Saturday, June 11, 2016

Kixeye's townhall meeting

Kixeye's townhall 

Kixeye, Dirty Harry, Price-is-mother-f*cking-wrong, and Renato Putini had a town hall meeting on the 9th. Renato has been kind enough to post the summary in the forsaken council facebook page. 
With the information being released only on the TFC page, and once daily, I decided that I would post the links to the posts, the text here, and my thoughts upon them to save you time from finding them. 

As more posts come out, I will continue to update this post. 

Raid Cycle 


- This raid cycle with assault targets will last until August;
- The Apollo will be offered every month between now and August, on the left side of the redemption tiers;
- Targets will remain mostly the same, with only small adjustments, as needed;
- On the right side of the redemption tree, we'll have the Vendetta in June, a defender hull in July, and another Conqueror in August, so it's all PvP, to add diversity to the game;
- We, players, suggested Kixeye should not focus on all dual-mode weapons, but also release some single mode weapons, giving players more choice.
- We, players, suggested a turret store should be implemented, allowing for many players currently unable to defend, to catch up with missing turrets;
- August will be a hull store;
- New cycle starting in September will have targets of Skirmish class;
- Kixeye intends to release some of the September targets in live game during the month of August, so players can have a taste of what's coming, and prepare better, without needing to join a small game preview.

The Apollo being offered until august is a very good thing, as it stands as the best way to defeat the Mega Hulls currently. The live targets being added in August is also very good, as it provides for players to test out the targets, find good strategies and have a couple weeks to refit for it. This also gives Kixeye an opportunity to return the targets to better fit the player base. 

The defender hull coming in July might be the hull needed to stop the Revenge, and future revenge and vendetta combo. But the new Conqueror in August will see fit to sail past it. 

Subs 


- Kixeye proposed only letting subs launch at 100% health, and lowering repair mod to 100% for all subs
- Players all agreed with repair mod of 100%, but requiring full health was too radical a move, 2 players proposed a 50% minimum FLEET health, one player proposed 10% minimum.
- goal is to eliminate zombie subs from game play, while making them more affordable to use at the same time
- Players pointed there's little to no room for subs in current PvE targets, and we'd like to see more usage for them
- Suggestion that, for raids and FM, lower level targets should be "subable", as it's a valid tactic for lower levels
- Kixeye asked if players would like ships in different classes, or should they be in a class of their own?
- Players had different views on this, some said they should be spread, but mostly skirmish, some said it doesn't matter, as long as we can prep/fight with them in more scenarios, I asked for Kixeye to keep them as a wildcard, useful in many scenarios, not to confine them to one target type only.

I agree that subs need to have a 100% repair modifier, and I also agree that the 50% minimum should be in place. This should hopefully stop the phantom zombie subs problem. 

I also agree with that the lower leveled raid targets should be more subable, with the Predator sub a huge stepping stone for many lower level players. With mortars being the main reason for dead fleets in 37 strongholds, due to low speed and no countermeasures. Making the Citadel subable will greatly help the lower player base able to do the FM and earn resources to help expand their base. 

Chores 



- Main villain seems to be the foundry, while it allows for players to catch up on hulls, and get retrofits done instantly, it drives endless, repetitive PvE grinding to get the fragments
- Players suggested foundry could not be instant, giving players 1-2 days of retrofit, so players don't feel as much pressure to do PvE for fragments - there wasn't full agreement on this one;
- Can't PvP also pay out fragments?
- When an alliance member achieves 1000 alliance points, could it be a multiplier on fragments?
- Kixeye designer asked why would players go after retrofitting older hulls, if they have the best hull in that class. Players responded many of us are "collectors", and want to have it all, just in case, it also doesn't hurt having a second fleet, even if inferior, for when main top fleet is repairing
- Kixeye proposed an idea, where a high level target would drop a bunch of low level fragments, along with some high level fragments, so "collectors" could get it quickly done - players liked it.
**** Sector bar, is another chore, and level orange is very hard to attain for most sectors;
- Players said they missed scheduled dredges, and would like to have something like that, on top of sector bar, as a mixed solution, so sectors that cannot easily achieve high levels could still access targets once or twice a week;
- Orange level could be easier than it is today, Kixeye proposed some high level target, harder than 75 armadas, to get bar orange quickly, just as lvl100 salvage gets it yellow quickly;

I can see why PvP won;t pay out fragments, people could just farm gunboats all day long. 
I like the idea of having a multiplier, but it would have to be for the player only, and not for the whole alliance. It would just be another great reason to get your alli points, along with the bonuses. The high level target dropping lots of frags is good, instead of hitting  cargo fleets or targets 54+ times in a row. 

The sector bar I see is an improvement over the weekly dredge schedule. Players have access to uranium within an hour, or a couple 10's  instead of waiting a few days and rushing to get them. I like the higher leveled armadas to help get into orange, the target should payout about 60k in uranium, with every armada before it doubling the amount before it too. This would allow for the players who want to hit the uranium bases for the uranium to get it faster, and those who hit for the shards have less competition between the 4 bases available. 

Thoughts about the Townhall 

The timing of every 2 weeks is good, but for the love of god, increase the amount of players available to join. With only 6 available to currently sit it, its a far number from what I would like. A better system would be posting the topics instead in the forums or on facebook and letting the player base itself decide what it likes through a poll or many instead of relying on 6 people. 
 

8 comments:

  1. How about fixing the R&D issue, people not being able to start it even though they have all requirements met. Also fixing fleets getting stuck when they engage a target, before implementing all this new mumbo jumbo.

    ReplyDelete
    Replies
    1. I'm just the messenger, send in a ticket if you can. Just gotta wait until they fix it.

      Delete
  2. Telling people to pass on the August Conqueror hull before anyone even knows what it is is terrible advice. As far as expanding the number of people allowed to join the town hall meetings, that's also a terrible idea. The players selected to attend those meetings only give their opinions and input - nothing is set in stone and Kix is under no obligation to do anything they suggest. It's all very preliminary and is more of just a forum for sharing ideas. The fact Kixeye even started these meetings to solicit feedback is something we should be thankful for. And opening it up to the forums? Are you kidding? I'm sure you've seen what a zoo forums are as it is. The player base is lucky if it can agree on what day it is let alone anything of real consequence. The players on the town hall team are people Kixeye feels it can trust and were required to sign non-disclosure agreements. They can only share what Kix allows them to so opening it up to more people, let alone the forums, would NOT work. Maybe if you're going to author a resource you expect people to see as authoritative you should research things a little more.

    ReplyDelete
    Replies
    1. Never advised people to pass on the august hull, just that it will be able to go past the july hull easily. Opening it up to forums allows for the player base to generate more ideas to which could be more helpful. Kixeye doesn't have to follow with what they say, true. But if they posted say 'What changes do you think should happen to subs?' more ideas could be generated, and limited hull owners could have more imput. Having just 6 player is relying on them to know every aspect of the game, while the player base as a whole has every possible owner/hull combo possible.

      Delete
  3. Not happy they are looking to nerf subs still more. They are useless in the monthly, are the longest repair per tonnage in the game, take forever to hook a fleet and when they are targeted, die fast.

    There is a reason we resort to using zombie subs, especially against fleets that there is no other practical defense against.

    ReplyDelete
    Replies
    1. The reason for the long repair time is due to the 300-400% repair modifier on them. Which means that every 3-4 seconds, one health point is repair. Reducing the modifier down to 100% will speed up the repair 3 to 4 times.

      Delete
    2. This comment has been removed by the author.

      Delete
  4. Zombie sub users have only done it for themselves take the history from when people were using cudas to destroy event defence fleets. Spectre users doing the reaver raids as zombies and then crying because of the creation of thermal. Ghost fleet users jumping fleets by relay towers. Having no penalty to play at such low repair state. Sub users have become the bane of this game due to all the "we'll play for free ALL the time on raids and Subs V base fleet and it won't cost us anything and there is nothing they can do" now they have to be 100% to launch that is fair. Now I sink a sub fleet they stay sunk unless coined makes sub hunting a lot more fun now they MUST BE 100%

    ReplyDelete