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DE Twitch-Stream Summary
On the 15th of February 2018, we published a Twitch-Stream for our Empire players.
This time around it was in German, but in order for everyone to at least understand what the questions and our answers were about, we want to provide you with a summary in your language.
You can also watch the Q&A session again here.
1st Question: When will it be possible to choose between ruby-troops and non-ruby-troops in the hospital so that ruby-troops are automatically sorted out?
Answer: There are many options: The basic idea was that you would be able to choose: Do I want to heal my ruby-troops or my non-ruby-troops? If we would go for this option, then we would have to change the User Interface (UI) and the functionality in general. If it's mainly about deleting your troops, then this would actually be easier to apply and to change, than the aforementioned option. Depending on which option we choose, it would also affect how quickly we would be able to implement the respective changes.
Therefore our question to you all would be: Is it mainly about deleting your troops from the hospital (faster implementation) or do you want to select/choose between ruby-troops and non-ruby-troops?
2nd Question: When will the private resource villages be implemented?
Answer: The feature "private resource villages" was actually built for empire a long time ago. But now we have the problem, that in the meantime the servers of Empire and E4K (our web browser- and mobile versions) were unified, resulting in a dependence on each other somewhat.
This means, that if we want to implement the feature in Empire, it has to be implemented into E4K at the same time, which also makes perfect sense, because E4K players would also be very happy about that.
This is also the reason why we couldn't implement it yet, because first we have to follow up on E4K side. But we also have to put a lot of effort into other E4K topics at the same time, because right now we're adjusting different things in E4K, like for example the legendary levels, so that players in E4K might have the same amount as in Empire. By doing this we also want to make both games more comparable to each other and because of that we couldn't implement it yet.
We originally planned that it would be implemented for both games in May, but having said this, we also want to mention that there are a lot of topics on E4K side, which might result in a little postponement. But this is our plan.
3rd Question: When will the alliance event come back?
Answer: What alliance event do you mean?
We've got three infos for you:
- The alliance tournament will come back in March with some new rewards.
- We will also have the alliance tournament in April again with new rewards and a minor change in its mechanics - in order for you all to have a little bit more fun in this event.
- The alliance city isn't forgotten as well! But based on the existing technical problems and design problems in this event, we decided that it would make sense to renew the existing code and to rebuild it in a proper and functioning way. The event is scheduled for late-summer or fall, so this would be the release period that you might look forward to.
4th Question: When will the string of problems - by the reduction of minute skips - be handled?
Answer: What we have on our radar is : Because of the emphasis which is put more on minute skips (there is a higher quantity for the minute ones), you certainly have more of them. This for sure is impractical, because it takes much more time to click on every single one of them separately. We are focusing on that topic, in order to make it easier for you. We cannot tell you how it'll look exactly - at least at this moment - but we know that this is a problem, which has to be dealt with and that we have to make it easier for you all.
[Stream viewer comment: New hall of legends tiers/additional attack wave]
Answer: In the context of the hall of legends: we are currently looking at what we might implement for it, but there will definitely be something coming up for it. If we are doing something with the hall of legends, then it has to be implemented in both games accordingly.
Regarding the additional attack wave: By tendency rather not! The additional attack wave, which we implemented way back resulted in an imbalance between players and there is such a big impact/change with an additional attack wave, that one would have to adjust one's own defence, etc.. We have some interesting plans regarding this, but another additional attack wave is probably not coming.
5th Question: When will the Storm islands rewards be adjusted?
Answer: As you can see we also taking care of our older events at the moment and we also implemented new rewards for them and this will also continue. The Storm islands in general are sadly not at a high priority at this moment. But soon there will be a bugfix for them, so that certain tools-doubling-mechanics won't work anymore. We also want to make the Storm islands rewards more attractive, but at the moment we cannot say for sure when exactly that will happen. I assume that during the course of the next months it'll be a thing to be lined up. The same goes for all other events, where we also want to do that more often.
6th Question: When do you augment the alliance rewards for events?
Answer: So what is the exact background of this question?
Is it about relatively good alliances (e.g. which have good players, that play very actively) and that their rewards are quite swiftly acquired by them, so that for the rest of the event's time there is nothing to do anymore? Is it about that? Or is it about, that the old rewards have to be changed again? This questions needs be to answered.
Maybe you can give us some feedback on this, so that we will know for sure, what you're specifically meaning, because the questions goes "When do you augment...?". This sounds like, let's say we have 10 alliance rewards for one event and you eagerly want 12-, 13-, 14- awards. Is it about that or do you just want to have them changed?
[Stream viewer comment: earlier-/later attack warning]
Answer: At the moment we cannot certainly say, that there'll be a change to the earlier-/later attack warnings, but we will definitely have a look at it.
[Stream viewer feedback on alliance rewards]
Answer: Ultimately both topics are addressed: It would be ideal, if we would replace-, so that there's something new and apparently - at least also for better alliances - it would be interesting, if one could have a few challenges more, actually having to do something for a little bit longer, so that you won't complete it after fifteen minutes. This is something which we would gladly take into consideration and it is also fitting with our general approach to make rewards more attractive!
7th Question: Why is the the forum so neglected by GGS and why are questions there not answered fast enough by GGS?
Answer: The point is: We Community Managers are working under a numerical disadvantage. That's the reason why we also have our wonderful, really kind and lovely and absolutely helpful moderators, who are saving us a great deal of work. They work really well and also answer many questions-, escalate them and forward them to us. We are also exchanging a lot with our moderators. But we still have 14 different forum-languages which we are currently administrating. Many global announcements are forwarded by us in all languages.
8th Question: About the "Protector of the realm"-achievement: How does a compensation or adjustment of levels look, in regards to actually defeated castles?
Answer: We changed the achievement-quest "Protector of the realm", because the implementation was somewhat less than perfect. We only raised the level for one rank as compared to before. As we said this is less than perfect and we are awfully sorry about that. In the future we want to plan such things accordingly and with this in mind we want to avoid that you have to refinish certain steps, although you already did accomplish the respective part for the achievement. But in retrospect we sadly cannot do much more for that.
[Stream viewer comment: Ruby offers]
Answer: Complicated topic: It's not the case that the more you play, the less offers you'll get. They will come back again and again and this is dependent on various factors. Furthermore we think that most of you recall a phase (summer of last year), where we kind of reduced the overall bonuses and discounts for you, but as you can see currently we are more generous with our offers in return. So we're adjusting that always in relations to our numbers and also based on what makes sense at that respective moment. This means that if there's a "mean" period like during last summer, in which everyone got a little bit less, then after that there'll also be a time, were we are going to be more generous in return.
9th Question: Will there be a central deposit for decorations (decorations are not bound to outposts/main castles or worlds)?
Answer: A central deposit in this sense would be quite difficult, because the public order and the way it's distributed is currently balanced on fix outposts and castles, so to speak. We have another idea how we can handle that, but that one would have his decorations directly in a central deposit is - based on the mathematics in the system - not possible like that.
10th Question: Is it possible to implement an acoustic warning which accompanies the red frame at an attack?
Answer: This is technically possible. The question would be: what kind of sounds/acoustic warnings would you want to have implemented. Your feedback was, that the attack horn in the shapeshifter event seemed a little bit impractical, because one could not distinguish if a shapeshifter or normal player was attacking. And this is annoying. This means, that we're already working on this, so that one might differentiate it in the future: Is that a shapeshifter or is it a normal player attacking me and this would be the perfect time to implement the sound/warning.
We are open for ideas. Our game designers had the idea, that it would be useful to have different sounds/warnings for different kind of attacks. Your feedback on this would be appreciated a lot, because we actually can do that and this would also be easy and swiftly to apply. We only need your feedback on what kind of sounds/warnings you want to have.
[Stream viewer question: Shapeshifter point calculation]
Answer: Yes, there is a formula. The points are not randomly generated and factor in the following things:
- The amount of troops (how much) and the strength of those troops (how strong), which I as an attacker kill during an attack on my enemy, reward points
- in addition to that, it is also relevant how many might points the attacked enemy has
11th Question: Why isn't it possible to send precious resources and "normal" ressources at the same time between two targets?
Answer: Technically that is possible and the effort for that is also not that immense. We only have to plan that accordingly and also reflect about that, in terms of what might go wrong (exploits, etc.). We take that into consideration and hopefully we will come back to you about it as soon as possible in order to tell you, when it's going to be implemented in the game.
12th Question: When is the conversion to HTML5 happening?
Answer: Firstly: Technically Flash, more specifically the so called front-end on which our game is based, will gradually go extinct as a technology. Of course we thought about a solution for this and we decided to rely on a technology which is called HTML5. With this you can play Empire on pretty much any established web browser. In theory it's also possible to then play empire on your smartphone browser, because that is possible with HTML5.
We will have our first announcements for this in the near future. This means that you can expect more and more information coming up during the course of the next days and weeks. There will also be an open beta for Empire, which we're going to scale a little bit (which languages come first? which servers will be tested first?). You can assume that new information regarding this will be available approximately in April and that we will also go for the open beta during that period. Besides that - looking forward: We can tell you that HTML5 will work on Chrome-, Firefox and also on the Edge browser. As mentioned before it'll also work on other browsers, we just want to lay emphasis on those three, because we are pretty sure that HTML5 will run smoothly on them.
[Stream viewer question: wishing well]
Answer: The wishing well is still ingame, because we actually want to do something with it. What exactly it is has yet to be debated. We already had a lot of different concepts (e.g. how could it look like exactly?) and it's supposed to run differently than before. It should be useful for you. It should be fun. It should not be exploitable. The wishing will is currently somewhat useless in your castle, but it isn't supposed to stay like that!
13th Question: Will the apprentice shop come back? If not: What happens to the collected apprentice tokens?
Answer: We already wanted to implement the apprentice, but as it turns out: Most of the apprentice items are already available at many other stages throughout the game. The awesome thing about the apprentice was, that with the collected apprentice tokens players were able to complete difficult to attain sets or items in an easier way. So what might help us the most, would be your feedback on this topic, in order to know, what hard-to-get-items the apprentice should provide you with.
[Stream viewer question: cereal troops (troops/tools with the same stats as another)]
Answer: A very elaborate idea would be to completely revise the User Interface (UI) and it's whole functionality. There is also an idea that goes in the same direction as with the aforementioned decorations. It is not so much about adjusting/changing the User Interface, but more about fusing one cereal tool with another one, in order to upgrade it. Then it would be out of your list. Ideally you would have a benefit from that on top of it being much more uncluttered. This is a solution which would be much quicker to apply than the other one.
14th Question: Will it be possible to cancel a feast in the future, in order to begin another one, instead of waiting two hours for its expiration?
Answer: That's technically possible, but design-wise one would have to again think about, how the whole cancellation would work out. Regarding a follow up question, if it's possible to prolong it from 6 hours to 12 hours, in order to celebrate a feast overnight: Yeah, we could do that, but it would also be more expensive.
15th Question: Will there be an expansion of the estate or encampment?
Answer: Regarding the estate, the question is: what exactly should happen if we expand it?
For each castle and outpost there is a castellan, so if we want to expand the estate, we would vice versa have to implement additional outposts and this will definitely not happen. We want to know more specifically: What should happen with the castellans? As far as the encampment is concerned, we can envision that we could do a bit more with it. It would also make sense with all the equipment items that we are currently knocking out, that one should have more commanders to equip and to have specific commanders for events or PvP situations. This makes a lot of sense and for this we would have to take a look at timing issues and if there are any technical problems related to it.
[Stream viewer comment: equipment storage]
Answer: For this one should really have something like a filter-feature to search for specific attributes, in order to for example find something with fire-damage much quicker, instead of clicking through the whole list. This is among the higher ones on our priority list, because we want to make certain things easier and user-friendly for you, so that you can concentrate more on the actual game.
16th Question: When will it be possible to directly send resources from other worlds into the great empire, without the main castle detour?
Answer: This is also technically possible and would be another important topic in terms of usability, because at the moment there is no time-saving solution to this. But for this we also need to first look at the balancing and how one might realize it or exploit that. But in principle there's nothing speaking against this.
17th Question: What's the reason behind pushing all those various troops/tools, even though nobody wants them?
Answer: For games such as this one it is completely normal, to implement new things. If we were to stop implementing new things into the game, then we would have to immediately send our whole team back home.
But we are also aware of the problems, which are related to that - and we mentioned that a couple of times (like not being able to filter something, that it's inconvenient to organize for players, etc.). We want to work more on that in the future, in order to make certain things more easier and user-friendly for you all. But we won't stop implementing new things, because that's all part of our business-model.
18th Question: Why aren't there in-game announcements about the starting of royal quest campaign and the quest shift?
Answer: We could do an announcement for this and this raises the question what you all want and how it should look like or in what kind of way we should draw your attention towards something that is new? Besides of that there is always the possibility to visit the forums. There we always announce things like that.
19th Question: When will Underworld, Thorn King, etc. come back? When are their rewards going to be adjusted?
Answer: Yes for those events we definitely need new rewards. The idea was to tackle those events and make them more attractive, while still keeping their base idea. But this means a lot of effort. That's why we also want to ask for your feedback as a community: When those events are running, would it be an improvement, if the rewards are renewed/exchanged or do you want something completely new in them?
1st (cancelled) Rubies for robber baron towers - are you thinking about a solution for this?
Answer: This might result in a problem with Bots. If we distribute more than the ones who will profit the most are the Bots and this wouldn't be in the interest of you players and us as a company. The most useful solution to this - if there happens to be more rubies for that - that players will have a daily limit for what they can get at maximum, so that there would not be a benefit for Bot-players. But there are still some obstacles like for example: when does a day end (we have various players from all over the world with different time zones), or how high should the maximum limit be set (so that hardworking players are not at a disadvantage), etc.
2nd Difficulty level of the royal quest campaign and why is it harder for smaller players?
Answer: The goal of the royal quest campaign is and has always been to provide the best players with a challenge that rewards them accordingly. Even if it makes sense for smaller players to profit from such a thing: To design something in such a way, that it is both appealing to bigger/better players and achievable for smaller ones at the same time, is almost impossible. It was technically too lavish to implement various difficulty levels for this quest campaign and it would have taken too long and as a result of that we probably wouldn't have been able to implement it live on the servers. That's why we decided to put our main focus/main goal on the higher players. But there is still a good chance for "not so perfectly equipped" players to complete one or another of the intermediate steps of the royal quest campaign.
We are thankful for all of your great questions and we hope that you all will watch our next Twitch-Stream and also participate in it as well.
We wish you all a nice weekend!