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Maybe you misunderstood the meaning of 'offline progression'.
This doesn't have anything to do with having energy bars or micro-transactions. 'offline progression' might also not be the right term. It is more like a cpu-saving, welcome addition to most games. Nowadays a lot of mostly idle games have that. And dragon cliff defenitely fits to this category because there is a lot of afk grinding neccessary to progress later on.
Especially because Dragon Cliff has a high cpu-usage and idle progression, some progress when the game is closed would really help. Not everyone can have the game running over night and they are at a serious disadvantage compared players who do. But requiring the game to run overnight is just like asking people to spend their energy / hurt the environment with higher energy usage just to progress normally in the game.
I know that it can be hard to add an exact progression depending on the time the game was closed, but even some boost as welcome back - reward would be nice. Something like some gold, practice points, Ash of hope, Gems, Exploration reward depending on how long you were gone after the game was closed would really help a lot.
Very well put.
Q2: Is there a way to check what unique bonuses gear have in the crafting menu?
Q3: Heal Absorbation is relevant to healing received, correct?
Q4: Is there a way to sort Residents by their quality/tier?
Hi Ryu82:
I understand what you meant :) Just that normally games with offline progressions have those features (micro-transaction/energy system) to support ongoing server cost.
Let us take a look at ways to improve this though.
Thanks!
1) We are currently working on this feature.
2) Yes we can. Although only up to level 7 since level 8+ items will have random effects.
3) Yes, up to the maximum health of the unit
4) We are working on Resident level display in our next update, will add more filters in the future too.
Thanks!
Thanks for the response
I've given the game a positive review thanks to how great the game is and to how amazingly active you're on the forum. Thanks for all the responses
Thanks for looking into this.
As for ongoing server cost, that shouldn't be much of an issue.
You probably need cloud saves (which is a good thing anyway to prevent players from losing their saves or changing their pc) to calculate the time between game closed and coming back.
I did this with my own game which is not as popular as dragon cliff, but it still has more than 100k players and more than 100k cloud saves. The cost for the server is only ~10 dollars a month.
The server doesn't really need to do much for offline games. Do a cloud save before you close the game (maybe also at invervals of ~10-30 minutes) and load the cloud save when you open the game again. See difference of timestamp, calculate offline progress (this can be done on the client).
Of course the game should also keep the local save and only load the cloud save if it is not older. But if the player is offline you could just skip the calculation.
It is also possible to do this without a server and just check the timestamp, but that could be modified quite easily from the players.
Hi Ryu82:
We are using Steam's cloud save already. By server I meant a dedicated one that is more reliable for running customized codes on it. As our player base is segmented, for most Asian players, access to servers located elsewhere can be very challenging, even for Steam's cloud save (we've received a lot of reports claiming Steam's Cloud save sever being relatively slow from certain part of China, and players are losing their progress when they switch computers because the sync is overly slow). All in all, if we aim to provide a feature, especially when external server is concerned, we have to think a bit more extensively if that feature can be fully appreciated by most, if not all, players. Most Steam's online games have server lag/drop issues for players of certain regions, as a small team of only 2 developers, we don't want to run into those issues as we are already pretty much burnt by current workload ><
Nevertheless, this whole feature may not need to go into that much a trouble if we opt in a timestamp route. And then there is this other problem: the nature of this game and the way a lot of our players are currently playing this game haven't yet suggested a strong necessity for offline progression, and quite frankly, may suggest the opposite. From what we have learned a lot of players enjoying an active client at background when they are working on other tasks and can quickly checkup their teams, and their reward rate is highly related to their team setup. Having an offline progression will only make their active grinding less satisfying (we did a rough questionnaire with some players, and they didn't consider an offline mode too favorably), and then introduce this new argument of online benefits vs. offline benefits thing...
The above are some of the concerns that we have when we are thinking about an offline system, the challenge is more of a combination of cost associated with maintaining such system and the benefits players can really get from it.
We are currently working on increasing drops for some core resources, and that should reduce the need for lengthy grinding to certain degree. We'll then look into community's feedback to see if offline progression is truly required.
Lastly, we are not really against an offline-mode. If the community really needs it, we are more than happy to implement it. At the moment, we are working on enabling auto-tactic system and other highly demanded features we have collected lately. We will definitely look into this issue again soon:)
Thanks
I have added your crafting question into our todo list, we'll take a look at it after our current round of development. Thanks!