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Topic: Dragon Knights of Valeria - Get paid to play! BTC/LTC/HTML5/HYPER/GP/MOON/RBIES - page 30. (Read 59342 times)

legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
Part 1 of the second video has been uploaded, the second part will be ready later tonight.

View it at https://youtu.be/qe9uS1miD5c and as above please let me know your thoughts on it.
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
I'll be starting a sort of Let's Play for DKV on youtube that will hopefully give new players an easier way to learn how to play without having to read a lot of guides.

The first video is already up and can be viewed at https://youtu.be/2XcbLfRUZAI, let me know what you think.
hero member
Activity: 674
Merit: 500
I like the roadmap, the skills tree and achievements system sound awesome. Good to see what your plans are. Keep it up =)

Agreed, this is looking good.  Especially the idea of a new Skills system.
legendary
Activity: 1484
Merit: 1029
Below are some updates I plan on implementing into DKV.

New Village Warfare (Progress - Started)
A new village warfare system that assigns stats to troops. The new system will pit your troops against your enemies troops in accordance to speed and range. Scouts will start the fight as they are the fastest followed by Catapults, knights, archers, and finally swordsmen. Each troop type will fight until they are dead or the enemies troops are dead.


Dragon Lottery Upgrade (Progress - Started)
The Dragon Lottery is being upgraded into the Dragon Raid Lottery. The new lottery will function similarly to how the Mega Millions works in the US. You will be able to pick 3 numbers and if any of those numbers are correct during the twice weekly drawings then you will win the prize shown for your ticket.

If there are  no winning tickets then the lotteries pot will roll over into the next drawing and repeat this until there is a winner.



Achievements (Progress - Not Started)
A new Achievement system will be added to the game. You will gain achievements and Achievement Points (AP) for achieving these Achievements. Some example Achievements, Kill 10 Slime, Log in for X amount of time, Play 5 hands of Blackjack, etc etc. There would be many options available for this. It will also fit into the planned Skills update where the AP can be used to purchase things or upgrade skills.



New Skills System (Progress - Not Started)
A new skill system will be added that will change how current skills work and are upgraded. All existing skills will go into the skill tree and a few new ones will be added. These skills can be upgraded using AP mentioned above.



Knights of Old Changes (Progress - Not Started)
The Knights of Old minigame will be changed to run every wednesday through thursday instead of 1 week straight a month. The fee for this will be reduced accordingly.



More Events (Progress - Not Started)
The Token event that usually takes place around major holidays will become a monthly event that lasts a week. The rewards will most likely change from what they have been in the past.

There will also be more timed events added to the game as time passes.



I like the roadmap, the skills tree and achievements system sound awesome. Good to see what your plans are. Keep it up =)
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
Below are some updates I plan on implementing into DKV.

New Village Warfare (Progress - Started)
A new village warfare system that assigns stats to troops. The new system will pit your troops against your enemies troops in accordance to speed and range. Scouts will start the fight as they are the fastest followed by Catapults, knights, archers, and finally swordsmen. Each troop type will fight until they are dead or the enemies troops are dead.


Dragon Lottery Upgrade (Progress - Started)
The Dragon Lottery is being upgraded into the Dragon Raid Lottery. The new lottery will function similarly to how the Mega Millions works in the US. You will be able to pick 3 numbers and if any of those numbers are correct during the twice weekly drawings then you will win the prize shown for your ticket.

If there are  no winning tickets then the lotteries pot will roll over into the next drawing and repeat this until there is a winner.



Achievements (Progress - Not Started)
A new Achievement system will be added to the game. You will gain achievements and Achievement Points (AP) for achieving these Achievements. Some example Achievements, Kill 10 Slime, Log in for X amount of time, Play 5 hands of Blackjack, etc etc. There would be many options available for this. It will also fit into the planned Skills update where the AP can be used to purchase things or upgrade skills.



New Skills System (Progress - Not Started)
A new skill system will be added that will change how current skills work and are upgraded. All existing skills will go into the skill tree and a few new ones will be added. These skills can be upgraded using AP mentioned above.



Knights of Old Changes (Progress - Not Started)
The Knights of Old minigame will be changed to run every wednesday through thursday instead of 1 week straight a month. The fee for this will be reduced accordingly.



More Events (Progress - Not Started)
The Token event that usually takes place around major holidays will become a monthly event that lasts a week. The rewards will most likely change from what they have been in the past.

There will also be more timed events added to the game as time passes.


legendary
Activity: 1708
Merit: 1036
I'm interested in what the contest would be, let me know when you have it thought up and ready to go and I'll see if it is something I could implement.

When I finish working out the details I'll PM you with it and be glad of any feedback pro or con. It doesn't require any action on your part, actually. You've actually provided all the tools (tipping system, logfiles and so forth) that I needed. I'm hoping to make it a win-win-win that is good both for me and the other players, and creates excitement and increases interest in the game which works out for you. For several reasons I will not be implementing it for several weeks while I prepare some things so there's no rush at any rate.
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
It is possible to go negative which has a really bad impact on your fighting capabilities, I wouldn't recommend letting it fall that low though.

Hmm, that's too bad. This leads to a few more questions.

1. Is honor factored into Outpost battles?
2. Is negative honor on the same scale as positive honor (i.e., -10/-25/-50 pts. for -10%, -30% and -50% strength?)
3. Just as the positive honor bonus can't go beyond +50%, is there a maximum honor penalty, beyond which things can't get worse?

I've been working on a contest idea I was thinking of sponsoring within the game, and negative honor kind of throws a monkey wrench into it by penalizing participants beyond/after the scope of the contest. But it is what it is, I suppose.

Thanks,
EnderWiggin

1. Honor isn't factored into outpost fights, only kingdom fights. You won't gain or lose honor from these.
2. There isn't a negative bonus for honor, the lowest you can go is 1x multiplier. However, if you do go below 0 honor then you will have to win more and more fights to get your honor back to where it can help you.
3. Should be answered by #2.

With kingdom fights only allowing you to attack one player per hour it can be really hard to get honor back up into the positive area. If you have -50 honor from fights lost then it will take you a minimum of 50 hours to get back to 0 if you attack a players kingdom every hour on the hour and win. This is why it has a really bad impact on your kingdom fights as it can take you a long time to get a bonus of your own to help protect your kingdom or take out someone elses.

OK, cool! I think this will not be such a big issue then, as I expect most of my contestants will be those who don't currently care much about their honor score or holding land outside the scope of the little contest I have planned... :-)

I'm interested in what the contest would be, let me know when you have it thought up and ready to go and I'll see if it is something I could implement.
legendary
Activity: 1708
Merit: 1036
It is possible to go negative which has a really bad impact on your fighting capabilities, I wouldn't recommend letting it fall that low though.

Hmm, that's too bad. This leads to a few more questions.

1. Is honor factored into Outpost battles?
2. Is negative honor on the same scale as positive honor (i.e., -10/-25/-50 pts. for -10%, -30% and -50% strength?)
3. Just as the positive honor bonus can't go beyond +50%, is there a maximum honor penalty, beyond which things can't get worse?

I've been working on a contest idea I was thinking of sponsoring within the game, and negative honor kind of throws a monkey wrench into it by penalizing participants beyond/after the scope of the contest. But it is what it is, I suppose.

Thanks,
EnderWiggin

1. Honor isn't factored into outpost fights, only kingdom fights. You won't gain or lose honor from these.
2. There isn't a negative bonus for honor, the lowest you can go is 1x multiplier. However, if you do go below 0 honor then you will have to win more and more fights to get your honor back to where it can help you.
3. Should be answered by #2.

With kingdom fights only allowing you to attack one player per hour it can be really hard to get honor back up into the positive area. If you have -50 honor from fights lost then it will take you a minimum of 50 hours to get back to 0 if you attack a players kingdom every hour on the hour and win. This is why it has a really bad impact on your kingdom fights as it can take you a long time to get a bonus of your own to help protect your kingdom or take out someone elses.

OK, cool! I think this will not be such a big issue then, as I expect most of my contestants will be those who don't currently care much about their honor score or holding land outside the scope of the little contest I have planned... :-)
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
! Something just broke. On both my phone and laptop every attempt I make to navigate within or log into DKV is returning this message:

You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ''EnderWiggin' at line 1

Hope this is not a serious issue...

All good, was a minor mistake and the game should be going again.
legendary
Activity: 1708
Merit: 1036
! Something just broke. On both my phone and laptop every attempt I make to navigate within or log into DKV is returning this message:

You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ''EnderWiggin' at line 1

Hope this is not a serious issue...
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
It is possible to go negative which has a really bad impact on your fighting capabilities, I wouldn't recommend letting it fall that low though.

Hmm, that's too bad. This leads to a few more questions.

1. Is honor factored into Outpost battles?
2. Is negative honor on the same scale as positive honor (i.e., -10/-25/-50 pts. for -10%, -30% and -50% strength?)
3. Just as the positive honor bonus can't go beyond +50%, is there a maximum honor penalty, beyond which things can't get worse?

I've been working on a contest idea I was thinking of sponsoring within the game, and negative honor kind of throws a monkey wrench into it by penalizing participants beyond/after the scope of the contest. But it is what it is, I suppose.

Thanks,
EnderWiggin

1. Honor isn't factored into outpost fights, only kingdom fights. You won't gain or lose honor from these.
2. There isn't a negative bonus for honor, the lowest you can go is 1x multiplier. However, if you do go below 0 honor then you will have to win more and more fights to get your honor back to where it can help you.
3. Should be answered by #2.

With kingdom fights only allowing you to attack one player per hour it can be really hard to get honor back up into the positive area. If you have -50 honor from fights lost then it will take you a minimum of 50 hours to get back to 0 if you attack a players kingdom every hour on the hour and win. This is why it has a really bad impact on your kingdom fights as it can take you a long time to get a bonus of your own to help protect your kingdom or take out someone elses.
legendary
Activity: 1708
Merit: 1036
It is possible to go negative which has a really bad impact on your fighting capabilities, I wouldn't recommend letting it fall that low though.

Hmm, that's too bad. This leads to a few more questions.

1. Is honor factored into Outpost battles?
2. Is negative honor on the same scale as positive honor (i.e., -10/-25/-50 pts. for -10%, -30% and -50% strength?)
3. Just as the positive honor bonus can't go beyond +50%, is there a maximum honor penalty, beyond which things can't get worse?

I've been working on a contest idea I was thinking of sponsoring within the game, and negative honor kind of throws a monkey wrench into it by penalizing participants beyond/after the scope of the contest. But it is what it is, I suppose.

Thanks,
EnderWiggin
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
Awesome changes - thanks for that CryptoDatabase - The experience changes will help tremendously - and add a new edge to the game.

Good to know about the negative honour, didn't realise that it could impact the fighting abilities. I'll have to watch that in the future.

Again, thanks for keeping the game upto date and listening to your users. I hope it has some positive impact on HTML5 coin =)

Not a problem, most of the game has been built off of suggestions from players so far and I don't have any plans on stopping doing that.

I used to work as the head of the game mods department for a game company that had millions of players so I had backstage access to the dev team and support team that players didn't have and even then the developers wouldn't listen to what I had to say. Not even when they asked me to test new features for their games. As a result, most of their games died or had little support once the 'newness' of it wore off.

As you can imagine, it is pretty frustrating when someone asks for your advice and doesn't really care about it or doesn't pay any attention to what their players want. But, from this experience grew what you see now. A dev that listens to what people want even though they might not always get it
legendary
Activity: 1484
Merit: 1029
In reference to the outposts, Rimuru is basically on the right mark. Gold is very easy to obtain. The reason I made the outposts have a lengthy return is to force players to defend them in order to see that return instead of just running around the map and taking outpost after outpost with little cost.

Touching onto that, could we also get some Exp from killing units stationed by the Dark Wizard at an Outpost? The immensely delayed RoI on resources is already a large deterrent, and I've only seen 2 players other than myself (so far) who holds Outposts. If we get even a little Exp from attacking an Outpost, then people might start attacking them even if they don't intend to seize them. That will make the game more dynamic as we see smaller players farming Outposts for Exp, while larger players fight each other over Outposts left with severely lowered defenses. The number of defenders stationed by the Dark Wizard on Outposts can be further increased as a compromise. I don't know. It sounds like a good idea and a bad idea at the same time. Just something to consider, maybe?

I have added the experience suggestion to the outposts, you will now get 5 experience per troop that you kill regardless of the battle results. You will also gain this experience if your outpost is attacked while having defenders there.

Outposts are constantly being taken with roughly 4,000 in game already. A lot of people put their outposts out in distant lands that aren't easy or quick to walk to and since they don't show up on the map they are fairly safe.

This new addition might change that and people might start making outposts closer to towns and village clusters to get the defense experience.

Hope this helped improve the outposts.

Thanks for the answers on my questions above. Just one quick question this time (for an idea fermenting in my head)... is it possible for Honor to go negative? Or does it just go to 0 and then stay there if a person keeps losing?

It is possible to go negative which has a really bad impact on your fighting capabilities, I wouldn't recommend letting it fall that low though.

Awesome changes - thanks for that CryptoDatabase - The experience changes will help tremendously - and add a new edge to the game.

Good to know about the negative honour, didn't realise that it could impact the fighting abilities. I'll have to watch that in the future.

Again, thanks for keeping the game upto date and listening to your users. I hope it has some positive impact on HTML5 coin =)
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
In reference to the outposts, Rimuru is basically on the right mark. Gold is very easy to obtain. The reason I made the outposts have a lengthy return is to force players to defend them in order to see that return instead of just running around the map and taking outpost after outpost with little cost.

Touching onto that, could we also get some Exp from killing units stationed by the Dark Wizard at an Outpost? The immensely delayed RoI on resources is already a large deterrent, and I've only seen 2 players other than myself (so far) who holds Outposts. If we get even a little Exp from attacking an Outpost, then people might start attacking them even if they don't intend to seize them. That will make the game more dynamic as we see smaller players farming Outposts for Exp, while larger players fight each other over Outposts left with severely lowered defenses. The number of defenders stationed by the Dark Wizard on Outposts can be further increased as a compromise. I don't know. It sounds like a good idea and a bad idea at the same time. Just something to consider, maybe?

I have added the experience suggestion to the outposts, you will now get 5 experience per troop that you kill regardless of the battle results. You will also gain this experience if your outpost is attacked while having defenders there.

Outposts are constantly being taken with roughly 4,000 in game already. A lot of people put their outposts out in distant lands that aren't easy or quick to walk to and since they don't show up on the map they are fairly safe.

This new addition might change that and people might start making outposts closer to towns and village clusters to get the defense experience.

Hope this helped improve the outposts.

Thanks for the answers on my questions above. Just one quick question this time (for an idea fermenting in my head)... is it possible for Honor to go negative? Or does it just go to 0 and then stay there if a person keeps losing?

It is possible to go negative which has a really bad impact on your fighting capabilities, I wouldn't recommend letting it fall that low though.
legendary
Activity: 1708
Merit: 1036
Thanks for the answers on my questions above. Just one quick question this time (for an idea fermenting in my head)... is it possible for Honor to go negative? Or does it just go to 0 and then stay there if a person keeps losing?
sr. member
Activity: 399
Merit: 257
In reference to the outposts, Rimuru is basically on the right mark. Gold is very easy to obtain. The reason I made the outposts have a lengthy return is to force players to defend them in order to see that return instead of just running around the map and taking outpost after outpost with little cost.

Touching onto that, could we also get some Exp from killing units stationed by the Dark Wizard at an Outpost? The immensely delayed RoI on resources is already a large deterrent, and I've only seen 2 players other than myself (so far) who holds Outposts. If we get even a little Exp from attacking an Outpost, then people might start attacking them even if they don't intend to seize them. That will make the game more dynamic as we see smaller players farming Outposts for Exp, while larger players fight each other over Outposts left with severely lowered defenses. The number of defenders stationed by the Dark Wizard on Outposts can be further increased as a compromise. I don't know. It sounds like a good idea and a bad idea at the same time. Just something to consider, maybe?
legendary
Activity: 1596
Merit: 1005
https://cryptodatabase.net
I'd like to request a Guide topic on the DKV forum be written to cover the topic of Land combat. Of course, a response here would also be fine and appreciated. I haven't been able to find any info on this topic and can't puzzle much of it out on my own.

In particular, I have the following questions:

1. What is the difference between the Tactics and Honor scores? I understand that Honor provides a strength bonus to the troops, does the Tactics score do anything?

2. Do you get Honor or Tactics points if you lose a battle? Or do you lose points if you lose a battle? (I've never lost and am not about to start now, so I'm curious.)

3. What are the breakpoints at which you increase your Honor multiplier and by how much?

4. Can clan members attack each other?

The guide should also cover the rules about needing to be within 1/2 to 2X the level of your target, targets must have at least 1/2 of your own acreage, and so on.

Thanks for any insight!,
EnderWiggin

1. Tactics used to be a factor in kingdom fights but I disabled it so now it is just a stat. Honor is an attack/defense multiplier that will help you fight. The bonus you get from this is displayed in the kingdom fights page.

2. You gain/lose honor and tactics from fighting. If you win then you will gain honor, if you lose then you will lose it.

3. The multiplier for honor increases at 10, 25, and 50 so if you have over 50 honor then you don't have to worry about losing fights until you go below 50 to obtain the best bonus you can.

4. The only limits for kingdom fighting relates to levels and land owned. Clan members can attack other clan members but this might cause issues within the clan so I wouldn't recommend it.

In reference to the outposts, Rimuru is basically on the right mark. Gold is very easy to obtain. The reason I made the outposts have a lengthy return is to force players to defend them in order to see that return instead of just running around the map and taking outpost after outpost with little cost.
legendary
Activity: 1708
Merit: 1036
I'd like to request a Guide topic on the DKV forum be written to cover the topic of Land combat. Of course, a response here would also be fine and appreciated. I haven't been able to find any info on this topic and can't puzzle much of it out on my own.

In particular, I have the following questions:

1. What is the difference between the Tactics and Honor scores? I understand that Honor provides a strength bonus to the troops, does the Tactics score do anything?

2. Do you get Honor or Tactics points if you lose a battle? Or do you lose points if you lose a battle? (I've never lost and am not about to start now, so I'm curious.)

3. What are the breakpoints at which you increase your Honor multiplier and by how much?

4. Can clan members attack each other?

The guide should also cover the rules about needing to be within 1/2 to 2X the level of your target, targets must have at least 1/2 of your own acreage, and so on.

Thanks for any insight!,
EnderWiggin
sr. member
Activity: 399
Merit: 257
I do have one quick idea - if you are thinking of removing Outposts, instead you might considering scaling down the cost in troops it takes to seize even one square. I think there would be more interest in them if it didn't cost an enormous number of troops just to seize something that provides a couple of one resource per hour.

Personally, I don't think there's a need to remove Outposts. A Lv 1 Outpost generally takes 30-40 days to break even on resources, scaling up to 60-80 days for a Lv 10 Outpost, so it's understandable that people don't seize them because they can be easily seized by larger players afterwards. But if you think about it, villages suffer from the same issue as well, but there's not much aggression happening on that front in general. If making RoI on Outposts really becomes a major issue, then we can just have it so that Outposts cannot be abandoned nor attacked by another player for 30 days after being seized. That would give the player who took the initiative to attack an Outpost enough time to conjure up enough defenses for it. If anything, I think we should be getting better incentives from attacking Outposts instead. (And yes, this is a biased sentiment coming from someone who holds a few Outposts scattered all over the map.)

Character Name: Rimuru

I had been unconsciously using the cost of a village soldier. Let me work it out....

A level 5 outpost produces 10 of one resource/hour. To produce a Pike or Archer costs 50 gold + 1 of each of the 4 resources. If we assume a price of 3 gold/resource (from my experience in the Market), that's 62 gold to produce one soldier.  So the level 5 outpost produces the value of 4 soldiers/day, roughly.

I just ran into a level 5 outpost and the dark wizard has 4,270 archers and pike each on it. So that's 8,540 soldiers needed to sieze a piece of land, for an ROI of 8540/4 = 2,135 days, roughly. Six years. The amount of dark wizard troops scales with the production rate, so it's the same for all outposts.

Oh yeah, I see I do get 8,540 resources if I take this outpost. That's worth 413 soldiers per my math above, so knock about 100 days off my ROI estimate above. Still almost six years. That's just too much by an order of magnitude for a game of this type, IMHO, when the outpost can be seized from you at any time.

Just my 2 satoshis,
EnderWiggin

I see what you're getting at, but I'm calculating it differently for the sake of convenience. I'm only calculating the cost in resources and ignoring all costs in gold. That seems like a shortsighted approach at first glance, but gold comes so easily, and I barely notice the passing of time since I can't play as consistently as I would prefer to.

Using the numbers that you gave above, my method of calculation (ignoring gold costs) would amount to such:

8540 soldiers x 4 resources each = 34160 resources invested
34160 resources invested - 8540 resources instantly harvestable = 25620 resources
25620 resources invested / 10 resources per hour = 2562 hours to recover investment -> 106.75 days before RoI

Granted, that's higher than the average amount I've seen on the few samples of Lv 5 Outposts that I've seen (not that I've seen a lot), but it's still not bad, especially considering that the current meta prolly has less than 5 players overall constantly monitoring Outposts. In fact, you can prolly hold an Outpost for that long without anyone else noticing. I've held about 3-4 unguarded for almost 2 weeks without anyone noticing. Since those are mostly Lv 1 Outposts, I'm quite close to recovering my resources invested on them.

All in all, it's easier to recover your resource investment against Lv 1 Outposts. There are also fewer players who'd bother to antagonize you over them if you're higher-leveled or belong to a large clan.

Having said all that, I must remind you that I don't take gold costs into consideration. If you do (as you should), then you'll never make RoI for a long time. Meanwhile, those already holding Outposts are gradually breaking even as we speak.

P.S. I wouldn't mind getting some decent Exp from attacking Outposts though.

Character Name: Rimuru

EDIT: Please also note that Lv 1 Outposts can have as few as 300 total defenders. I've even seen a rare Lv 4 Outpost with about 1500 total defenders. I don't know if those are poorly defended because they have been attacked prior to me finding them, but no attacks have landed on them since, so I have to assume otherwise. By "shopping around", it becomes easier to get an RoI on the resources that you invested on soldiers. As for the gold cost, well, you'll most likely recover that too if you don't lose your Outpost early on.
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