• Howdy partner! You seem new here. Why don't you make an account and join the discussion? You can register here.
    Already have one? Then you login here!
  • Welcome to the saloon, Guest!
    This is the place where you can discuss about anything you want! Well, almost.
    Try to not break any of the Rules whenever you post otherwise the sheriff might lock you down!

Dev Blog: And we’ll roll the old chariot along

DeletedUser500

Guest

February 21st, 2023 @Diggo11

Thanks to everyone who responded to our last dev blog post, we are very encouraged by the positive feedback we received. Previously I planned to write this post about the experience changes and some other small utilities we wrote along the way, and that post will still come soon, but today instead I will mostly share some explanation on the next tranche of changes deployed to the beta server yesterday. Onwards!

Simply Irresistable​

Admin tools fort battle screenshot
Some of you wrote to us that despite the previous changes to our formulas allowing you to hit more often, many lower level players still registered 0 damage, which is no better than missing. To investigate this further, we did a deep dive into this battle, with a particular focus on the attackers. Looking at the players’ stats, we had some interesting observations.
Factoring in most sources of damage and resistance such as weapon average, item buffs, leadership, hiding, own sector damage bonus and resistance bonus (but not critical hits), we found that the attacker with the highest damage had about 3.5x the damage compared to the resistance of the attacker with the highest resistance. The players with the highest resistance tended to be high level and receive the majority of it directly from resistance bonuses on items, with only a small portion coming from other sources, ie skills.
We also simulated a ’round robin’ where every attacker fired one shot at every other attacker but couldn’t die. From our calculations, we found that approximately 10.6% of shots resulted in zero damage because the target had higher resistance than the shooter had damage. Of course, we cannot directly apply this number to an ordinary battle – not every player fires the same number of shots and certainly not at their own teammates – but it’s a helpful approximation and one we want to lower.
To achieve this, we decided to split the resistance formula into two parts, giving different priority to each. One part contains the direct resistance bonuses given by items and buffs, the other part contains the remaining sources of resistance (which you remember means skills). For now we’ve given these parts the names of secondary resistance and primary resistance respectively in our code but we’re interested to see how the community chooses to label them. At the moment we still show both combined in the battle interface but this may change in the future, if we decide to keep the change long term. The differences are shown below:
Damage SourcePreviously MitigatedNow Mitigated
Weapon DamageYesPrimary Resistance Only
Sector DamageYesYes
Shooter Damage BonusYesYes
Critical Hit DamageNoNo
Going back to our small simulation, we found that across the 19 740 shots, there were a little over 6 400 shots that resulted in some resistance being clipped, up from just under 1 900. (After all, once you resist all the damage, your extra resistance won’t heal you!) This resulted in an average damage increase of approximately +50 per simulated shot. Using some back of the envelope calculations, we estimate that would convert to an extra 76 000 total damage for the attackers based on the number of shots fired in our focus battle.
There are some caveats to these calculations. Firstly, this is only a rough guess – more incoming damage generally means more knockouts and fewer shooters in later rounds, but also less players available to block sectors – although we’re satisfied that the results appear reasonable and worth trying. Secondly, we must also bear in mind that our focus battle has an abnormally high number of lower level players for an established world; high level players with high resistance bonuses being shot at by other high level players with 3.5x higher damage bonuses are less affected. In particular, we expect this change will have the largest impact on the international servers.

All the Small Things​

Your community managers have been collecting feedback about the changes so far and we were pleased to see that most markets except one were generally positive about them. The rewards were a recurring theme in your messages to us, which will be discussed in a future post.
If you have any other requests regarding fort battles, please be sure to share them with us. Based on your earlier feedback, we already scheduled some time to change how the fort battle player caps are shown in the planning screen, which we hope to include in the next beta update. In particular, since converting our fort battle frontend from flash to HTML5, any interface ideas we may have previously passed over could be back on the table.

See you next time!
 

Uchiha Madara

Master Sergeant

Where am I to go, M’Johnnies?
Published March 6, 2024 by Diggo11

You may have noticed that this week we didn’t have our regular fortnightly public beta update. Fear not because after our quarterly ‘office week’ ends, we’re ready to drop some big changes to fort battles! Unlike past updates focused on team balancing, these changes primarily focus on the user interface and battle tactics.

449236fc9587097b3ed989c4a087701ed6cea5165ef4ef352e31c7d99d1cad3d - instasize.jpg


Sector Labels​

The first change we made is adding sector labels to the battle map. These labels will adapt based on the size of the fort and the level of its buildings, translated by your local community manager with the different names used by our various communities. The labels will start hidden by default but you can toggle them by clicking the ‘1234’ button above the battle map.

Leader Mode​

The second change we made is allowing generals to draw their own arrows on the battle map, supplementing the battle chat to guide their troops. By clicking middle mouse button, you can draw a silver ⛨ arrow between any two cells, and right click will draw a gold ⚔ arrow. Generals playing on trackpads and touchscreens can also cycle between the three modes for the left mouse button by clicking the ‘mouse pointer’ button above the battle map. These arrows are automatically erased after the next round is processed or can be manually removed the same way as movement arrows, drawing one that starts and ends in the same cell. Other fighters can also toggle their visibility by clicking the ‘hand pointing’ button above the battle map. One caveat is for now we don’t store generals’ visual arrows on the server, so you won’t see arrows drawn earlier if you connect to the battle mid-fight (but remember they only last for a single round anyway).

df56423e8c0ad329a4815f1dd4603cef57ed13ebe24c3739307055b371d58600 - instasize.jpg2415c3a620649fac8d2150ec7b9cd3a80a0adb9601eff19e8382c8291c068321 - instasize.jpg


Experimental: Retarget Offliners

The third change we made is the most impactful: once per battle, generals can change the target cell of all offline teammates. As we collect your feedback, this change will be limited to the public beta only. By clicking the old ‘toggle fog of war’ or ‘eye’ button (new graphic pending), you will see thin black arrows pointing from all offline teammates to the cell under your cursor. Once you click to confirm a cell, the target of all currently offline teammates will be immediately changed to that cell, and the button is disabled for all generals. The order only affects teammates offline at the moment the order is given, online teammates who later close the battle screen are unaffected. Similarly, offline teammates who open the battle screen afterwards may still freely change their target. Use this option wisely because once this order is confirmed, no further orders for offline players can be given by your team’s generals.

We believe this change represents a fair balance between the experience for online and offline players. We want to continue providing a tactical advantage for online players, while punishing them less for the activity status of their teammates. Likewise, we want to avoid stripping the player agency of offline players, while giving them more utility in the fight. We are not considering any possibility of moving online players, moving individual players or moving players each round. We will continue to monitor the change on the public beta and read your respectful feedback.

Wishlist: An Eighth Rank?

Two of the changes discussed in this post can only be used by generals. We are actively considering whether the game would benefit from an eighth rank, for example a lieutenant general between captain and general that can also use these features, as well as whether any changes are necessary for the default ranks assigned to town founders and councillors. We are also seeking your feedback on this topic.
 

the legit

Private First Class

Where am I to go, M’Johnnies?
Published March 6, 2024 by Diggo11

You may have noticed that this week we didn’t have our regular fortnightly public beta update. Fear not because after our quarterly ‘office week’ ends, we’re ready to drop some big changes to fort battles! Unlike past updates focused on team balancing, these changes primarily focus on the user interface and battle tactics.

View attachment 2315


Sector Labels​

The first change we made is adding sector labels to the battle map. These labels will adapt based on the size of the fort and the level of its buildings, translated by your local community manager with the different names used by our various communities. The labels will start hidden by default but you can toggle them by clicking the ‘1234’ button above the battle map.

Leader Mode​

The second change we made is allowing generals to draw their own arrows on the battle map, supplementing the battle chat to guide their troops. By clicking middle mouse button, you can draw a silver ⛨ arrow between any two cells, and right click will draw a gold ⚔ arrow. Generals playing on trackpads and touchscreens can also cycle between the three modes for the left mouse button by clicking the ‘mouse pointer’ button above the battle map. These arrows are automatically erased after the next round is processed or can be manually removed the same way as movement arrows, drawing one that starts and ends in the same cell. Other fighters can also toggle their visibility by clicking the ‘hand pointing’ button above the battle map. One caveat is for now we don’t store generals’ visual arrows on the server, so you won’t see arrows drawn earlier if you connect to the battle mid-fight (but remember they only last for a single round anyway).

View attachment 2316View attachment 2317


Experimental: Retarget Offliners

The third change we made is the most impactful: once per battle, generals can change the target cell of all offline teammates. As we collect your feedback, this change will be limited to the public beta only. By clicking the old ‘toggle fog of war’ or ‘eye’ button (new graphic pending), you will see thin black arrows pointing from all offline teammates to the cell under your cursor. Once you click to confirm a cell, the target of all currently offline teammates will be immediately changed to that cell, and the button is disabled for all generals. The order only affects teammates offline at the moment the order is given, online teammates who later close the battle screen are unaffected. Similarly, offline teammates who open the battle screen afterwards may still freely change their target. Use this option wisely because once this order is confirmed, no further orders for offline players can be given by your team’s generals.

We believe this change represents a fair balance between the experience for online and offline players. We want to continue providing a tactical advantage for online players, while punishing them less for the activity status of their teammates. Likewise, we want to avoid stripping the player agency of offline players, while giving them more utility in the fight. We are not considering any possibility of moving online players, moving individual players or moving players each round. We will continue to monitor the change on the public beta and read your respectful feedback.

Wishlist: An Eighth Rank?

Two of the changes discussed in this post can only be used by generals. We are actively considering whether the game would benefit from an eighth rank, for example a lieutenant general between captain and general that can also use these features, as well as whether any changes are necessary for the default ranks assigned to town founders and councillors. We are also seeking your feedback on this topic.


FvSdvRJ.gif
 

Ilene

Private
As we can see from the pictures, it is understood that "Leader mode" is only valid for defense, not attack.
How can only a general have command knowing that:
1) In the city that has the fort there are several town's founders who are generals in battle
2) The general is not always from the city that has the fort or is in a guest city in the fort
Retarget Offliners: "The third change we made is the most impactful: once per battle, generals can change the target cell of all offline teammates." Once per battle, but maybe not in the same time.
It would be a welcome change that would lessen the negative impact that off-liners have on battle.
 

BaggyBlue

Master Sergeant
I had made the suggestion that the city and the federal government give city ranks. Not accepted as you can see!

Who can move the player for those who are not on?

Can you also move the ones where you don't react in the second round or only Oflin?

City founders of the fort owner city, as well as city founders and councilors of the attacker city, are automatically generals

City councilors of the fort owner city, as well as city founders and councilors of fort member cities, are automatically captains

That needs to change too! In defense, Stadtrad must also be a general and not a captain!
 

BaggyBlue

Master Sergeant
Cool, you have 1 week! That means completing 2 battles :boone:per day :njub: on both beta worlds :P and then giving feedback in the forum. Real stress for the generals :njub: luckily I'll never become a general :njub: which means I can avoid responsibility :njub:
 

BaggyBlue

Master Sergeant
Change No! But what is beta? LCM doesn't know that! We are now testing under full stress! She released it too early! That's what I'm talking about! Event set is prayed in silence. Why not the Dev Blog? Are we just for event testers anymore?
 

Arthur Morgan

Reservist
As of now attack gets both founders and councillors as generals. That needs to change so that only the founders become generals and councillors start as captains.
 

BaggyBlue

Master Sergeant
As of now attack gets both founders and councillors as generals. That needs to change so that only the founders become generals and councillors start as captains.
City founders City founder.png of the fort owner city, as well as city founders City and councilors City of the attacker city are automatically Generals Fk

City councilors of the fort owner city, as well as city founders and city councilors of fort member cities are automatically Captains Fk
 

BaggyBlue

Master Sergeant
This is the new Numbers function. You have to activate it. When you go out. The numbers are gone! New rank not seen. It's just awesome Awesomia Fort :njub:

Screenshot 2024-03-11 122114.png
 

BaggyBlue

Master Sergeant
What kind of function is that in the red circle?

Screenshot 2024-03-11 201137.png
This is what it looks like when Numbers is activated!
 
Top