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 11 
 on: April 18, 2018, 01:05:36 PM 
Started by Robert-MH - Last post by Robert-MH
We want to propose implementation of whole set of automation mechanisms, which we believe relieve strongly players from micromanagement.

I believe you agree with me that mech dying from starving is one of the most confusing event in Mech Hero. Players has to manually transfer cells (also other resources) to one or few points where army is stationing.
Auto transport is a periodical job, which every player (which purchase that) can configure for any his city.

Player configure in city transport params:
1)   WHAT (cells, crystals, gas, item type)
2)   HOW MUCH (provided amount, max)
3)   WHERE (city destination)

Job is launched periodically (to be determined - every hour or rarely) if meet requirements launches transport (transport vessels, missions, resources etc).

It help not only avoid starving, but also keep production and transport chains. Different cities may specialize in cells and equipment production and all this may be automatically transferred to army rally point.
This mechanism affects heavily database performance, so we have to assess that also from this point of view. Besides additional revenue this is also reason why this should be purchased. Player can purchase such option valid for a week.

I think that this not change existing mechanics, but would a nice and useful add-on.
Would you like such feature?

BTW. In next topics I will describe auto-harvest, aut-upgrade, auto-combat and possibly more automations. In long perspective such mechanism allow that most of the infrastructure could be possibly automated and players would focus on planning, strategy, diplomacy, alliances and other social activities which makes this game exciting :)

 12 
 on: April 18, 2018, 11:16:00 AM 
Started by Storm - Last post by Robert-MH
According Alliance limits. If we completely romove such limit does it really help with anything?

Mulitaccounts. Adamsky told us some stories about players creativness :) Indeed - the same IP, lot of directional transfers, other rules broken (cannot tell now all, but game has such for identifying multi accounts) - and player complains that he play with family, mates, etc.

What do you all think about other aproach. Make for evident multi account life tliitle harder in the game and launch NPC attacks (even with AB) from time to time.  Multi can still play as it is utilising advantages, but game became more challenging. I think this would be fair for all.

 13 
 on: April 18, 2018, 11:12:03 AM 
Started by gamaset - Last post by Fahwichaya
It's a story I never knew before. I have read that it feels good.

 14 
 on: April 18, 2018, 11:11:53 AM 
Started by Neo - Last post by Fahwichaya
This is a good read. I have read and try to get it.

 15 
 on: April 18, 2018, 10:58:21 AM 
Started by Storm - Last post by Lech
Do not waste your time protecting the server from multi-accounts. Leave it at the end. this is the theme of a river or ocean. Strong limitations will destroy the best that is in MH. Team game in the alliance. Simple questions:
1. husband and wife are playing together.
2. father and son are playing together
3. several students play from one room.

 16 
 on: April 18, 2018, 05:44:18 AM 
Started by DragonStone - Last post by ArtisKori
I'm looking for something that you want to tell others.

 17 
 on: April 18, 2018, 05:42:27 AM 
Started by Enneagon - Last post by ArtisKori
I will try as you say again. Seems like a good thing for me.

 18 
 on: April 17, 2018, 11:01:25 PM 
Started by Storm - Last post by Lech
Widziałeś ostatni serwer. Tak wyglądają servery od kilku lat. Ilość graczy w sojuszu nie odgrywa teraz żadnej roli. Z mojego sojuszu wystarczyło trzech graczy do zniszczenia drugiego w statystykach. A w sojuszu było jeszcze co najmniej 5 silnych graczy. pamiętam dobre czasy MH. Sojusz który miał 180 graczy, miał dużą trudność pokonać sojusz 20-graczy w którym było 5 super graczy. Co mnie narkotyzuje w tej grze? Strategia - to najlepsza gra strategiczna jaką znam.
PS wielkości sojuszu: Jak widziałeś z pozostałymi sojuszami miałem podpisany pakt o nieagresji. nie chciałem żeby się moi gracze ich atakowali i tym samym zniechęcili ich do gry. A oni żeby uczyli się grać

 19 
 on: April 17, 2018, 10:35:27 PM 
Started by Storm - Last post by Robert-MH
Pilne !!! Znieście ograniczenia liczby graczy w sojuszu. Bo do sojuszu trafią tylko silni gracze. Nowi gracze nie będą mieli od kogo się uczyć. Słabi  szybko zrezygnują.

Urgent !!! Take down the restrictions on the number of players in the alliance. Only strong players will join the alliance. New players will not have anyone to learn from. Słabi will quickly give up.
Alliance limit as I understand from many discussions from this forum and former designer is one of the ideas how to balance game play. but indeed it causes effect you just described. In other way if we take down this restriction, question is - to which value (if any) and if this will really fix the problem.

Real problem and our the biggest challenge and pain is currently limited number of users which makes game play balance very challenging. We count that further game development and information campaign will bring to play new as well as convince old, experienced players to back to Mech Hero.

Dzięki Lech!

 20 
 on: April 17, 2018, 10:18:45 PM 
Started by Storm - Last post by Lech
Pilne !!! Znieście ograniczenia liczby graczy w sojuszu. Bo do sojuszu trafią tylko silni gracze. Nowi gracze nie będą mieli od kogo się uczyć. Słabi  szybko zrezygnują.

Urgent !!! Take down the restrictions on the number of players in the alliance. Only strong players will join the alliance. New players will not have anyone to learn from. Słabi will quickly give up.

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