Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
maybe instead make the shield shop part of the outer wall, like the march-off-to-war flag where you send knights to attack portals? again, the best solution is to just drop this counter-intuitive requirement completely.
a more central shop woud indeed be helpful, or a hardcoded place where it spawns at both sides. got dragged enove games with tons of free space and without shops (all the near outer wall ones with different number of cases) that shoud have spawned dont do that.
so, there is one 'hardcoded' spot on each side of the camp, the wall one shop-sized distance away from the main camp on both sides, before the RNG sets it.
im pretty sure this problem would be solved by guaranteeing that the first open spot is a shield store (and the second open spot is the farm store, instead of first), and a ghost that appears once you have a knight and a shield store.
also, yes, for farms+powerSwitcher, you need the 9-coin main camp. for shields, you need the 12-coin main camp. since shields are so important, making the store available at the 9-coin upgrade would be great.
honestly, the current ghost makes the problem WORSE, because the user THINKS that they now understand what shields do, see that they are almost useless, and never buys one again.
and what you think a player dont realises after using shieldwall and seeing his shielded workers get damaged without droping there weapons or coins? someone must be really stupid to not get what shields do after seeing it in action.
but yeah, ok, we are not 30 years ago anymore where ppl where able to realise Computer game mechanics by observing and manuals.
and game difficultys gone in the wrong directions since than, hurray to handholding mechanics that lowered the newer player generations mental capabilitys.
We're talking about the first 2 islands, right? At this point my subjects don't even take damage. They're all well cosy behind the walls. Buying shields at this point is a complete waste of resources. It doesn't require much of observation to understand this. And this is why new players don't buy shields on the early game, and this is why they will never understand they need shields to destroy a portal, without looking on the internet.
The amount of posts talking about this same topic is ridiculous. And it has only diminished on the last year, because wherever you look at, be it here or on Reddit, you can easily find dozens of threads about that, no matter which keywords you chose.
Also I still get no buildings spawning next to the castle from time to time. I should probably send in a save of that happening, but it's especially bad in the norse lands when it blocks the shield building from spawning.
I'm suspecting the shield mechanic was added as a way to keep people form assigning all their archers to knights and soft locking the game... though I don't think it was a great way to handle it either. Didn't they already change it to make sure one archers stays as an archer or something?
i dont think that is the reason. i would guess their motivation is just to require shields to beat the game, because its an interesting mechanic that they want to immerse the player in. the devs also wanted to make it so you HAVE to use the shields to defend the walls (i read a dev somewhere saying this is the reason for the weakened wall strength in norselands and the main new crab baddie) but you dont actually ever need the shields....except to destroy portals for some reason that doesnt ACTUALLY fit in aesthetically with the rest of the mechanic. (yes, 1-2 archers do seem to stay free to hunt, although they wont leave a knight once they've pair-bonded to their mommy)
Ya, it'll stay empty all the way through iron tech, and exit portals won't even spawn in the spots this happens. It always seems to have a single torch in the middle of the space when it happens.
Otherwise ya, I think the best fix would be to remove the shield requirements for archers to join the knights, and just let people grab shields if the player decides to use them. I rarely send guys outside to defend the wall as well. Once crabs show up they just mow down any defenders.
if you have squires or even knights in yoru shieldwall units its not only possible but granted each crab that got forced back is instantly killed.