1. Hey please check out our new forum Suggestions and Ideas found in the area "The Bay" - as we love all your ideas and want to collect them in one place, - please use it going forward. :) Thanks already for helping to make Battle Bay an even better experience. Remember: If your idea already exists - simply add your comment or like to an existing one so we avoid duplicates.
    Dismiss Notice

Update List Reminder

Discussion in 'Suggestions & Ideas' started by Blood Raven, 15 Apr 2018.

  1. Blood Raven

    Blood Raven Well-Known Member

    Joined:
    25 May 2017
    Messages:
    328
    Occupation:
    Software Developer
    Location:
    International
    Just thought to sum up some things to be included in future updates if deemed suitable, with some of the issues/improvements/ideas being mentioned in seperate threads before too. Here we go -

    (1) protector GQ trophy count fix - compared to the other quests the protector is easier to complete and gives an inproportionally better amount of trophies in comparison to your contribution to other quests, as mentioned by swim before.
    Solutions - descalate trophy count/add a zero to the figure required on a particular board's protector quest.

    (2) In player stats - Add a measure of activeness such as battles/day or battles/week. this helps us guild leaders (to recruit actives) and other players alike too to know how active a player is.

    (3) Add notifications such as friend/fleet requests (and if possible the friend chat too) during the transition menu from a battle end to next game.

    (4) Add training with bots, with different AI levels if possible.

    (5) Give random events such as a boss defeating event, which gives you but a single chance once in a while along a group of friends, or your guildmates to form a team of 5 and go against a boss ship with increased attributes.
    (like a 200kHP shooter with weapons dealing x2 damage) Rewards can range from pearls to epic items or leg pieces.

    (6) Make an option for giving a guild circular (message), which can be created by the leader (or officers too). Also increase guild member size if needed.

    (7) Buff the weapons with less usage or priority.

    (8) Give consecutive tesla shield half their duration/hp to make it fair with current status of bolt, over a duration of time like its resistance.

    (9) Do not allow players with very high ping to play matches, with a warning message being displayed like 'your ping is too high'. This should prevent ones having latency issues to play or as some say 'cheaters' taking advantage of unstable net.

    (10) Let a gap between rivalries. Say every alternate week.

    (11) Makes some short rivalries with guild war form rather than questing form. The progression format will be like tournaments, ranging from 1v1 against each of the 6 guilds (or more) to semi-finals to finals, where the winning guild gets good rewards and maybe some guild tokens as well as its a guild thing. The guilds will be given time in hours (say 24hrs) to prepare a team of 5 players online and go head on against the enemy. If one can't manage 5, or aren't active, they lose that round. The guilds in these type of rivalries are matched by infamy and gear scores.

    (12) Add new weapons like heatseeker, machine gun, ship artillery, lascannon, ricocheting gun, plasmagun, gausscannon etc and more ship types like submarine as many are calling ; with maybe low height (like the speeder) above surface and some special attributes like each ship has. (Example - takes half damage with mortars, x2 damage with torps) Oh and dont forget the biter.

    (13) Add ship customization unlocking custom content as per mk levels with stuff as decals, secondary colour, chrome visuals to spoilers hoods and additional curves, some of which can be brought by good amount of gold, some by pearls, and some only be completing certain events. (These events can be a good way to generate excitement too)

    (14) Stop nightmare reset, as only nightmare reset may adversly affect some ace league and below level players. Or reset infamy of every league per season. If the gap between the lower leagues and nightmares is too much, then increase infamy requirements of lower leagues, say ace I starting from 3500. So it wont be that hard to reach nightmare if your good.

    (15) Add skillbased ranks (E,D,C,B,A, S, SS, SSS) to each player based on average contribution/game and stars (as its the only measure at the moment to seek how well you played in a battle).

    (16) Try to enscale each ship's hitbox to their visual in-game appearance.

    (17) Add a free map view mode for players who cant view the map-view mode (due to reasons such as inavailability of detection of 7 or more fingers) so that they get the luxury of viewing the graphic details as well.

    (18) Take gear scores of weapons/healing items into account whereby both teams have comparable gear scores. Take average gear score for no. of weapons, for example for a mk6 shooter weapon gear score is divided by 5, (or 4 if only 4 slots are used), for mk6 enfo it is divided by 3. Comparable gear score examples -> t4-5 rares = t3-4 epics = t1-2 legs.

    (19) Provide 10 minute (or more) temporary bans from playing for being afk/tanking/sealclubbing which can be measured by doing 0 damage.

    (20) Reduce fire bomb ring's effect to a proportionate manner. You get 20 secs of burn even at 3/4th of ring radius sometimes.
    Similarly make the missiles do damage accurately at pin point landing and avoid damage when they do not land in the spot as seen visually.

    Edits : (Thanks to forum members!)

    (21) New maps. If possible add on themed ones like christmas themed maps, halloween maps etc. Also maps for specific weapons would be good for customs. (Torpedo zones with narrow lanes, mortar parks etc)

    (21) Add option to search guilds whilst being in a guild.

    (22) Add 3rd perk slot for uncommons (and 4th for rares too if possible).

    (23) Add Accuracy stats at the battle end screen, with weapon specific accuracy stats (Either ratio of hit/miss divided by total no. of shots fired, then max accuracy = 1.0, or just a plain count of how many shots landed and how many did not). Also specific weapon/healing item usage if possible.

    Thats it for all i can remember now, if i left something do add in replies =)
     
    Last edited: 26 Apr 2018
  2. Djradnad

    Djradnad Well-Known Member

    Joined:
    11 May 2017
    Messages:
    800
    Don’t forget to ask for new maps XD
     
    Nikkie! and Blood Raven like this.
  3. Bradley Thorinsson

    Bradley Thorinsson Well-Known Member

    Joined:
    1 Oct 2017
    Messages:
    465
    Nikkie! likes this.
  4. Blood Raven

    Blood Raven Well-Known Member

    Joined:
    25 May 2017
    Messages:
    328
    Occupation:
    Software Developer
    Location:
    International
    'Duplicate' Huh?
    First of all i didn't know there was such a thread, and following the link which you gave, eye hasn't mentioned anything in his post about changes. You'll have to go through pages to collect all points, and i added some of my points without viewing any thread. What i wanted to create was a post for devs and all alike to see at once, as a reminder for updates to work on in the future, rather than see the discussion of every matter, and in seperate threads that too. Wouldn't it be more easy to look at in one single post? (Which may be edited later as per need and more ideas by the forum community)
     
  5. HAPPY SITHSHA

    HAPPY SITHSHA Well-Known Member

    Joined:
    24 Feb 2018
    Messages:
    1,148
    Location:
    A Place that u could never imagine :P
    Add an option to see a guild from within the current guild.Nowadays,we can't search any guild unless we leave the current guild.My friend installed BATTLE BAY and told me his guild name over the phone.If this option had been available before,I would search his guild name and give him a request.:):)
     
  6. HAPPY SITHSHA

    HAPPY SITHSHA Well-Known Member

    Joined:
    24 Feb 2018
    Messages:
    1,148
    Location:
    A Place that u could never imagine :P
    Nikkie! likes this.
  7. Blood Raven

    Blood Raven Well-Known Member

    Joined:
    25 May 2017
    Messages:
    328
    Occupation:
    Software Developer
    Location:
    International
    Added!
    Sure!
     
    HAPPY SITHSHA likes this.
  8. Babablacksheep

    Babablacksheep Well-Known Member

    Joined:
    27 May 2017
    Messages:
    1,505
    Finally a good post
    So i m guessing we can add ?

    Since guild quest are main source of rewards..make uncommon more viable by
    ---->adding 3 slots for perks (MUCH NEEDED)
    ---->removing Limit of buying them

    1st uncommon--->50K ; 2nd--->75K ;3rd--->100K..So on,make Them progressively costly.There is no point on waiting for uncommon to unlock for upgrading.Please make them ready to use atleast upto Tier 4,it will prevent players ending in team with very weak rares or epics(tier 1)
     
    _devill, Shadow Moon! and Blood Raven like this.
  9. Babablacksheep

    Babablacksheep Well-Known Member

    Joined:
    27 May 2017
    Messages:
    1,505
    Bradley Thorinsson likes this.
  10. wreck your day

    wreck your day Well-Known Member

    Joined:
    29 Dec 2017
    Messages:
    686
    Occupation:
    Enforcer! And future ultimate selfish fixer >:D
    Location:
    somewhere, nowhere, and everywhere
    That's a very long wish list you have there! I'm sure the devs are already trying their best; don't pressure them lol :p
     
    HAPPY SITHSHA and Blood Raven like this.
  11. YerJokinArnYer

    YerJokinArnYer MVP

    Joined:
    1 Oct 2017
    Messages:
    1,197
    Location:
    UK
    Blood Raven likes this.
  12. TheAntiSnipe

    TheAntiSnipe Moon's haunted

    Joined:
    11 Jun 2017
    Messages:
    9,118
    Location:
    Classified top secret ;-)
    We need the rating system! Much easier for the fixers to know whom to heal-prioritize!
     
    Nikkie! and Blood Raven like this.
  13. AAZ7

    AAZ7 Active Member

    Joined:
    1 Jun 2017
    Messages:
    214
    Accuracy stats!
    For each weapon at the end of the battle. At least I am sometimes curious about it =)
     
    Riddlerpaji and Blood Raven like this.
  14. Blood Raven

    Blood Raven Well-Known Member

    Joined:
    25 May 2017
    Messages:
    328
    Occupation:
    Software Developer
    Location:
    International
    Not bad, but the problem is nobody uses uncommons anymore. Hardly a select few have levelled up uncommons. Even the newbies are learning to develop rares and save epics than spend time with uncommons in their initials, tho i'd like them to not completely dissapear in the low leagues as they are a criteria of weapons as well.
    Going by the current progression system, solely uncommons can't take the advantage of getting dupes freely. Maybe something like add an option to get your desired uncommon item for 30 stars.
    But yeah they could do with another perk slot. As for preventing players on team appearing with very weak rares or epics, i suggest we look at weapon specific gear scores of each player, and take that into account for matchmaking, whereby the average gearscore of weapons should be comparably same. But yeah appreciate that you took point on the almost forgotten 'uncommon' class. Added the perk thingy.

    Right! This is just a summed-up list which may serve as a reminder of some changes that should/could be implemented in the future updates. Pretty sure devs already took many points into notice before me, and are working on them : )

    Ah thanks for pointing it out!
    I guess it will only seem viable unless we have access to higher G-levels. I'll cross that one out from the list.

    Added! Also maybe specific weapon usage can be added if its not too much.
     
  15. Spinners71

    Spinners71 Well-Known Member

    Joined:
    27 Jul 2017
    Messages:
    463
    OVERALL = yeah sure, they could probably rebalance the quest requirements in some way.
    PRIORITY = LOW
    DIFFICULTY TO IMPLEMENT = LOW

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = LOW
    OVERALL = yeah sure, there's tons of stats that each of us would want. I'd like to see them give a list of 20 possibilities, and let the community vote on the ones they want the most.

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = EXTREMELY HIGH
    OVERALL = YES! It blows my mind they missed this...

    DIFFICULTY TO IMPLEMENT = INCREDIBLY HIGH
    PRIORITY = MEDIUM-LOW
    OVERALL = This would seriously enhance the game for many players, especially new players, but ...

    DIFFICULTY TO IMPLEMENT = INCREDIBLY HIGH
    PRIORITY = LOW
    OVERALL = No. You're basically asking for a whole new game.

    DIFFICULTY TO IMPLEMENT = HIGH (all guild quest requirements would have to be adjusted)
    PRIORITY = Depends...
    OVERALL = I guess I don't understand -- why is this a request? Why is this important?

    DIFFICULTY TO IMPLEMENT = INCREDIBLY HIGH (not hard to make the changes, but hard to know which are the right changes to make)
    PRIORITY = HIGH
    OVERALL = Overall, if Rovio has done one thing mostly right, it's balance their weapons. Yes, Sniper is a bit too universally useful, and Frost is a bit weak... but overall, most weapons are properly balanced. I trust Rovio to continue to collect, analyze, and act on the item data they have, to keep things in a pretty solid balance. I guess my only request would be to combine Rudder/Gear Lube into a single item, but that's not a buff, it's a rework...

    DIFFICULTY TO IMPLEMENT = MEDIUM
    PRIORITY = LOW
    OVERALL = I trust Rovio to balance their items (see above note). I think that overall they've done a good job keeping all items viable, without anything breaking the game.

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = MEDIUM
    OVERALL = Instead of "do not allow", I'd rather have a confirmation dialogue pop up onto the screen where it says "Your ping is XXX, which is very high, and may cause your game play experience to suffer severely. Do you want to play anyway (at your own risk)?" And then you get to decide.

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = MEDIUM
    OVERALL = I agree that having some time off would be good for players and good for the game in many ways... and I think a whole week off is actually a good length... but I wouldn't want a whole week off between every single rivalry. Maybe 3 on, 1 off... I definitely hope Rovio gives this some thought... I'm just not sure what the right pattern should be... 4 on, 1 off?...

    DIFFICULTY TO IMPLEMENT = VERY HIGH
    PRIORITY = HIGH (imo)
    OVERALL = Tournaments are a fantastic idea (one I think Rovio is even thinking about), but it would have to be a completely separate game mode from the current Rivalries (since they're no longer based on Infamy). They should be infamy-based. They should be completely optional, probably with a buy-in of some kind (i.e. pearls). But this is a huge undertaking to code and implement properly. And it will be tough for guildmates to organize. Would love to see it not even be guild-based, but just make a team with your friends!

    DIFFICULTY TO IMPLEMENT = INCREDIBLY HIGH
    PRIORITY = ZERO (imo)
    OVERALL = The weapon variety in this game is already incredibly good. I don't see how any of those suggestions are all that different from what we already have from a play-style standpoint. We also don't need more ships. What we have is sufficient, and also sufficiently challenging to properly balance.

    Oh - except the Biter. We need that! ;)

    j/k

    DIFFICULTY TO IMPLEMENT = MEDIUM
    PRIORITY = MEDIUM
    OVERALL = I think visual customizations could be a wonderful revenue generator for Rovio, and I think lots of players would love it. WIN-WIN! $$$

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = VERY HIGH
    OVERALL = I think this is a no-brainer. I don't think the reset should be completely eliminated though. I think it should be adjusted so you fall half-way to 4000, rather than all the way to 4000. (I have gone into greater depth about my thoughts about this in other threads...)

    DIFFICULTY TO IMPLEMENT = MEDIUM
    PRIORITY = ZERO (imo)
    OVERALL = Stars are already an inaccurate measure of skill/contribution... And now you want to base a "badge" on an inaccurate algorithm? No thanks...

    DIFFICULTY TO IMPLEMENT = MEDIUM
    PRIORITY = ZERO (imo)
    OVERALL = It's probably an easy fix, but I'm not convinced it needs fixing. (See my notes above how trusting Rovio to balance items -- I basically trust them to balance hit box too.)
     
  16. Spinners71

    Spinners71 Well-Known Member

    Joined:
    27 Jul 2017
    Messages:
    463
    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = HIGH
    OVERALL = Yes, they should do this. No reason not to.

    DIFFICULTY TO IMPLEMENT = INCREDIBLY HIGH
    PRIORITY = ZERO
    OVERALL = OH GOD, NO, PLEASE NO DON'T ASK THEM TO DO THIS! Matchmaking should be based purely on Infamy. (I have gone deep into the logic so many times in so many other threads, I have lost count. Please don't ask for matchmaking to be anything other than infamy.)

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = LOW
    OVERALL = AFK is one thing... easy to add code to determine if they literally haven't moved... but if they move, even an inch, that's where I disagree. Maybe a phone call came in, maybe their battery died, maybe their little brother snatched the phone a bolted out of the room, or maybe they actually played the game, tried to get some hits, but just missed everything before getting sunk... None of that should be severely punished. If there's an AFK, it should pop-up a warning that says "You seemed to be AFK last match, if it happens again, you'll have a 10 minute time out." (or something like that) Warnings usually a far better deterrent than punitive punishments - especially if the qualifying behavior (getting 0 damage) is completely possible by people legitimately trying to win.

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = LOW
    OVERALL = This probably has more to do with the ring not being the best predictor for where the bomb will land (you should know it doesn't take waves into account, so it could be off by almost an entire radius length)... But sometimes, yeah, I think I should be completely out of it, and I still get hit for a long duration. But again........... I trust Rovio to balance their weapons... I don't necessarily think Fire Bomb is OP right now... Just a little frustrating. Perhaps they see this, look into it, and then whether they do something about it or not is up to them.

    DIFFICULTY TO IMPLEMENT = INCREDIBLY HIGH
    PRIORITY = MEDIUM
    OVERALL = They did a fantastic job with Wayward Pains. But I also think that to make a good map is a tremendous effort - to make it unique, tactically balanced for both teams, tactically balanced for all ships, tactically balanced for all weapons, thematically interesting, graphically vibrant, etc, etc, etc... I don't want seasonal maps (season decorations on existing maps is fine), but if they're going to put effort into new maps, let's make them good enough to stick around for the long haul.

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = MEDIUM
    OVERALL = No reason for them not to do this. Easy to do, and a nice quality of life improvement for players.

    DIFFICULTY TO IMPLEMENT = MEDIUM (unintended consequences at various Infamy levels)
    PRIORITY = LOW
    OVERALL = I just don't think it's necessary... Just buy and level up a Rare...

    DIFFICULTY TO IMPLEMENT = LOW
    PRIORITY = MEDIUM (imo)
    OVERALL = I'm a math guy, so I would absolutely love this. But it's not something I'm convinced Rovio wants to share (even though I would want them to - and would argue that there's no good reason to withhold). With replays, it's entirely possible for all of us to re-watch every match and count for ourselves... so if it's something that's available, but incredibly tedious to collect, that's where I think an honest request to Rovio for help collecting it -- as long as it's not too hard to code -- would be a wonderful gift to the players.
     
  17. Babablacksheep

    Babablacksheep Well-Known Member

    Joined:
    27 May 2017
    Messages:
    1,505
    Great insight spinners,i agree with everything

    @Blood Raven I agree firmly stand by everything spinners classified as priority zero

    We need rivalry break,or shorter rivalries
    For me it is high priority.To improve quality of matches in regular questing
    100℅ agree
    Yes please change of colour of this statement,it should be "Red"
    If not improved matchmaking should not be broken... Lets keep it untouched !

    However gear score can be useful in custom battles,to auto balance the teams(Optional)
     
    Spinners71 likes this.
  18. Blood Raven

    Blood Raven Well-Known Member

    Joined:
    25 May 2017
    Messages:
    328
    Occupation:
    Software Developer
    Location:
    International
    Yes thats quite a well thought evaluation on my points, some of which i disagree, but mostly what he evaluated was right. Also appreciate the time he took to write that.

    Okay i'll go through everything that spinners classified as zero priority.

    And neither do i want to mess up with matchmaking but taking in mind of the total thread count of god knows(x billion +15 maybe? :p) and concerned nightmare reset problem for ace league and below level players, it wouldn't be bad to rethink its logic (not my suggestion maybe something else?). As in every other games with leagues, all the leagues are reset, and not just the topmost league itself, which is our case. But i do realize there might be a huge gap between ace I and nightmare for ace I to climb to nightmare (as they will be reset to ace I infamy standard) and if that gap is too huge, might as well raise the bar a little. Not sure if my idea was good, but then yeah better not mess with matchmaking atm.

    Rest yup, we do need a break instead of questing 24*7*365. A week is suitable as it'll give you time to prepare and the ones with busy occupations can heave a sigh of relief to play the game in a relaxing attire than a non-stop questing experience.

    Gear score too yup, i guess devs already are thinking to put that into account (or already did? Idk), otherwise right now its just a show-off of whose got more.

    Coming to spinners' zero priority ones -
    (1) - I would agree on the ships as the ships right now are giving a good enough playstyle choice, but some forum members wanted concepts like the 'submarine' or a new boat, so added this, keeping in view of all. The biter is a must tho. (You cant denounce an official announcement :p)
    Likewise the suggestions are based on previous threads with accumulated ideas such as ideas for new weapons. On a personal note, even i am content and think the weapons provide a good enough choice, but the players and forum community alike too will carve new items, and am always open to new items.
    Definitely wasn't meant we need them right now, but for future updates maybe? Who wouldnt like a new weapon/item? So that was good enough to be added to the list.

    (2) - so you trust rovio and say stars are a completely inaccurate measure? Do you realize if you get 3 stars you must've done good enough damage or helped others with fire contribution and stuns/heals/frosts etc. You do not get 2 stars for a defeat always do you? Its when you do especially good then the others and still lose. You do not get 1-2 star for victories just because you won, somebody else in your team played/contributed way better, or enemy gave a tougher fight than you but lost. If they were an inaccurate measure they should'nt be there in the first place, but they are if not completely, atleast 90% accurate to contribution.
    And skillbased ranks are to distinguish between good and average players, so you know whom to follow, whom to not, whom to help being a fixer as antisnipe stated. Sometimes it turns out the highest infamy guy in every battle isnt the best player.
    Ranks can also show your skillevel to certain extent if you combine or take into account the accuracy stats of point (23). And if you think thats useless and just as a show, then what about the current badge points and badge?

    (3) - As i said taking into accout for all, for i havent faced any issue with shooter and speeder hitbox, (the ships i have played the most) but i noticed while playing defender, a little more than the massive size of defender is its hit area. While playing against, i can almost aimlessly hit defenders with my railgun thanks to that. Its for those big blue guys particularly, and also for the other ships in case there is a slight mismatch on the hitbox size.
     
  19. Mimmel

    Mimmel Member

    Joined:
    15 Aug 2017
    Messages:
    65
    Yes, Quality of the match. We need some days without guild quests. Everyone play with their best gears. It was normal before guild quques come. I miss it...
     
    Blood Raven likes this.
  20. YerJokinArnYer

    YerJokinArnYer MVP

    Joined:
    1 Oct 2017
    Messages:
    1,197
    Location:
    UK
    Great thread. Lots of well thought out points and counter points.

    I just want to chip in on the skill based ranks. I think this would be very difficult to do. Basing it purely on damage caused and stars won would favour some classes (primarily shooter) over others (primarily speeder and fixer). Also, a players effectiveness varies quite significantly from match to match based on a number of factors:
    • If they’ve just had a bad run, they’ll be artificially below their ‘true’ infamy and so should be more effective in the short term
    • Similarly, if they’ve been carried by good teammates to an artificially high infamy, then they’ll likely be less effective in the short term until they fall to their true effectiveness.
    • If they’ve just upgraded some gear, or completed some training, they may be due a rise in their true infamy and therefore be more effective in the short term
    • If they have a short range setup, but the game selects a mortar friendly map, then they’ll be less effective than normal
    • If they change ship or weapons for a quest, they’ll likely perform below their true level.
    • The makeup of the opposition. A player may perform better against shooters than speeders (say).
    • Luck, you can sometimes be in the wrong place at the wrong time.
    I’m not saying that a very clever piece of programming couldn’t be designed to try to factor all of that in, but it sounds like a lot of work. If I was a fixer (which I’m not) a much simpler method is just to crudely assume that higher infamy is higher effectiveness, and so prioritise those ships for healing.
     
    Babablacksheep and Blood Raven like this.

Share This Page