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+4

Wanderers.io is broken. Builders are very overpowered, making walls purposeless. Ideas for fixing.

Lucas 8 years ago updated by Xman0613 7 years ago 2

I've had a great time playing wanderers.io and I can tell a lot of others have been charmed, however, it is critically flawed and don't expect people to continue coming back to play it unless it's been fixed. I've decided to give you feedback because I care about this game.

 

A newly spawned tribe circling around even a small base with just one hammer is enough to force the defender to fully diminish all wood stocks. Given enough cardio, the defending base will be destroyed. The problem is exponential when introducing one or more fully armored players, additional 'builders' and a larger base.    

 

It takes at least 1 wood for every repair on each segment of wall, and the defender is forced to repair them as per automatic repairing mechanics. The wood required to build the wall and then to repair it takes forever to harvest. This undermines what I understand the core of the game to be: resource collection and base building. As the assaulter, it feels cheap and unearned. As the defender, you are punished for laboring so long only to have things helplessly fall apart.

 

The towers are useless in stopping these assaults. Their range is too small and the attacking 'builders' will simply run out of range to hit another seciton of wall. Defenders can't chase them down, and attempting to do so leaves the base void of what little defense there were. If the defenders do somehow manage to catch the assaulting tribe(s), the assaulting party can simply rinse and repeat, at great cost to the defender.


Clearly castles must be able to fall, but I think players would be more satisfied if this was accomplished through skill and organization.  


I brainstormed and the following are various ideas to help fix the problem in no particular order:

-- Free repairs for small amounts of damage to walls  

-- Walls self repair if health not lowered past certain percentage  

-- Walls self repair slowly over time  

-- Delayed damage - Hammers can only deal damage after so many seconds of assaulting walls  

-- Assaulting walls considerably slows down movement of attacker (slower than full squad of 6)

-- Builder must be stationary in order to assault walls  

-- Builder must go through the 'harvest' / 'butcher' action before they can attack walls  

-- Siege equipment required for assault (must be manned to attack? siege towers?)  

-- Moats / outside traps, something to slow or damage the invaders to hinder them from approaching the ramparts (exclusive to walls?)

-- Increased range for towers (upgradable towers?) 

-- (Standard) ability to station archers in towers  

-- Option to toggle archers manning towers / staying on the ground

-- Limited amount of builders per tribe  

-- Builders can't assault walls if they have shields  

-- No shields on builders  

-- Defenders move faster in castles  

-- Defenders can set traps on castle walls so assaulting hammerers are all automatically hurt when they first attack, like harvesting a poison mushroom 

-- Upgradable walls (healing? extra health? only siege equipment can attack upgraded walls?)  

-- 'Campfire' for walls, heals walls in certain range.

-- Perks to the walls belonging to completed castles (higher points = more protection?)  

-- Make all hammer attacks slower, opposite to swordsman

-- Builders can't attack people, only buildings/walls (Make the builder perk free?)  

-- Builder class separate from destroyer class  

-- Can employ extra castle-bound tribesman (one archer per player? can assign castle/meadow/tower?)

-- Costs resources to attack walls (equal to the amount received from destroying? just the walls of completed castles?)

-- Hammers can attack gatehouses (and towers?) but not walls

-- Towers destroyed before walls

-- Only one builder at a time can attack a segment of wall, like fighting a barbarian

 

Other things I thought of:

-- 'Potion' upgrade that heals all tribesmen by 1 health (costs 10 food?)

-- Houses to respawn in after dying

-- Objective games: King of the Hill, Capture the Flag, Deathmatch, Monument Building, Timed castle building.

 

By adding bonuses to completed castles' defenses, hit and run tactics could still be viable, but only for incomplete castles. I would imagine this to be more difficult to script.

 

I figure a lot of the solution lies in introducing more involved siege mechanics. By adding things like siege towers and moats you will not only be addressing the builder issue but giving an incentive for people who have played the game to come back to enjoy new features and strategy.

 

I realize that this game is probably not a priority for you, but I see great potential here. Thank you for your time and have a good one :)    

 

+4

Armor

Cake Wolf 8 years ago updated by TheBaddishQuestion 8 years ago 1

put more armors on players and also drop the ogres in the center of the map where it has baus

+4

bigger map please. i keep getting killed close to when i start because all the pros are in the same space as us noobs.

Shrieking Llamas 8 years ago 0

this is a serious problem. i cant play properly. i also feel bad because end up killing noobs because they are the only people i can kill. this is because every one is within the same area. i cannot be in a meadow for more than a minute without being kicked out, or killed, by a stronger tribe.

+4

Wells stay empty after rain

merc23 8 years ago 0

Wells seem to stay empty (or partially filled) after the rain makes the meadow green again. But they appear to fill up after clicking them, so I'm thinking that the well image is just not updating after the rain.

+4

Emotes

Storm Crow 8 years ago updated by Grant Mitchell 8 years ago 6

Despite the chat, there's not much communication in wanderers between players. We need something to increase cooperation, especially in castle mode. 

Having an emote system would work very well in wanderers.io. I'm thinking that we could have emotes for the resources as a kind of "I need ___" statement for players to use, and we could also have the basic "attack", "follow", "bue"(<--- can't forget that one), etc. An emote for campfires wouldn't hurt either.

It would also be nice if for some(or all) of the emotes had a little icon/image along with it. For an example, look at this image:

Image 73

There are a couple options for the emote system:

  1. We could go with the basic wheel system like in wilds
  2. We could have a system like in starblast.io; click shift(or any other hotkey) to open a menu of emotes. In the menu, each emote is shown along with that emote's hotkey. 

For some gamemodes we could have specialized emotes, like in castle mode there could be emotes like "catapult", "wood storage", ect. so that you can coordinate what to build with your team.


If you liked the idea, don't forget to leave an upvote! If you have comments, don't forget to comment! If you have Ugandan Knuckle memes to post, don't forget to post them Please don't post Ugandan Knuckle Memes

Thanks for reading

+4

How a 29100 castle looks like

TheRaffy 9 years ago updated by Lego Rocket Raccoon 8 years ago 5

Image 66Image 67


Hey, guys,
it takes forever, but it is possible to connect all the meadows with a castle. So I somehow mastered this mode and would like to share my insights with you:

- Unfortunately not all walls are shown on the radar.
- The score of a castle does not correspond to the area within the walls.
  The number of points is determined by the number of pieces of the wall.
- There is therefore no reason to install unnecessarily large areas. The great wall of china is the best castle template in my opinion.
- We missed testing a castle in the castle.
- NPC Barbarians with hammers can get very annoying. But at some point all NPCs will stop walking.
- Diagonally building walls allows a faster progress, but indirectly also generates fewer points.
- 15 Gold for the destruction of walls is painfully much.
- Buildings and walls ontop of the meadows reduce your income because you have less space for planting.
- Finding the last holes in the wall was really tedious.
- Wall construction sites should not count as a closed wall. We kinda used arround 30% constuction sites walling at the end of the building process.
- I suppose we were very lucky and were probably at the top of a server scaling where a new server was created and the number of players is declining. Accordingly, we were able to build up the 50% of the castle without any serious enemy contact.


Credits: Castle Green Meadow 29100 points, build 2018.feb.17.

This castle was built mainly by two people. "Noobiste" a French player and "TheRaffy" from Germany. Thanks mate!

And big thanks to the dev for that awesome Game!

+4

game crash

Hoooh 9 years ago updated by TheRaffy 8 years ago 10

often the whole screen freezes and i have to reload the page loosing my tribe.

is my pc bad ?

+4

No maximum amount for your upgrades

Krutand 9 years ago updated by Hoooh 9 years ago 9

It is very annoying to only be able to get a certain amount of upgrades. It would be a great accomplishment to get all available upgrades.

+4
Under review

Gold and demolition walls.

Hoooh 9 years ago updated 9 years ago 6

Personal opinion but paying 15 gold to destroy a small piece of the wall is too much.

When i'm building walls and some other noob start to deviate/divert the construction of my walls i should pay 15 gold each time for "repair" that.

7 gold ? 5 ? 15 is too much.

+4

More creatures

wanderer32324 9 years ago updated by San Bonaire 9 years ago 2

More creatures to hunt, like deer, or wolves.