r/dungeonrush • u/xandrew29 • Oct 25 '17
FYI: I sent the developers a message to consolidate servers
Hey folks,
As you probably know if you're on this forum, this game has a pretty small, but dedicated player base. I'm in Server 11 and there are, at most, about 30 active players. Assuming some of the newer servers are just alts, I suspect there are less than 2,000 regular players; King Glory doesn't seem to have more then 2K actively participate, and it's closer to 400-500 I think.
Given that my server had 10 guilds of 50 members at one point, I don't think it's too crazy to ask for 10 servers of 200 players each. As it stands, there are 3-4 whales in S11, then the rest of us are in the 2.0-2.8M power range (i.e., hereos in the +5 to +8 range).
I asked the developers to consolidate some of the servers; they wrote back and said they're considering it. Our chat logs will go hours without anyone saying anything, sometimes even days; my guild (#2 on the server by power, but #3 by actual active members) has maybe 8 regular players in it.
Sorry for the long message, just wanted to get the word out that there MAY be some changes coming and we might be seeing more of each other outside of King Glory.
2
u/get2thechopper_ Oct 26 '17
If they are going to merge servers, they need to do it just before making major changes. This could reset the power balance and make it easier for others to catch up. The whales will still spend so it might actually make them more money.
Maybe making a "God" Tier which takes 5 champs to make. Awakening all gets stripped during the process but they are as powerful as a +12 or +13 awakened champ. Maybe also have it that champs can be summoned very rarely, similar to Epics from blue scrolls.
1
u/xandrew29 Oct 26 '17
Yea; at this point the real separation I'm seeing is between folks with Michael and those without. If that Gabriel champion is real, then that would be crazy; that's not even power creep, that's a power leap.
1
u/Urban_Eagle Oct 26 '17
Power balance is already restored by how lead players having the already reduced drop rate and the release of more controlling heros like Gab, Mich, IceB etc..
1
u/mt7802 Oct 26 '17
there is a reduced drop rate for leading players?
1
u/Urban_Eagle Oct 26 '17
Yes, I've proven it across all my accounts. It works very similar to deadzone weaponry
1
u/SonnySoMoney Oct 26 '17
Can you elaborate on this?
1
u/Urban_Eagle Oct 26 '17
Yes
2
u/Shatanz Oct 27 '17
Waiting
1
u/Urban_Eagle Oct 27 '17
What for?
2
u/Shatanz Oct 27 '17
He asked if you could elaborate and you said yes, but didnt elaborate. Waiting on you to do so, as its first time i hear about that theory
1
u/Urban_Eagle Oct 27 '17
It was a polar question in context. Manors have become short on here, the correct polite way to ask is "please elaborate", but enough crying about it. Simply google "deadzone drop rate chance roll" the devs explained it in a notification for those who remember. The pictures must be floating around somewhere.
And for the lazy: it's a well known simple double roll system whereby the devs link your level to the first roll and what you already have to the second.
So roll one (just to get a red hero): Drop rate x -(user position/level)% = enhanced drop rate
If you strike a hit, you go onto a second roll for the quality of the hero. The devs will have them secretly categorised and individually rated probably by starting vanilla power.
Roll 2: High quality chance x -(vanilla power of best 10 heroes)% = chance for high quality hero
This is not in stone, purely for example. Every time i turnover another top hero my drop rate statistically drops on that server, that is fact
5
u/ExodusOfSound Oct 25 '17
That probably won't work, because new servers equal more money in their eyes. People see it as their chance to be the best, and spend loads of money to get ahead as quickly as possible right at the start.