Cool, glad the difficulty is closer to where I would like, as for dying in the day, this happens if your command beacon starts burning, it will burn and die during the day if you haven't done anything to prevent it. The alliance bug when attacking someone now should be fixed.
I will see about removing ping ability to those who have died too!
Thanks
Also, I wasn't able to locate the misspelt word experienced, could you clarify where you are seeing it?
For clarification the alliance trigger should automatically cause you to go to war with any player whom attacks you UNLESS you have both formed an alliance with eachother, this is obviously so splash damage doesn't cause war if you are fighting side by side. So it might be possible to backstab someone if both people have allied, so ally people with caution!
I love this game. Some things I noticed while just playing are after all the City Halls die, the underground zombies come out. Even in daylight. I died on the other game trying to rebuild my bunker, which ended up getting destroyed by unexpected zombies. Also, do you go back to level one when you die? I died on this map at level 3, and then the next game I played made me level 1. I hope to see the finalized version soon, but I love this game!
Aha! I figured out the exp bug, I was beating my head against a wall on this one for several hours, apparently it was a small math error on my part. Should be fixed now! :). Just doing some final tests to make sure I didn't screw anything else up and I will upload.
Sweet man, lol thats pretty beast. How about City Halls and the daytime zombie awakening? Can't wait the see the finalized copy. And damnit lol I can't cheaply use command beacons to generate income now. The game seems a bit slow at times, and in the games I've played rarely anyone goes for mineral nodes. Just some things to point out.
I did fix the day time zombies bit. The mineral nodes outside are kind of a gift to those on the outer wall if they can get to them easily. They can be harvested fairly quick and equate up to 250 cash, not too shabby but it can result in a loss of an engineer if he is not protected. If you think the reward vs risk is not there, how would you sweeten the deal?
Also how does the game slow down? any ideas to improve it?
Right now I hit a major snafu, I think I discovered a map editor bug, anyways alot of my triggers suddenyl changed themselves to null values and I have to go through each of them and fix them back to what they are supposed to be, also whenever natives attack anything the game crashes, however if I control native units and attack it works fine, it seems to be just the AI, and I have no triggers attached to it. On game crash the game simply says there is no memory in the allocated section block it tried to access. This is truly puzzling.. and.. aggravating.
I say you focus on those details more lol. The good thing is the daytime zombies are gone. The reason you're game isn't as big as the others I think is because the learning of the game is unclear. There's this margin between really good people and clueless people. Good luck with that trigger. And mineral nodes are annoying, because of the fact engineers move too slowly. Could they at least move faster on perimeter? I hate waiting an hour for an scv to move onto the next area of my perimeter. Loving the game so far though, keep it up!
Sadly, I think the map editor corrupted my map data, everything is fubar. However I do have a back up from 2 days ago, figuring out everything I changed and updated will be a pain but I will work off that to get everything back to what it should be.
Please be advised, there is a known bug with the Commander's experience resetting past 2400 experience. I had this fixed.. sadly.. I will fix it again once I get everything redone. New update should be by tomorrow night.
Can't you download your own map from bnet? or did you lock it?
Good to know some of the bad stuff is fixed for now. EaZyAZN stated above that his level didn't save when he lost the match and you explained that it was a bug and it is fixed. I thought your level isn't supposed to save if you lose? I really like the fact that you have to win to keep your stats, I hope it doesn't change.
I think I figured out why the ghost units (the ones that cost 12 minerals) are dying in the bunker. I believe they have splash damage? I accidentally told them to attack the building they stood next to instead of the burrowed units and half of them died right away while the remaining ones all suffered damaged. It would appear that when they are in the bunker and the units are attacking it, their damage splashes and kills the units in the bunker. This is just a guess though cause it doesn't say anywhere in the description that they have splash damage.
Perfect, that should be easily fixable AlwaysImagine, I will fix that tomorrow as I am working on getting the map back to what it should be. Its going to be a pain, but luckly I remember most of my changes! Thanks for finding that out for me.
And just an FYI the experience bug is still in teh version currently released. I fixed it in the version that got corrupted but that is not good to anyone else unless you like seeing your SC2 close do to Fatal Error exceptions! I will get this all fixed but please be aware that if your commander's EXP goes beyond 2400, it might reset, I am not exactly sure what will happen to it as there are a number of things I do to scramble the data so it can't be easily changed by someone deciding they want to max out their exp. But.. I had an error in my math operations that caused it to fudge and reset. I will fix this tomorrow.
Inside the ability selector, the ability "Veterancy" says: Your commander becomes more experiences along with his army.
It should be Experienced
Bug? Units can't shoot from buildings.. not even snipers.
Been playing a lot and noticing that even if I did get to the end of the game, i still wouldnt have made enough cash to get anywhere near the stuff I wanted to buy. With this in mind, it is highly unlikely players will attack each other with the lack of money, or rather expensive research/costs. IDEA: Maybe you shouldn't reduce costs or increase income but rather Increase the length of daytime so that you can accumulate more money and build more things before you die. If my commander dies during night, he doesn't come back until the next night, when he will stand up, be swarmed and drop dead again -_-
Also PLEASE change it back so that you only get to keep your xp if you WIN
EDIT:
BUG>The command beacon increases in price for every one you build, but if one gets destroyed it doesn't go back down in price!
After playing A lot more:
The city cores need to be stronger so we are able to defend them better
Heres a huge problem with cash> so if you want to survive you need units to defend your base, the problem is they cost a crapload and to get anything decent (like research) it costs a crapload, for example: you have to pay 10 for a marine, then you have to pay 240 for battlefield promotion, then you have to pay another 30 for every single marine to upgrade them to assault marines. this all adds up to TONS. and heres the catch, you HAVE to buy 12 units at a time and with ONLY 12 units, your funding centers are already at only 20% efficiency. I know u get less cash the bigger army you have, but 12 units? 12 units is not an army. Those 12 units die in seconds I might add, and then it takes a TON of money and a lot of time to get 12 more units. But since having units reduces your income drastically you can't afford to have units, so essentially you can't do anything. On top of that you can't even cap half the maps funding centers if your playing with a decent amount of people.
So Problems: Everything costs too much, You can't have units or you get no cash, you have no cash because you have to build units or you die, you die because you have no units and no defenses because you have no cash because you need units.
It's a vicious circle of You lose! :D
Since you have none of this stuff not only do you lose, but you definitely have no time (because a day is only 2-3 min) and no where near enough resources to think about attacking another player.
With the new difficulty the farthest i've gotten is day 8. and I was dying the 3 days before that. I only survived the 3 days before that because the natives were busy killing off other players ;)
I do see your points, but first! I tested the units from within buildings and they should fire, very slowly but should fire, its like at 15% normal firing speed. Unfortunatelly it doesn't show muzzle flashes though, I haven't figured out how to fix it otherwise. But just incase something broke it, I will test it once I get everything else back up and kicking. Also I originally intended the Command Beacon price to continously rise and never fall, kind of adds to the strategic element of them rather than make them as easy to place as supply depots.
I did alot of price adjusting way back when and I do like the price points of most things, there might be some adjustments here and there, but I think your real issue lies with that the natives are too difficult this version. I foreseen that difficulty would rise greatly, I wanted it to be more challenging than it was. I may have taken it through the roof though. I have to really get in and play it some to fine tune it. My ideal goal would be to see a game of 10 players, have 2-3 mischieve makers killing off weaker players and by mid game everyone trying to struggle along and protect the city cores. By the end of the game the city cores should die and I imagine of the 10 perhaps 4-5 are left by time the boss arrives. After some epicness perhaps all 4-5 come through, but I think its more realistic to only see the top 4 achieve victory. Before the patch I sat ina game of 10 maxed cash and max ammo with 3 command beacons most of the game. So I think I hit the two extremes, just have to balance it some. I will be working on it alot later today.
My intent is to make it a struggle and a difficult one, some may have to kill weaker players to get the cash to sruvive, of course the pvp in this game is not the same as some may be used to, it requires some tact and strategy. Marching your army into someone's base will wipe out both your armies and cause doom for both of you. However, there are particular units that can be used to weaken an individual to the brink of destruction and allow the opposing player to feed off the remains while claiming their funding centers. Of course with a strong alliance it might be a bad idea just running around and killing other players, it really is situational and requires some tact.
I hope to hit the sweet spot for the difficulty, unfortunately the only way to test some of the adjustments is endless hours of test runs under various conditions so its sometimes hard to hit the mark. I am working on it though!
I think you misunderstood me. I love the challenge, I love it being difficult. There is a huge difference between it being difficult and not being able to use half the features in the game though.
By the time the game ends(by killing the boss) there is no way I could have researched most things with their price and time to research. I feel like I am missing half the game.
On your other point, that you would like to see people strategically eliminate other players. This is currently impossible due to the fact that there is no TIME. At night you are defending against something that you can barely hold back, during the day you are either 1. Attaining funding centers, 2. Repairing what was broken last night, or 3 building something new/hiring more units. By the time you are done with any one of these tasks it is either already night again OR it is 1 minute from night which at this point you will not send any units out because you need them all at your base for defense.
You also failed to address the issue of just having a mere 12 units will reduce your funding income to almost nothing with half the map held. You have a choice: make units and recieve little to no money for the rest of the game or don't make units and die.
Also: Will you be changing it back so only winners get their stats saved?
Also: Is there a way to prevent the natives from stealing your funding centers back? (usually you take them during the day, they take them back during the night. You can't protect them because you can't have more then 12 units on the field at any given time and since youll have those 12 protecting your main base you won't have any money to build turrets or anything)
The main thing is in the this, I agreed with Grimshad. The ecconomical pursuit of this game is so hard. I usually just cause some havoc with commandos, but usually I'm unable to fund for commandos AND a base defense. The city cores die way too quickly, I think they should have some basic means of self defense (against both players and zombies). Honestly, the best way to get money is to wait for an idiot try attack you lol, and watch them get gunned down by some of your heavier units. This game is so much more difficult. Grimshad, what I said was I started at level 3, then died in that game, and went to lvl 1 somehow.
If lowering the difficulty of the enemies is going to help with all of the stuff I listed, by all means do it. We will see though :)
P.S. If you leave it so it saves your stats even if you lose, people will just keep creating solo games to lvl their commander. I guess you can make it so it only saves if there were more than 4 people in the game. I still think it should only be if you win though, it gives people a common goal as well as giving people a reason to kill other people. I kill you, you don't get saved, if i win, i will be stronger than you for future games.
Thank you for sharing your ideas! I decided based on your thoughts that I will only save exp in two situations:
1) You survive until the Soul Collector comes and you die, you will keep the exp earned up to that point.
2) You kill the Soul Collector, you will also get a fairly substantial bonus based on the starting number of players.
I will also make a Objective tutorial for the help menu
As for the difficulty, the cores now have 4 auto turrets each, that should help some, I will play some today and try to make balance adjustments where needed. I would like to keep the price points where they are, but if it is looking neccessary I will drop prices or raise income. Let me test it out a little bit to get a feel on where things are weak.
This is too long to fit into one help box on SC2 so here will be the newest update:
-Commander's EXP is only saved IF you survive to the last boss, you only get the exp bonus if you survive through killing him.
-Native creatures will try to attack and destroy the 4 City Cores, once destroyed they will begin spawning extra within the city. The idea is to protect these.
-Units with detection for cloaked units has had radius reduced to not make cloaked units completely useless.
-Command Beacons now function more as intended. You can only build a limited number (3). You can be able to build more by researching the upgrade and by killing other player's command beacons.
-Slight health upgrade to skirmisher.
-Fix to Gargoyle (Brood Lord) that was damaging units inside bunkers.
-Fix alliance bug that allowed people to attack you without going to war, it will now be automatic. May be issues now with being allied and splash damage making war, if this is the case, let me know.
-Fixed Commander exp bugs causing reset level 3
-When players die now, their UI will be removed so they cannot harass other players through pinging. However they may still stay and watch.
-Fixed another bug causing natives to pop out during the day.
-Turrets for the City Cores.
-Slight Increase to funding center cash.
Thats boss haha. makes reapers more important too, with their flares. What you're saying is. I can muster up an army, kill everyone on the map (except for a few people). These people will not get saved experience, even though they've been playing the game into 40 minutes. And also, I wish the tutorial was more clear. Usually explaining to people through chat gets things done fasters.
Usual topics people are stuck on-
how to get a drop of troops /
how to recharge energy /
how to build buildings (usually no perimeter) /
Wish there was a way to post that in the open, so that people could understand the game better. Will you ever play public games Abacus?
I think the hardest thing to debate about is how the experience should work, so that it's balanced.
@Grimshad: Go
Cool, glad the difficulty is closer to where I would like, as for dying in the day, this happens if your command beacon starts burning, it will burn and die during the day if you haven't done anything to prevent it. The alliance bug when attacking someone now should be fixed.
I will see about removing ping ability to those who have died too!
Thanks
Also, I wasn't able to locate the misspelt word experienced, could you clarify where you are seeing it?
For clarification the alliance trigger should automatically cause you to go to war with any player whom attacks you UNLESS you have both formed an alliance with eachother, this is obviously so splash damage doesn't cause war if you are fighting side by side. So it might be possible to backstab someone if both people have allied, so ally people with caution!
I love this game. Some things I noticed while just playing are after all the City Halls die, the underground zombies come out. Even in daylight. I died on the other game trying to rebuild my bunker, which ended up getting destroyed by unexpected zombies. Also, do you go back to level one when you die? I died on this map at level 3, and then the next game I played made me level 1. I hope to see the finalized version soon, but I love this game!
And your game motivated me so much, I got an account on this site! lol just pointing that out there.
@EaZyAZN: Go
Aha! I figured out the exp bug, I was beating my head against a wall on this one for several hours, apparently it was a small math error on my part. Should be fixed now! :). Just doing some final tests to make sure I didn't screw anything else up and I will upload.
Sweet man, lol thats pretty beast. How about City Halls and the daytime zombie awakening? Can't wait the see the finalized copy. And damnit lol I can't cheaply use command beacons to generate income now. The game seems a bit slow at times, and in the games I've played rarely anyone goes for mineral nodes. Just some things to point out.
@EaZyAZN: Go
I did fix the day time zombies bit. The mineral nodes outside are kind of a gift to those on the outer wall if they can get to them easily. They can be harvested fairly quick and equate up to 250 cash, not too shabby but it can result in a loss of an engineer if he is not protected. If you think the reward vs risk is not there, how would you sweeten the deal?
Also how does the game slow down? any ideas to improve it?
Right now I hit a major snafu, I think I discovered a map editor bug, anyways alot of my triggers suddenyl changed themselves to null values and I have to go through each of them and fix them back to what they are supposed to be, also whenever natives attack anything the game crashes, however if I control native units and attack it works fine, it seems to be just the AI, and I have no triggers attached to it. On game crash the game simply says there is no memory in the allocated section block it tried to access. This is truly puzzling.. and.. aggravating.
I say you focus on those details more lol. The good thing is the daytime zombies are gone. The reason you're game isn't as big as the others I think is because the learning of the game is unclear. There's this margin between really good people and clueless people. Good luck with that trigger. And mineral nodes are annoying, because of the fact engineers move too slowly. Could they at least move faster on perimeter? I hate waiting an hour for an scv to move onto the next area of my perimeter. Loving the game so far though, keep it up!
-Right now I'm just throwing ideas out there.
@EaZyAZN: Go
Sadly, I think the map editor corrupted my map data, everything is fubar. However I do have a back up from 2 days ago, figuring out everything I changed and updated will be a pain but I will work off that to get everything back to what it should be. Please be advised, there is a known bug with the Commander's experience resetting past 2400 experience. I had this fixed.. sadly.. I will fix it again once I get everything redone. New update should be by tomorrow night.
Can't you download your own map from bnet? or did you lock it?
Good to know some of the bad stuff is fixed for now. EaZyAZN stated above that his level didn't save when he lost the match and you explained that it was a bug and it is fixed. I thought your level isn't supposed to save if you lose? I really like the fact that you have to win to keep your stats, I hope it doesn't change.
P.S. Backup more often :P
I think I figured out why the ghost units (the ones that cost 12 minerals) are dying in the bunker. I believe they have splash damage? I accidentally told them to attack the building they stood next to instead of the burrowed units and half of them died right away while the remaining ones all suffered damaged. It would appear that when they are in the bunker and the units are attacking it, their damage splashes and kills the units in the bunker. This is just a guess though cause it doesn't say anywhere in the description that they have splash damage.
Perfect, that should be easily fixable AlwaysImagine, I will fix that tomorrow as I am working on getting the map back to what it should be. Its going to be a pain, but luckly I remember most of my changes! Thanks for finding that out for me.
And just an FYI the experience bug is still in teh version currently released. I fixed it in the version that got corrupted but that is not good to anyone else unless you like seeing your SC2 close do to Fatal Error exceptions! I will get this all fixed but please be aware that if your commander's EXP goes beyond 2400, it might reset, I am not exactly sure what will happen to it as there are a number of things I do to scramble the data so it can't be easily changed by someone deciding they want to max out their exp. But.. I had an error in my math operations that caused it to fudge and reset. I will fix this tomorrow.
Inside the ability selector, the ability "Veterancy" says: Your commander becomes more experiences along with his army.
It should be Experienced
Bug? Units can't shoot from buildings.. not even snipers.
Been playing a lot and noticing that even if I did get to the end of the game, i still wouldnt have made enough cash to get anywhere near the stuff I wanted to buy. With this in mind, it is highly unlikely players will attack each other with the lack of money, or rather expensive research/costs. IDEA: Maybe you shouldn't reduce costs or increase income but rather Increase the length of daytime so that you can accumulate more money and build more things before you die. If my commander dies during night, he doesn't come back until the next night, when he will stand up, be swarmed and drop dead again -_-
Also PLEASE change it back so that you only get to keep your xp if you WIN
EDIT:
BUG>The command beacon increases in price for every one you build, but if one gets destroyed it doesn't go back down in price!
After playing A lot more: The city cores need to be stronger so we are able to defend them better Heres a huge problem with cash> so if you want to survive you need units to defend your base, the problem is they cost a crapload and to get anything decent (like research) it costs a crapload, for example: you have to pay 10 for a marine, then you have to pay 240 for battlefield promotion, then you have to pay another 30 for every single marine to upgrade them to assault marines. this all adds up to TONS. and heres the catch, you HAVE to buy 12 units at a time and with ONLY 12 units, your funding centers are already at only 20% efficiency. I know u get less cash the bigger army you have, but 12 units? 12 units is not an army. Those 12 units die in seconds I might add, and then it takes a TON of money and a lot of time to get 12 more units. But since having units reduces your income drastically you can't afford to have units, so essentially you can't do anything. On top of that you can't even cap half the maps funding centers if your playing with a decent amount of people.
So Problems: Everything costs too much, You can't have units or you get no cash, you have no cash because you have to build units or you die, you die because you have no units and no defenses because you have no cash because you need units.
It's a vicious circle of You lose! :D
Since you have none of this stuff not only do you lose, but you definitely have no time (because a day is only 2-3 min) and no where near enough resources to think about attacking another player.
With the new difficulty the farthest i've gotten is day 8. and I was dying the 3 days before that. I only survived the 3 days before that because the natives were busy killing off other players ;)
@Grimshad: Go
I do see your points, but first! I tested the units from within buildings and they should fire, very slowly but should fire, its like at 15% normal firing speed. Unfortunatelly it doesn't show muzzle flashes though, I haven't figured out how to fix it otherwise. But just incase something broke it, I will test it once I get everything else back up and kicking. Also I originally intended the Command Beacon price to continously rise and never fall, kind of adds to the strategic element of them rather than make them as easy to place as supply depots.
I did alot of price adjusting way back when and I do like the price points of most things, there might be some adjustments here and there, but I think your real issue lies with that the natives are too difficult this version. I foreseen that difficulty would rise greatly, I wanted it to be more challenging than it was. I may have taken it through the roof though. I have to really get in and play it some to fine tune it. My ideal goal would be to see a game of 10 players, have 2-3 mischieve makers killing off weaker players and by mid game everyone trying to struggle along and protect the city cores. By the end of the game the city cores should die and I imagine of the 10 perhaps 4-5 are left by time the boss arrives. After some epicness perhaps all 4-5 come through, but I think its more realistic to only see the top 4 achieve victory. Before the patch I sat ina game of 10 maxed cash and max ammo with 3 command beacons most of the game. So I think I hit the two extremes, just have to balance it some. I will be working on it alot later today.
My intent is to make it a struggle and a difficult one, some may have to kill weaker players to get the cash to sruvive, of course the pvp in this game is not the same as some may be used to, it requires some tact and strategy. Marching your army into someone's base will wipe out both your armies and cause doom for both of you. However, there are particular units that can be used to weaken an individual to the brink of destruction and allow the opposing player to feed off the remains while claiming their funding centers. Of course with a strong alliance it might be a bad idea just running around and killing other players, it really is situational and requires some tact.
I hope to hit the sweet spot for the difficulty, unfortunately the only way to test some of the adjustments is endless hours of test runs under various conditions so its sometimes hard to hit the mark. I am working on it though!
I think you misunderstood me. I love the challenge, I love it being difficult. There is a huge difference between it being difficult and not being able to use half the features in the game though.
By the time the game ends(by killing the boss) there is no way I could have researched most things with their price and time to research. I feel like I am missing half the game.
On your other point, that you would like to see people strategically eliminate other players. This is currently impossible due to the fact that there is no TIME. At night you are defending against something that you can barely hold back, during the day you are either 1. Attaining funding centers, 2. Repairing what was broken last night, or 3 building something new/hiring more units. By the time you are done with any one of these tasks it is either already night again OR it is 1 minute from night which at this point you will not send any units out because you need them all at your base for defense.
You also failed to address the issue of just having a mere 12 units will reduce your funding income to almost nothing with half the map held. You have a choice: make units and recieve little to no money for the rest of the game or don't make units and die.
Also: Will you be changing it back so only winners get their stats saved?
Also: Is there a way to prevent the natives from stealing your funding centers back? (usually you take them during the day, they take them back during the night. You can't protect them because you can't have more then 12 units on the field at any given time and since youll have those 12 protecting your main base you won't have any money to build turrets or anything)
The main thing is in the this, I agreed with Grimshad. The ecconomical pursuit of this game is so hard. I usually just cause some havoc with commandos, but usually I'm unable to fund for commandos AND a base defense. The city cores die way too quickly, I think they should have some basic means of self defense (against both players and zombies). Honestly, the best way to get money is to wait for an idiot try attack you lol, and watch them get gunned down by some of your heavier units. This game is so much more difficult. Grimshad, what I said was I started at level 3, then died in that game, and went to lvl 1 somehow.
Anyways screw this I'm gonna go play some hostile planet, good luck with the patching.
P.S. J'ai une idee! Make OBJECTIVES! like "build perimeter" "defend city cores #/4" "build soldiers #/12" stuff like that that would aid noobs
If lowering the difficulty of the enemies is going to help with all of the stuff I listed, by all means do it. We will see though :)
P.S. If you leave it so it saves your stats even if you lose, people will just keep creating solo games to lvl their commander. I guess you can make it so it only saves if there were more than 4 people in the game. I still think it should only be if you win though, it gives people a common goal as well as giving people a reason to kill other people. I kill you, you don't get saved, if i win, i will be stronger than you for future games.
@Grimshad: Go
Thank you for sharing your ideas! I decided based on your thoughts that I will only save exp in two situations: 1) You survive until the Soul Collector comes and you die, you will keep the exp earned up to that point. 2) You kill the Soul Collector, you will also get a fairly substantial bonus based on the starting number of players.
I will also make a Objective tutorial for the help menu
As for the difficulty, the cores now have 4 auto turrets each, that should help some, I will play some today and try to make balance adjustments where needed. I would like to keep the price points where they are, but if it is looking neccessary I will drop prices or raise income. Let me test it out a little bit to get a feel on where things are weak.
This is too long to fit into one help box on SC2 so here will be the newest update:
-Commander's EXP is only saved IF you survive to the last boss, you only get the exp bonus if you survive through killing him.
-Native creatures will try to attack and destroy the 4 City Cores, once destroyed they will begin spawning extra within the city. The idea is to protect these.
-Units with detection for cloaked units has had radius reduced to not make cloaked units completely useless.
-Command Beacons now function more as intended. You can only build a limited number (3). You can be able to build more by researching the upgrade and by killing other player's command beacons.
-Slight health upgrade to skirmisher.
-Fix to Gargoyle (Brood Lord) that was damaging units inside bunkers.
-Fix alliance bug that allowed people to attack you without going to war, it will now be automatic. May be issues now with being allied and splash damage making war, if this is the case, let me know.
-Fixed Commander exp bugs causing reset level 3
-When players die now, their UI will be removed so they cannot harass other players through pinging. However they may still stay and watch.
-Fixed another bug causing natives to pop out during the day.
-Turrets for the City Cores.
-Slight Increase to funding center cash.
Thats boss haha. makes reapers more important too, with their flares. What you're saying is. I can muster up an army, kill everyone on the map (except for a few people). These people will not get saved experience, even though they've been playing the game into 40 minutes. And also, I wish the tutorial was more clear. Usually explaining to people through chat gets things done fasters.
Usual topics people are stuck on-
how to get a drop of troops / how to recharge energy / how to build buildings (usually no perimeter) /
Wish there was a way to post that in the open, so that people could understand the game better. Will you ever play public games Abacus?
I think the hardest thing to debate about is how the experience should work, so that it's balanced.