Crownrend Updates | War Chest, New Matchmaking, Bug Fixes.

in #crownrend26 days ago (edited)

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Crownrend has seen a number of changes since we last posted, if you missed these updates on Discord you can read them here now!

Added

  • Participants in alliance war battles now have a chance to earn crowns besides the main war reward.
  • War Chest
  • 48 new items with new tags that only drop from the war chest. (These items don't drop economic stats.)
  • An option for Alliance leaders to transfer leadership.
  • Skip animation for chests, which lets you open more chests at a time.
  • You can now see the opponent's member placement in each zone for alliance battles.
  • Zone details now show total KP of the zone.
  • Placement modal now shows the KP of each individual.
  • You can now place multiple people into a zone at the same time.
  • A new LP/Swap modal to wallet. You can now easily utilize Crownrend related liquidity pools.
  • Added KP and Rank to the main screen.
  • Added opponent alliance name in battle history.

Changed

  • Reworked player list a bit, this is an experimental change, should you prefer the old version, please let us know so we can revert this change.
  • Adjusted number formatting, it now formats everything >1k instead of the previous 10k.
  • Reworked alliance applications, you should be able to apply to multiple alliances at once now.
  • If your alliance receives an application, you can see the KP of the applicant.
  • Design pass on alliance war battle history, should be a bit more "beautiful" now.
  • Changed the way we store zone data for historical purposes
  • Increased per Alliance member maintenance cost from 0.01 CROWNS to 0.03 CROWNS.
  • Battle logs now use human readable formating for numbers. You can hover over the formatted number to see the exact value.
  • Alliance modal should stick to usernames rather than kingdom names now.
  • "Equipment Filter" that shows Equipped or Non-Equipped only, allowing easier and faster bulk burns in inventory.
  • Alliance matchmaking has been improved.

Fixed

  • If you apply to an alliance and then create your own, you should no longer be in both alliances at once. Oops.
  • Fixed new presets breaking inventory.
  • Fixed an issue with presets caused by the refactor.
  • Fixed an issue with officers not being able to change member placements.

Optimizations

  • We've done some performance optimizations on the backend.
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Can I make a suggestion? How about a new resource called loyalty earned by time spent in the game. The resource is not tradable but allows for upgrading rarity or rerolling buildings. Each claim earns like .1 loyalty.

Use .1 loyalty to upgrade or reroll stats on a common building.
Each rarity requires 5x more loyalty to upgrade or reroll stats.
So uncommon needs .5 loyalty
Rare needs 2.5 etc.

While loyalty can't be traded, the items can which gives players something to work towards and another potential revenue stream for alt accounts who are willing to put in the time.

Also, I feel like attack/defense formula needs to be redesigned. Top player can be untouchable and produce enough Denar to maintain defense to never get attacked and keep pumping out insane Denar which can tank the market if he wanted to. In Denar, ori, or buildings. Rework attack to be a percentage chance to win while only needing 50% of the defense to have like a 10% victory chance then scaling up. To 100% chance with a 110% offense to defense ratio. This will at least help make Noone untouchable.

Rework the denar production calculations. Trade power seems too powerful.

Sell another chest for ori that removes common, uncommon, and rare options. Spreading the possibilities among the higher outcomes. Costing like 3 ori each.

With splinterlands new set coming, doing a promo event where you sell something in game for Dec or sps or vouchers could be interesting. Maybe add a new chest /item slot for a limited time that gives generals who give only military stats, no econ stats. Or maybe 1-10% boost to a stat or 2.
Those are my suggestions. Enjoying the game so far. Hope it continues to grow.

Loving the game so far. Hope it continues to grow!

I think loyalty would not be a great idea, in that, everyone would be able to just upgrade their every item to divine in time. We wouldn't want that.

Rework the denar production calculations. Trade power seems too powerful.

Reworking this would just make no one be able to catch-up to top players. Denar is not important really. We are going to dilute the standard chest item pool so, top player would not be able to generate ORI as easily.

Also, I feel like attack/defense formula needs to be redesigned. Top player can be untouchable and produce enough Denar to maintain defense to never get attacked and keep pumping out insane Denar which can tank the market if he wanted to. In Denar, ori, or buildings. Rework attack to be a percentage chance to win while only needing 50% of the defense to have like a 10% victory chance then scaling up. To 100% chance with a 110% offense to defense ratio. This will at least help make Noone untouchable.

We plan to do a design pass on stats and how they work, when that would materialize though I can't tell right now.

Sell another chest for ori that removes common, uncommon, and rare options. Spreading the possibilities among the higher outcomes. Costing like 3 ori each.

More chests will come tied to different things.

using the calculations I put forth for Loyalty, it would take 260 days if a player claimed every exactly 4 hours to get enough loyalty to upgrade a single Ancient to a Divine. I feel like that much loyalty to a game should be rewarded. But, that's just my opinion.

Keep up the good work!


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Love the changes! Keep it up guys 🔥🔥🔥🔥

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