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Tentacle Monster
- Joined
- Oct 16, 2015
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Re: [Nutaku] Armor Blitz
It becomes so at high level maps when the infamous death ball has, outside of very tough teams, broken into two balls,
- one consisting of a heavy front line and
- another of the dps, hanging waaaaaay to the back, consisting of 5* artillery, 5* TDs and Focus fire tanks
It is an curious reverse of the lessons the game teaches for all of its low and medium gameplay.
Thing is, at high levels the front is not a place the normal dps medium tank that rules the low and medium content can survive for long anymore, there is way too much enemy dps and AoE coming in and the enemy absorbs or evades way too much. (Which is also why Focus fire tanks suddenly become valuable. That range and 100% hit range. Love my JagdPanzer4 that's for sure)
Light tanks, some specialists here and there, but they still have it tough and 1* to 3* Artillery much the same. 4* I dunno. I am testing two of them, not finding them up to the task so far.
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The simplistic gameplay has long since been turned over and over. And I happen to agree (as my numerous posts list rather clearly) that it must evolve or risk slowly burn out (barring a sufficient supply of new players coming in to offset the churn).
Personally I am of the opinion that the small team (I happen to know how large it is)'s attempt to run a one-to-one link to the mobile version is what spells trouble for the desktop version.
They do fantastically well for a team of that size (Aigis likely runs about 5x-10x the number of persons btw) . But I simply don't think that they can grow the game enough on desktop when it has to be the same on both platforms at the available resource and likely limitations imposed (that any content has to work both places).
That said, however, put simple,
If the mobile platform is where the money is, I consider their actions entirely sensible and appropriate. The desktop is in that scenario an extension of the mobile game and they never promised anything either way, so that's fine. What you see is what you get. I prefer it not to be so, since I am a desktop player, and think the bases too thinly covered in art and mechanics. But it is fair enough.
If the desktop platform is where the money is, I consider their actions commendable in their efforts to have both running (the mobile was there first after all) but also problematic. Since the desktop version can in technical terms grow in ways the mobile (with its technical limitations of playing on a mobile or tablet) cannot, and the desktop version likely need to grow, quickly, as a game to compete more fully.
---
As for the rewards, hmmm, well. I play the game, in small bites over the day for fun. Not how I usually play these games, which is one long setting. But I find AB is rather enjoyable in small stretches and very annoying in long (due to repair mechanic etc).
Since this is a forum for Armor Blitz, whether the rewards are good and when they can be gained is of interest to me as a player and likely also to any reader that still plays it and want to know about rewards. Thus that they are good and when they therefore can be gained, I consider of great interest.
But that does not change how the game otherwise works or is enjoyed or not. The game does not become something else. It remains the same, just way more "rewarding" in "virtual goods" (within the framework it already has)
And at the other end of the extreme. If player don't want to play it, what rewards any game has are of no relevance. But then being in the forum is also of no relevance. So that sort of evens out. So I post about rewards for the trivial reasons stated and under the simple assumption that those reading plays it and wants rewards playing it.
And anyways, it is a step in the right direction, which equals good or at least better than before (depending on ones perspective) and if the game can run continuous events, also non-farm event, grow the adult content, improve the mechanics then I believe it will do ok (not Hello-meet-my-20man-project-team FKG, kamihime, Aigis ok, but normal ok).
Edit : I must admit some wry amusement at having my reward post seen a (general) defense, I view my posts as largely analytical or attempts at it, I commend what they do well and critic when I believe is lacking or has unrealized potential. Since the rewards are exceedingly good I commend them in the same manner I for, what 20 posts? have been (politely) sceptical of mechanics I believe need work.
5* Artillery is exceedingly desirable.Sure, the rewards are nice.
You still end up with two useless tanks (useless as in, both classes aren't very desirable and you have to level them a lot before you can field them with any effect) and doing the battles themselves isn't fun. The core gameplay loop of the battle system is so boring and tedious that doing the event for 21 days each day just isn't appealing, even if the rewards for that are "good".
It becomes so at high level maps when the infamous death ball has, outside of very tough teams, broken into two balls,
- one consisting of a heavy front line and
- another of the dps, hanging waaaaaay to the back, consisting of 5* artillery, 5* TDs and Focus fire tanks
It is an curious reverse of the lessons the game teaches for all of its low and medium gameplay.
Thing is, at high levels the front is not a place the normal dps medium tank that rules the low and medium content can survive for long anymore, there is way too much enemy dps and AoE coming in and the enemy absorbs or evades way too much. (Which is also why Focus fire tanks suddenly become valuable. That range and 100% hit range. Love my JagdPanzer4 that's for sure)
Light tanks, some specialists here and there, but they still have it tough and 1* to 3* Artillery much the same. 4* I dunno. I am testing two of them, not finding them up to the task so far.
---
The simplistic gameplay has long since been turned over and over. And I happen to agree (as my numerous posts list rather clearly) that it must evolve or risk slowly burn out (barring a sufficient supply of new players coming in to offset the churn).
Personally I am of the opinion that the small team (I happen to know how large it is)'s attempt to run a one-to-one link to the mobile version is what spells trouble for the desktop version.
They do fantastically well for a team of that size (Aigis likely runs about 5x-10x the number of persons btw) . But I simply don't think that they can grow the game enough on desktop when it has to be the same on both platforms at the available resource and likely limitations imposed (that any content has to work both places).
That said, however, put simple,
If the mobile platform is where the money is, I consider their actions entirely sensible and appropriate. The desktop is in that scenario an extension of the mobile game and they never promised anything either way, so that's fine. What you see is what you get. I prefer it not to be so, since I am a desktop player, and think the bases too thinly covered in art and mechanics. But it is fair enough.
If the desktop platform is where the money is, I consider their actions commendable in their efforts to have both running (the mobile was there first after all) but also problematic. Since the desktop version can in technical terms grow in ways the mobile (with its technical limitations of playing on a mobile or tablet) cannot, and the desktop version likely need to grow, quickly, as a game to compete more fully.
---
As for the rewards, hmmm, well. I play the game, in small bites over the day for fun. Not how I usually play these games, which is one long setting. But I find AB is rather enjoyable in small stretches and very annoying in long (due to repair mechanic etc).
Since this is a forum for Armor Blitz, whether the rewards are good and when they can be gained is of interest to me as a player and likely also to any reader that still plays it and want to know about rewards. Thus that they are good and when they therefore can be gained, I consider of great interest.
But that does not change how the game otherwise works or is enjoyed or not. The game does not become something else. It remains the same, just way more "rewarding" in "virtual goods" (within the framework it already has)
And at the other end of the extreme. If player don't want to play it, what rewards any game has are of no relevance. But then being in the forum is also of no relevance. So that sort of evens out. So I post about rewards for the trivial reasons stated and under the simple assumption that those reading plays it and wants rewards playing it.
And anyways, it is a step in the right direction, which equals good or at least better than before (depending on ones perspective) and if the game can run continuous events, also non-farm event, grow the adult content, improve the mechanics then I believe it will do ok (not Hello-meet-my-20man-project-team FKG, kamihime, Aigis ok, but normal ok).
Edit : I must admit some wry amusement at having my reward post seen a (general) defense, I view my posts as largely analytical or attempts at it, I commend what they do well and critic when I believe is lacking or has unrealized potential. Since the rewards are exceedingly good I commend them in the same manner I for, what 20 posts? have been (politely) sceptical of mechanics I believe need work.
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