the get go, before the war has started, I was already locked out from the war. Players that play on 2 or more servers are affected by this bug. When you save your Squads on server A, the game removed your squads from server B, and vice versa. At 6am, I was informed by the game that I did not join the war on Everglades (Pandemonium), but I was in the war on Arathos server (Libra).

My Everglades Squad was editable (Edit Squad button was not disabled), so I edited in 3 squads and pressed SAVE. Doing so removed my squads from the war on Arathos, despite the fact that the my squads should have been "snapshotted" for the war and shouldn't be affected.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

The consequences was that I was unable to deploy guild wardens, and other stuff on both servers. I could not access any panel in the war, nor the war tasks, nor outposts, or even see the status of the war map. Fortunately, VF was able to re-insert me back into the war on Day 3 - but I had lost the first 2 days of Diamonds and Wartasks. I am still hoping that I can get compensation for 230 Diamonds on Everglades, and 350 Diamonds on Arathos (we captured both enemy diamond mines on Day 2).

Also, VF inserted random heroes back into my squads into the last row and middle row with no aura synergies. My squads were basically useless the entire war other than to use up an enemy Invasion Orb, or me using them to capture empty fortifications. The following is a screenshot of my squad in all the wrong positions when Jade-Infinity attacked it.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

0% HP hero bug
Some heroes were bugged and started out with 0% HP on Day 1, before any invasion even started! These squads turned out to be problematic, any battles involving these squads (as attacking or defending) would always end with "Mission End Error". When a node had such a Defending Squad, that node is essentially invulnerable from capture as long as that Squad is there. This affected a lot of battle plans, because guilds had to detour around these invulnerable nodes.

In my matches, the Orion Diamond Mine (B20) was protected from capture because Corecko had such a bugged unit - Infinity was unable to capture it from B25.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

We were unable to capture B31.

https://cdn.discordapp.com/attachments/ ... /image.png

This bug also affected Attack Squads. The Attack Squad could not be used if it had a bugged unit.

This bug was later fixed by Day 4, by removing the bugged units from all affected squads. However, the status of this 0% HP bug is still unknown - would it happen again next war? After the fix was applied on the servers, multiple players found that they had randomly assigned squads (units).

Uncapturable node bug
There were some nodes that were not capturable even though all enemy squads have been defeated.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

In the screenshots above, on Day 2, all of Orion's B40 squads are dead, nothing is attackable. And yet the node did not switch allegiance. This happened again on Day 4 on B20 (Orion Diamond Mine) where the 0% dead bug has been fixed then.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

Below is a screenshot around 2 pm of Day 2's invasion. The Blue Xs denote bugged nodes that couldn't be captured due to the above 2 bugs. Purple circles indicates the positions of Guild Raid Wardens (Orion only purchased one warden). The Red Xs indicate a Pandemonium-Infinity agreement not to attack each other's Farm and Diamond Mine.

https://cdn.discordapp.com/attachments/ ... nknown.png
Last edited by Xinhuan on Tue Feb 20, 2018 3:30 am, edited 2 times in total.
 
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 3:24 am

Node capturing status bugged
In the following screenshots, the chat log stated that B35 was taken by Pandemonium, and B38 was taken by Infinity. A war started against B30 to see who can capture it first.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... 084711.png

The chat logs indicated that Infinity captured B30, but it turned blue, indicating that Pandemonium actually captured/controlled it. This allowed my guild to attack B31 (which had a Mission End Error defending squad), the node should have belonged to Infinity based on the Invasion Points. Instead it appeared that the last attack captured the node.

Unable to use rations bug
https://cdn.discordapp.com/attachments/ ... /image.png

On Day 3, I was able to use rations on my Defending Squad, but not my Attacking/Bonus Squad. This may or may not be related to my squads and myself being reinserted back into the war on Day 3.

On Day 5, I was able to use rations on my Attack and Defense squads but not my Bonus Squad.

Elf Celestial Form bug
We discovered that killing an elf in Celestial Form didn't actually kill the elf - you had to kill the elf when he is NOT in Celestial Form.

https://cdn.discordapp.com/attachments/ ... /image.png

Infinity was unable to capture my guild's C80 until they figured out that killing an elf in CF didn't count. That wasted a few Invasion Orbs.

Recaptured node bug bypassing warden and defending squads
On Day 3, a new bug surfaced. A previously captured outpost on Day 2, can be captured by either of the other 2 guilds in one attack (kill the 2* Squad), bypassing all the other squads and even guild wardens positioned on it. Orion was able to capture B70 despite my warden being on it.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

In the following screenshots, we (Pandemonium) recaptured C90 from Infinity by defeating only 2 defending squads. It literally turned blue while having enemy squads there still alive (OR there is a bug with the game battle history not showing every battle).

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

Cannot press defend against warden bugs
This one was told to us in a “Conquest FAQ” that it will be fixed in a future client update that probably was not seen by a lot of people since it was only posted on Facebook. Even so, such a simple bug shouldn't have escaped internal QA.

Node that wouldn't load
Mayhem (Gevalon guild) encountered a node that they cannot capture because the node (C70) wouldn't load anything from the server.

https://cdn.discordapp.com/attachments/ ... 173712.png

Map updates buggy
At numerous times, the war map would be outdated, forcing players to constantly restart their game to get an updated war map. It was very annoying to try to attack a node that had already been captured, but it did not show up as such in the game.
Last edited by Xinhuan on Tue Feb 20, 2018 3:29 am, edited 1 time in total.
 
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 3:24 am

Impossible War Tasks
Initially the game gave a war task to use 3 invasion orbs. This could not be completed if a player deployed their Bonus Squad for defenses.

This was later fixed on Day 4 to only require 2 invasion orbs. However, it was also possible that the wap map was deadlocked in such a way that no attacks are possible - members that logged on later in the day are unable to complete this.

It is also possible for a player who has deployed his bonus squad for defense, so he only has his Attack Squad left to use his 2 Invasion Orbs - if he died against an enemy during the first orb, he would also not be able to use his second invasion orb since his Attack Squad would be dead. It makes ZERO sense that the player may be forced to use the first invasion orb, retreat, then use his second invasion orb in order to collect 5 diamonds.Please remove this war task completely.

If your farm got captured, the following Task on Day 3 could not be completed. It makes no sense to give a task that cannot be completed.

https://cdn.discordapp.com/attachments/ ... /image.png

Conquest Points score not updated properly
When the day ticks over to a new day, the Ladder Score and the points the 3 guilds obtained from the previous day were updated and viewable in the Ladder section of Conquest (after 6am). However, the score bars above the war map did not update until after 7am or 8am, despite restarting the game a few times.

Everglades double rewarded at war conclusion
When the war ended, the entire Everglades appeared to have received double Conquest rewards in the mailbox. The other 4 servers only received their rewards once.

Wrong war conclusion rewards were sent out
When the war ended, rewards were sent out to the mailbox at 6am. However, the rewards sent out was based on the score at the start of Day 7's war (that is, it included the score from Day 6's warring efforts) and not based on the score at the end of Day 7's war.

Pande controls 39, Infinity controls 26, and Orion controls 2 fortifications (total 67)
https://cdn.discordapp.com/attachments/ ... /image.png

Based on this, Pandemonium should lead Infinity by 150 points. However, Infinity was sent 1st place rewards twice, and Pandemonium was sent 2nd place rewards twice.

https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png

Score was not updated for the ladder correctly after the war ends
End of Day 6 scores are used for the ladder. This is related to having the wrong war rewards sent out to guilds at 6 am at the war’s conclusion.

https://cdn.discordapp.com/attachments/ ... /image.png

Outposts lost 1 more level than stated in the war guide
The war guide states that each outpost would lose 1 level at the end of the war, and lose an additional level if it was captured at least once during the war. This means that an outpost can only lose a maximum of 2 levels. However, some of my outposts lost 3 levels.

https://cdn.discordapp.com/attachments/ ... /image.png

The Pandemonium Diamond Mine did not change hands the entire war - it lost 2 levels instead of 1.
The Attack/Defense towers changed hands multiple times over 4 invasion days - it lost 3 levels instead of 2.
The Farm changed hands once (well twice, if you count the recapture by us) - it lost 3 levels instead of 2.

https://cdn.discordapp.com/attachments/ ... /image.png
 
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 3:27 am

Other problems
Together, the various bugs have made playing Conquest a very trying experience. I understand the need for a beta to catch bugs that would only surface in large scale testing, and also to collect data for future and more balanced matchmaking. Even so, ignoring these bugs, there are many other issues with the design and mechanics of Conquest itself.

Having 3 guilds in a 1v1v1 war
The intent of having 3 guilds allows for some interesting strategies when guilds ally up against each other. The 2 weaker guilds could opt to gang up against the strong guild. However, if 2 guilds really choose to ally up against the third guild, in the current implementation of Conquest, the third guild stands zero chance of winning or even finishing second. In practice, the 2 stronger guilds could also ally up to crush the weakest guild. This does not make for a fun experience for this guild.

What this means is that inter-guild politics become more important than the war itself to ensure yourself a better finishing spot. During the week, many requests were made on Facebook and Discord between guild leaders to find each other. If you're the weakest guild, you always want to ally with someone. The 2 stronger guilds may also opt to ally with each other to further their "diamonds lead" in order to increase the gap between the top and bottom guilds.

Potential solution: Have 4 guilds in a war. While a 3v1 can occur, this is far less likely to happen and a 2v2 is more likely to occur.

Potential solution: Have 2 guilds in a war. Straight up 1v1, there is no inter-guild politics involved or required.

6 AM early bird advantage
This comes down to a problem with the conquest mechanics - once a fortification is taken, it cannot change hands for the remainder of the day. This results in a situation where it becomes "fastest fingers first" instead of emphasizing on strategic play. Refer to this collage below of the state of the battlefield at the start of Day 7:

https://cdn.discordapp.com/attachments/ ... /orion.png

Pandemonium (blue) were given instructions to capture the nodes marked in Red Boxes as soon as possible, with various members being assigned at 5.50am (the ones that are online) to attack their assigned node. We had 9 members online.

1. One of the key nodes here is the center of the Orion map - node B50 - which Infinity (red) controls. Because B50 is under Infinity control, at 6am sharp when the game ticks over, Infinity can capture B25 and B38 for free before Pandemonium can kill the 2* squad at B50. Infinity would have assigned members to capture B25 and B38 during the 1 minute it takes for Pandemonium to capture B50.

This also holds true for Orion (yellow). At 6am, Orion would have members assigned to attack and capture B50 and B60 in order to protect all the nodes behind B50 and B60 - if Orion succeeds, B25, B38, B61, B35 and B31 would all be safe from capture by both Infinity/Pandemonium. Unfortunately capturing B50 and B60 each take 1 minute, far far longer than the time it takes for Pandemonium and Infinity to capture Orion nodes for free.

2. Pandemonium may capture B92 (for free). Infinity managed to attack B67 (for free) before Pandemonium could capture B92, thus B92 became protected from capture - this means B92 can only be captured by Pandemonium capturing B90 a minute later - assuming Orion did not capture B90 first.

3. B100 was attacked by Infinity and Pandemonium at the same time - however, Infinity was faster. Since both B100 and B67 were captured by Infinity, B60 automatically belongs to Infinity since Pandemonium captured B61, Orion cannot reach B60, and Pandemonium cannot hold on to B60.

4. If there are 2 nodes, say B60 is controlled by Pandemonium, and B61 is controlled by Orion, connected to each other, then at 6am sharp, it becomes a race to see whether Orion can capture B60 first, or if Pandemonium can capture B61 first to block off each other's advance. The 6am early bird advantage is very real. The actual result was that B61 and B35 were captured by Pandemonium (for free), before Infinity could take B67 and B60 (takes 1 minute due to the 2* defending squad). Orion had zero chance to take B60 since it only takes 1 second to capture B61 but it takes 1 minute to attack and capture B60. As can be seen, whether to even capture a node on Day 6 is important, as Keeps/Outposts have an extra minute of advantage for Day 7 (Pandemonium Day 6 attack plans can be found later near the end of this feedback).

Repeat this for all 3 maps from the 3 guilds, you can quickly see that the entire map was locked by 6.30 am. That's right, the war was concluded within the first 30 minutes, every possible capturable fortification choke point was captured within the first 30 minutes. This happened onall 4 invasion days.

6 AM war ends by 6.30 AM
So I've explained that the war hinges on being the early bird to attack and capture fortifications first in order to block attack paths off from the 3rd guild. The war for each day effectively ended by 6.30am. This led to 2 problems.

1. Members that log on later in the day had nothing to do.
2. Members that log on later may not be able to complete the "use 2 invasion orbs" war task. In Day 4, a map deadlock was reached in such a manner that no enemy wardens were reachable by Pandemonium to use invasion orbs on. The 3 wardens Infinity had were walled off by Infinity at 6am on their map, the Orion sole and only warden was also walled off by Infinity.

I know that there are 24 time zones in the world and 6 am isn't the most favourable time for Infinity and Pandemonium which are mostly Singaporeans (we have the same timezone as the server), while guilds on other servers may have a better attack time. In short the current conquest design benefits guilds that are able to have more guild members online at 6am. Your squads matter, butthey matter less than being awake at 6am for 4 days of the entire week.

There are also too many Invasion Orbs; Pandemonium had 9 members online (36 invasion orbs) for the Day 7 war at 6 am. All of these Invasion Orbs plus the ones on Infinity and Orion, are more than sufficient to conclude the war by 6.30 am. What is the rest of the 23.5 hours for? I understand that our guilds are pretty hardcore about the game and that other guilds may not be camping the war at 6am, even so, my point stands that every guild will soon realize the 6am advantage and more players will eventually camp this hour.

Yes, the 23 hours could be used to kill wardens, but right now, killing wardens is an extremely inefficient use of Invasion Orbs, plus nobody has proper PvE squads to tackle any of them. Attack rations are bugged and do not stack either.

Potential Solution: A possible solution is to half the amount of invasion orbs. Moving the 6am start time to any other hour wouldn't fix the problem, since there would still be a "start hour" no matter what time it is at. Wardens HP needs to be scaled down to account for the reduction in invasion orbs.

Potential Solution: Rotate war start hour. This war, it started at 6 am. Next war should start at 2 pm. The war after that should start at 10 pm. By shifting the war start hours by 8 hours every war, this allows guilds from every timezone to gain an advantage for at least 1 of the 3 wars.

Potential Solution: Allow nodes that are captured to be recaptured 5 hours later. Once a node is captured, it is locked for 5 hours and then it can change hands again after that. This allows for meaningful gameplay over the entire day, and not a war that ends by 6.30am. Guilds will need to ration their invasion orbs over the entire day. However, this significantly increases the amount of work required by the war leaders that are planning the war.
 
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 3:28 am

7 day war too long
The war is stretched out over 7 days, this is probably too long. The war is demoralizing for losing guilds especially in a 2v1 situation. Nobody wants to monitor the war for so many days with most of the map being in lockdown mode for 23.5 hours each invasion day doing nothing. Well, I suppose guilds could attempt to kill enemy Wardens with the remainder Invasion Orbs.

Potential Solution: Condense the war into a 1-day (or 2 day) affair, with multiple attack windows. For example, all 7 phases could be 3 hours long, leading to a 21 hour war. Invasion Orbs would not replenish between phases, but every member would only get 4 invasion orbs to use over the entire war. Members would have to choose invasion phase(s) they want to attack in. This solution could lead to faster gameplay, but can tire out war leaders easily. Players also may not want to be online to play Conquest the entire day, this is a mobile game after all.

Guilds are forced into conquest war
Guilds who had at least 10 members save their conquest squads are automatically entered into Conquest. The GM/VGM has no control over this, he cannot decide that the guild does not want to participate in the war (say everyone decided to take a break and enjoy Chinese New Year instead) and sit the guild out of the war short of making a guild announcement for everyone to remove their squads until the number falls below 10. Forcing members to remove their squads inconveniences everyone (they have to move gear and runes back to save it again later).

Potential Solution: Guild leaders should be able to opt out of participating in Conquest. Guilds should be able to choose when to take part in conquest. All guilds that signed up on the same day should be placed into a pool for matchmaking, and the war will begin for these guilds that signed up on the same day on the following day. The problem is that this may dilute the number of guilds available for matchmaking each day, but guilds would be able to choose when their war takes place.

Double invasion days problem (Day 6 and 7)
Because no deployment of defenses is possible between Day 6 and 7, it turns out that whatever territory changes hands on day 6, can be recaptured back on day 7 for free (or nearly free for the ones with 2* squads). This leads to a situation where if you captured and controlled 80% of the map on Day 6, your guild can ONLY lose this 80% on Day 7, and you can only capture the 15% you do not own (ignoring the spots you cannot capture easily due to wardens).

This leads to a situation where you want to control less territory on Day 6 (double score) and control more territory on Day 7 (triple score). It does not make for interesting gameplay when Day 7 is a literal zerg rush on defenseless fortifications and your squad hardly matters - there are almost no defending squads alive at the end of Day 6

Potential Solution: Insert a recuperation phase between Day 6 and 7.

Potential Solution: Remove Day 7. Make Day 6 count triple score.

War Tasks and Outpost collection are obscure
The war tasks are easily forgotten by members to collect the various mini-rewards once they have completed their 2 invasion orbs. There is no "!" marker to indicate uncollected war tasks. There is no red "!" marker to indicate outposts with uncollected diamonds. Enemy outposts could be captured over the course of an invasion day and these would become available for collecting as the day progresses, members might not realize this and fail to collect rewards from a captured Diamond Mine or Farm at the end of the day if he logged out earlier in the day.

Potential Solution: Automatically mail the outpost rewards at the start of each war day. Additionally, automatically mail the outpost rewards on capture to all members during an invasion day. Remove the silly "use invasion orbs" war task. Add red "!" indicators otherwise.

Inability to "zoom out" of the zoomed in war map
It takes considerable effort to generate collages of the war maps for planning and giving war instructions like these maps for each invasion day (these ones are for the start of Day 6).

https://cdn.discordapp.com/attachments/ ... -_Copy.png
https://cdn.discordapp.com/attachments/ ... -_Copy.png
https://cdn.discordapp.com/attachments/ ... -_Copy.png

Potential Solution: Allow us to zoom out 60% (to 40% size) in the detailed map view.

Potential Solution: Or even better, have the game generate the PNG for us and save it into our Photo Library. Unity can render the map to a RenderTexture easily, and save the RenderTexture to a file in lossless PNG format.

Ranking guilds based on Conquest Points on the ladder
While the guilds will eventually be ranked by “wars won”, the current ladder gives a very misleading representation of top conquest guilds. Conquest Points are earned via capturing and controlling more lands, this is easily done if the 2 opposing guilds are inactive guilds.

This means that the ladder shows the top 50 most lopsided wars due to poor matchmaking, and not the top 50 guilds. The current ladder also does not give recognition for a guild coming second place in a war.

Potential Solution: First place should be awarded “2 wins”, second place should be awarded “1 win”.

Potential Solution: Conquest Points should not be the tie-breaking factor. However, I do not know what else can be used as an alternative tie-breaking factor, perhaps there is no solution to this.

Unclear conquest mechanics
Before this very first Conquest began, the in-game help and FAQ was woefully inadequate in explaining the game mechanics of Conquest. How do the war phases work? How is Invasion Points for each node calculated for calculating who will win the node? How do attacks/defends work? 3 minute time limits? If you attack a warden and run out of time, does your attack squad get killed (answer: it doesn’t)?

These and many many more had to be researched by participating guilds during the war, leading to a frustrating experience for war leaders during planning. The FAQ did not indicate if captured nodes can be recaptured, or even whether Day 6 and 7 counted as “2 one-day invasions” or “1 two-day invasion” which is a very big difference in planning and strategy.

Many players have already publicly commented that Conquest is overly complicated, and many still do not understand the intricacies of it.

Potential Solution: Update the Conquest FAQ with clear game mechanics for all aspects of Conquest instead of just 1-2 line descriptions for everything.
 
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Xinhuan
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 3:48 am

End of detailed feedback.

Reserving this post.

- Xinhuan, GM of Pandemonium-Everglades.



Shameless plug - Pandemonium-Everglades and Libra-Arathos is recruiting! Contact me on Discord at https://discord.gg/varW4b5
Last edited by Xinhuan on Tue Feb 20, 2018 3:29 pm, edited 1 time in total.
 
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rylou13
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 7:37 am

War Tasks and Outpost collection are obscure
The war tasks are easily forgotten by members to collect the various mini-rewards once they have completed their 2 invasion orbs. There is no "!" marker to indicate uncollected war tasks. There is no red "!" marker to indicate outposts with uncollected diamonds. Enemy outposts could be captured over the course of an invasion day and these would become available for collecting as the day progresses, members might not realize this and fail to collect rewards from a captured Diamond Mine or Farm at the end of the day if he logged out earlier in the day.

Potential Solution: Automatically mail the outpost rewards at the start of each war day. Additionally, automatically mail the outpost rewards on capture to all members during an invasion day. Remove the silly "use invasion orbs" war task. Add red "!" indicators otherwise.

+1 to this! I forgot to collect 3 days worth of diamonds because there is no indicator that there are rewards to collect. I totally agree with the solution to this problem, either they put a marker/indicator at the screen if there are rewards to collect from completing war task or just simply automatically delivered it to mailbox
 
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Ferico
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Re: Conquest Feedback (Detailed)

Tue Feb 20, 2018 9:40 pm

Ohhhh nice work Xin but I havent read them all tbh. Gotta open my calendar some space for this.