What is next for Crownrend?

in #crownrend6 months ago

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It has been a few months since we launched Crownrend. In this time we added and changed many things. Some of these changes improved player experience, some of these changes broke the game balance in ways we did not anticipate. We've played our game as our players did and we identified things we could improve, change and replace.

One such system we've decided to work on replacing is the current army stats and battle system. Many players have problems with its current iteration and we hear them, we wanted to take this opportunity to rather than tweak things to entirely change them.


So what is next?

We are going to remove Army Stats and replace the current battle system with a unit based battle system. This system is going to be much more complex than our current battle system, but we hope that it would be much more engaging for our players. We hope that it would allow players to better strategize and better theory craft with multiple units and multiple classes.

To illustrate, Infantry would be one class, and Basic Infantry would be a unit under that class.

An Elite Infantry would be stronger against a Basic Infantry by the virtue of having more stats. But a Basic Archer would be stronger against a Basic Infantry by the virtue of having a strong class against Infantry.


What about next next?

After the unit rework is done, we've discussed that we might bring a virtual physical aspect to the game. Adding distances between kingdoms, and maybe some sort of representation on a map. But we are not sure about this one.

All of these are going to take some time, we don't really have a time estimation. We expect it to be done in a month or two, unless for some unforeseen interruptions.

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I hope more extensive testing is done on this to ensure a good balance in costs and upkeep/production. I've always found it difficult to balance these things as they scale.

I hope the game continues to evolve as I think this is a step in the right direction if done correctly.

I still think an overhaul of Denar production and Trade/tax should be done at the same time. I'm now over 750K per hour. It's nice being able to open chests at that scale but I'd trade that for a more balanced and fun game.

Also, something to look into, Ori burn value on items with Mine level scales faster than the ori you put into it at lower levels. You can level them up and then burn them and get more Ori than you put into it. At least until about lv 10 or so... and depending on the rarity.

LET'S GOOOO! You are making the 15 year old me very happy to relive the Dark Throne browser days back then. Going to need to severely revamp my Tutorial here soon too :)

Hi, do you have any plans to address the tokenomics ? a few weeks ago 1 Hive got me 2kk Denar, now it gets me over 400k Denar. Thats great for building up my stats on a superficial level, but I'll likely not add much fresh Hive into the game as I'm running too fast to stand still I feel

Units will cost a maintenance fee, and also would be lost through battle. Replacing them will cost resources.

Do we already know if the army stats will be taken over from the value or do we start at 0? 😅

We will convert army stats to a few basic unit types, so you'll not start from 0.

Understood, thanks.

It would be nice if you could fix the battles, it is maddening when you click attack on someone who you can beat then the page reorganizes the enemies before you click attack and you just attacked someone you were guaranteed to fail with. Happens a lot and is extremely frustrating.

The ideas sound cool to me! Theoretically, at least. We'll see how things go when they come into practice, as always. I like the idea of adding distances between kingdoms too.

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