![]() ![]() TL DR designers are actively watching what players do right now and making decisions for the future of the game based on the data they gather fudging that data with 10x boosts is counterproductive. Call to Arms is a simple but addicting game that is sure to provide hours of fun. The game ends when one player has conquered all of the provinces on the map. Each turn, players can move their units, attack other units, and perform other actions. This makes it hard for them to implement whatever next step because they only have fake data that won't recreate itself in the real plans. Call to Arms is a turn-based game, meaning that each player takes turns making their moves. They know there will be bugs right now, but they're building everything for when it's final and faking numbers to artificially boost things during alpha doesn't actually help them at all because the testing data they get is rigged by the boosting. I wish this would be changed sooner than later, personally I don't understand the point in undercutting the payouts for these missions during this alpha stage.Ī dev explained this, indirectly, by answering a different question with the answer that they implement things in the game with the assumption that there are no bugs. Players are encouraged to join the call to arms to assist with the resupplying and defense of a UEE Navy flagship under enemy attack. Payouts were buffed for all criminal activities because now criminals go to jail if they're killed while having a crimestat. 25, Star Citizen players can expect the launch of the new and improved XenoThreat Dynamic Event following player feedback and input. Right now it seems like it pays to be a criminal.
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