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Next » There was an error. Delete post THIS IS A SPINNER or cancel THIS IS A SPINNER metadata Now that the game is launched globally, we’re officially live! This means that we are continuously improving the game on all fronts. While working on the game, there were many features that didn’t make it to the launch. On top of that, we have seen some great suggestions and ideas from players now. In this Dev Update, we would like to go over some upcoming changes and go over a few requests we’ve seen on a regular basis. Please note that this doesn’t guarantee anything. We want to be transparent, but at the same time, the disclaimer needs to be added that we do not know when these features will be finished, and we might change our mind on any of them. With that said, let’s have a look at the roadmap! **Quests** On the top of our list is to improve the quest system in a few ways. The biggest change is that the cooldown between quests will be reduced. This will allow you to complete more quests and collect more currency than before. After the update, you will be able to acquire and hold up to 3 quests, even if you weren’t able to log in and receive those quests. Also, receiving a new quest doesn’t need an app restart anymore after the timer has run out. **Matchmaking** There are several changes we want to make to ranked play. The first set of changes will focus primarily on matchmaking. We will create a system that prevents players on a lower ranks to be matched with high leveled players. If you’re just getting started with PvP, we want to make sure you have fair matches. Another change will be that you can’t play versus the same opponent twice in a row. **Emotes** While in a match, you will have the opportunity to send emotes to your opponent. From loud laughs to evil grins and handshakes, you will be able to connect in more meaningful ways during battles. Fun fact: Each kingdom will have its own set of characters! ![](http://www.paladinstudios.com/wp-content/uploads/2017/10/emote_sketches2.png) **New Cards** We plan to regularly add new cards to the game. At first, we will expand our initial set of kingdom and neutral cards, which will contain a mixture of units and spells. These cards will be of a lower rarity and support the basic functionality of their kingdom. The new neutral spells will help you out when you’re stuck in some rough situations! ![](http://www.paladinstudios.com/wp-content/uploads/2017/10/new_card_sketches_2.png) **High on our List** There are a couple of features that are high on our to-do list: * Challenging Friends * Improvements to Ranked System * Additional Campaign Levels * Improved F2P experience * Store Updates & Improvements And of course card balancing is an ongoing process. We appreciate all your suggestions, so if you have any feedback then please drop them in the official forum thread: [http://www.kongregate.com/forums/955765-technical-issues-feedback/topics/912823-official-cards-balancing-suggestions ](http://www.kongregate.com/forums/955765-technical-issues-feedback/topics/912823-official-cards-balancing-suggestions ) metadata Those emote pictures would be cool to use as a class deck picture to always indicate which kingdom your opponent is using at the beginning of the match to the end. That would be really helpful since they might not use emote at all. metadata Certainly, those emotes are great. I love the drawings and I will love the final result for sure! metadata > _Originally posted by **[SmebSmeb](/forums/941638/topics/925906?page=1#11668079):**_ > Those emote pictures would be cool to use as a class deck picture to always indicate which kingdom your opponent is using at the beginning of the match to the end. That would be really helpful since they might not use emote at all. Not at all. Let the guessing be a part of the game. metadata With regards to matchmaking, that's probably a step in the right direction but I hope the dev team keeps in mind that higher leveled players is not very specific since levelling itself is not very intuitive. I've played level 11s with atleast 2-3 level 3 cards and multiple level 2 cards while I myself am level 11 with only one level 2 and the rest level 1. Ofcourse, this is an argument for playing and levelling but an adjustment based on card levels and not simply base level would be more beneficial to the cause you're trying to promote. With regards to emote, all for it. 4 factions allows for a variety of possibilities and I'm excited to for their arrival. However, as some have noted, emotes might give away which faction you're running which, more often than not, can be a large part of your strategy (especially swarm and perhaps shadow too). This could be a slight issue but can probably be overlooked for the timebeing. With regards to new cards, again can't wait to see them. The fact that you're adding more commons and rares before epics is very gratifying and might make me rethink my opinion of Paladin Studios devs as being money-grabbers. Love the concept designs as well. Finally moving to the last part, >Improved F2P experience Store Updates & Improvements Thank the Gods. The current store is a little short of being retarded and f2p experience thus far has been a little lousy. I can't wait to see what the devs have in store for us and I'll be sticking atleast a little longer. Just one thing I want to ask of the mods, apart from balance changes/bug fixes, do the devs have a planned update schedule? Like one major update every month/every other month or is it more flexible as in update whenever we finish trying/testing new features/cards?? metadata > *Originally posted by **[Ludo88](/forums/955764/topics/925906?page=1#11668292)**:* > > _Originally posted by **[SmebSmeb](/forums/941638/topics/925906?page=1#11668079):**_ > > Those emote pictures would be cool to use as a class deck picture to always indicate which kingdom your opponent is using at the beginning of the match to the end. That would be really helpful since they might not use emote at all. > > Not at all. Let the guessing be a part of the game. **You can guess or keep track of what cards your opponent will use, I can agree with that.** My suggestion isn't much but to just ask to add a simple class indicator, like the hero classes in Hearthstone(which is showed ingame). If there was no class indicator, people with not much common sense might think their opponents are using more than 1 type of class card in one deck, which will make the community more confused. It's just simple & it makes the game more understable in a good way. You disagreeing with this makes you look like one of those people who doesn't care or put much thought about simple & easy agreeable suggestions. metadata > If there was no class indicator, people with not much common sense might think their opponents are using more than 1 class cards in one deck. It's just simple & makes the game more understable which is good. But this is the stuff you get from experience and could also have a bearing on how the game goes even before the first card is played. If for example, my opponent knows I'm running Ironclad and still bunches a set of troops in the frontline, I can punish him using Chaotic pupil. If he knows I'm running shadowfen and still keeps a gap between troops, then I should be able to punish him with toxic sacrifice/ crimson sentry (poison both troops). It's not like it makes a very big deal in the overall scheme of things, but it's this little bit that separates an experienced player from a newb and a dedicated player from a 'lets drop this fancy looking card here' player. metadata > *Originally posted by **[aspareforyou](/forums/955764/topics/925906?page=1#11668369)**:* > > If there was no class indicator, people with not much common sense might think their opponents are using more than 1 class cards in one deck. It's just simple & makes the game more understable which is good. > > But this is the stuff you get from experience and could also have a bearing on how the game goes even before the first card is played. If for example, my opponent knows I'm running Ironclad and still bunches a set of troops in the frontline, I can punish him using Chaotic pupil. If he knows I'm running shadowfen and still keeps a gap between troops, then I should be able to punish him with toxic sacrifice/ crimson sentry (poison both troops). > > It's not like it makes a very big deal in the overall scheme of things, but it's this little bit that separates an experienced player from a newb and a dedicated player from a 'lets drop this fancy looking card here' player. I redited the post to make my point more clearer, reread it if you dont mind, but I think you're too worried about giving away your kingdom's origin, all the kingdom's meta are too predictable in the game's current state. What's the point of the devs making different emote sets for each classes/kingdoms if you're not suppose to know what class you're opponent is using... Seriously people like you & him prevents necessary things easier to add. metadata > What's the point of the devs making different emote sets for each classes/kingdoms if you're not suppose to know what class you're opponent is using... The point of emotes is to communicate with your opponent to have a more enjoyable/fun experience. The different emote sets for factions is likely so that each have atleast a few and not all for one faction/neutral, keeping the variety open. > people like you & him prevents necessary things easier to add. How is it even remotely 'necessary' if it isn't in the game already lol. If it's necessary, then we would have had a an indicator in-game perhaps next to the base. Obviously, it isn't necessary and the devs understand that. metadata > *Originally posted by **[aspareforyou](/forums/955764/topics/925906?page=1#11668476)**:* > > How is it even remotely 'necessary' if it isn't in the game already lol. If it's necessary, then we would have had a an indicator in-game perhaps next to the base. Obviously, it isn't necessary and the devs understand that. How do you know if they really understand that? Maybe they forgot to add it before releasing the game. Again, you're just too worried about giving away your kingdom's origin, it's not that big of a deal, just adapt to the changes. Let's just ask the devs if they are okay with my suggestion so we can just get this argument over with. metadata If it's something that could afford to be 'forgotten' to be added before global launch, then obviously it isn't essential lmao. Yes, I agree that it isn't a very big deal but I simply explained my reasoning against that particular aspect of emotes. Sure. metadata Thanks. Its good to see improvements.. I'm really excited about chat feature... metadata Hi friends! Let's keep things light and friendly, we're all here to have fun and support a game we are currently enjoying. Thanks :) metadata Is there an ETA? metadata Welp, if you're worrying about kingdom you're playing exposed too early because of emote, then I wonder if your deck is filled with many neutral cards to let you keep your faction a secret in early stage, wouldn't that influence your deck strategy? You only need one card to notice your enemy's faction after all. metadata A future deck could be a Forest deck. Denizens of the woods/forest. metadata Just to be clear on the emote issue, I'm all for it actually since you control when to use. What I am against is for something blatantly giving free info to my opponent without him or her needing to *think* as a faction simbol would. I also realize this is only important in the first or second turns but removing this extra layer of challenge doesnt bring anything to the table. Somehow Smebsmeb has a different opinion and I respect that, although disagreeing. (Remember, being simple doesnt always mean good). metadata I see it both ways, Ludo's right if you can somehow push your opponent into a false sense of security on his/her base then pull Heralds Hymn or ForgottenSouls, but I like the Idea of faction specific emotes. Swarm skullies should be great & I Hope there's a Mirz trollface! metadata I personally like the idea of not knowing what faction I’m against until a specific card is played. I still think specific faction emotes could be used, would just prefer for the player to choose when to use them and reveal the faction with faction specific emotes. I’m more concerned about the game being new and emotes hindering the player base to grow unless done better than Clash Royale. In Clash Royale there was no limit to using emotes and it became a tactic of a lot of players. I’m hoping that a mute function will be implemented or a limit of how many times they can be used per minute. Check out these 2 posts of Supercell saying they would never change emotes and why https://clashroyale.com/blog/news/emotes , then after overwhelming complaints and quitting players they implemented a mute to just show ..... to the other player https://clashroyale.com/blog/news/rethinking- and then later a full mute.....when another player is going wild with them. The ‘over emoter’ doesn’t know they are muted and the muting player can enjoy the game. Last thought: Thought it might be cool to have game mechanic tied to the use of emotes. For example if you could use an emote and then on your turn a 1 mana spell or troop were deployed somehow, that could be cool. Something simple and not gamechanging that adds to the uniqueness of the game. Supercell mentioned something like that in a post but never developed it. Could be a good opportunity to not have it become a hated player feature. Haven’t had much time except while writing the above to think of it because of the faction specific emote drawings. I will leave it at that for the devs to develop or maybe another better twist on it to be said here. Thanks for your time. metadata > _Originally posted by **[TrueshotMod](/forums/941638/topics/925906?page=1#11669084):**_ > Hi friends! Let's keep things light and friendly, we're all here to have fun and support a game we are currently enjoying. Thanks :) Speak for yourself. I'm here to tell you that whatever the state of your dev team is, you're not doing a good enough job with balancing your game. So my questions are: do you even play your own game? I am sure you do. Do you not see how completely unbalanced it is? Do you not see how unfun it is to have games decided within two turns? Are there any plans to fix those things or are you going to keep selling a poorly designed product at a ludicrous price? It's such a shame because I feel like when I first started playing this game it was much more fun in spite of matches taking 5 minutes or more to find, and 2 move units being incredibly overpowered. Even back then games weren't decided in two turns. metadata you should try to make the campaign mode non wifi metadata Please allow me to correct myself: We are here to talk about a game. The dev team aims to build a community that fosters good communication and player influenced development. Sharing your feedback is truly appreciated. Yes, I play Stormbound quite regularly. I agree there are some balancing needs, just as I've experienced in every competitive game I have played, mobile or otherwise. This is why we always say that work on cards and balancing is ongoing. We want the game to grow and improve, but that also means we can't promise it will always be perfect. We can only promise that we'll try. Yes, there are several games where I am frustrated and wish I hadn't queued up. Yes, there are plans to improve the game, and we are working to make that very apparent through the amount of community engagement and developer responses we have here on the forums. I am sorry you're not enjoying the game very much lately, I hope that Stormbound can continue to grow and improve the game over time with helpful feedback from passionate players. Thank you! metadata > *Originally posted by **[TrueshotMod](/forums/955764/topics/925906?page=1#11672814)**:* > Please allow me to correct myself: > > We are here to talk about a game. The dev team aims to build a community that fosters good communication and player influenced development. Sharing your feedback is truly appreciated. > > Yes, I play Stormbound quite regularly. > > I agree there are some balancing needs, just as I've experienced in every competitive game I have played, mobile or otherwise. This is why we always say that work on cards and balancing is ongoing. We want the game to grow and improve, but that also means we can't promise it will always be perfect. We can only promise that we'll try. > > Yes, there are several games where I am frustrated and wish I hadn't queued up. > > Yes, there are plans to improve the game, and we are working to make that very apparent through the amount of community engagement and developer responses we have here on the forums. > > I am sorry you're not enjoying the game very much lately, I hope that Stormbound can continue to grow and improve the game over time with helpful feedback from passionate players. Thank you! +1 upvote metadata >or are you going to keep selling a poorly designed product at a ludicrous price? He is not selling you the game. He is giving it to you for free. You made the choice of spending ludicrous price on a product you deem poorly designed. The self entitlement of some complaints befuddles me. Yes, a game is never devoid of criticism but I'm speaking about the tone here (or passion as trueshot deftly called it. Kudos for your patience). I'm sorry for my own tone as this isnt very productive feedback so I'll just move on. metadata > _Originally posted by **[TrueshotMod](/forums/941638/topics/925906?page=1#11672814):**_ > Please allow me to correct myself: > > We are here to talk about a game. The dev team aims to build a community that fosters good communication and player influenced development. Sharing your feedback is truly appreciated. > > Yes, I play Stormbound quite regularly. > > I agree there are some balancing needs, just as I've experienced in every competitive game I have played, mobile or otherwise. This is why we always say that work on cards and balancing is ongoing. We want the game to grow and improve, but that also means we can't promise it will always be perfect. We can only promise that we'll try. > > Yes, there are several games where I am frustrated and wish I hadn't queued up. > > Yes, there are plans to improve the game, and we are working to make that very apparent through the amount of community engagement and developer responses we have here on the forums. > > I am sorry you're not enjoying the game very much lately, I hope that Stormbound can continue to grow and improve the game over time with helpful feedback from passionate players. Thank you! I had a good nights sleep now and am ready with a better tone. My problem is that the balance of the game seems to have only degraded since the beginning. I am all for letting the community help out and suggest balances, but I have seen only very few of our suggestions actually being implemented. It feels like you're trying to 'make it our job' but you still make irrelevant balance changes, or even wrong changes like nerfing destructobots, over combatting very overpowered things like winter faction early Mana gain or overwhelming 1 cost cards and heralds hymn. Your communication is great. There is a lot of it at least, but the actions taken I feel are minimal. I may sound very salty, but I am simply sad to see that a game and concept that I very much enjoy is being ruined by persistent bad balance. I guess I'll keep my mouth shut for now and wait and see what you're going to do about it. Just my two salty cents. Peace out. « Prev

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