Taggame progression

Progression improvements – part2

During the weekend we’ve pushed another set of progression changes, this time mainly touching War Zone experience, especially in late game.
*To make sure you are seeing everything properly and to avoid any issues we suggest refreshing the game if you see this message while playing.

In short, things that were changed:

  • Boss battles were optimized in health to scale better, be more challenging and give a better experience.
  • Level and Rank Battle Stars rewards were significantly increased to stay more on-par with Battle star rewards from battles
  • Achievement rewards were significantly increased
  • Additional upgrade tiers added to DPC HQ upgrades, to keep low level upgrades more up to par, as well as to slightly reduce over-reliance on support units for DPC at late stages. Similarly some price multipliers were reduced for a few upgrades late game.
  • 2 more renown titles and 2 more ranks were added at late stages.

We hope you enjoy the changes – we will be touching more balancing issues when Country vs. Country feature (CvC) is released in the following weeks, as rewards from there will feed back into War Zone and Boot Camp :)

War Clicks team

Major progression improvements/rebalance – part 1

Yesterday we’ve uploaded the first set of progression changes, that will affect (increase) your Boot Camp gains.

Specifically what was changed:

Privatization point boost multiplier has been reduced to 1.025 from 1.03 (or from 1.05 in some user cases).

Boot Camp upgrades were vastly increased at almost all stages of the game (Starting mainly from e20+) and made more impactful (before it was mainly just 2x, now you’ll fine even up to x50 multipliers!). Progress at e110+ was slightly increased, and upgrades post e150+ have also been added.

Progression improvements

Progression improvements

Before you might think that reduced privatization points multiplier will reduce your overall gain – fear not, as the increased upgrades more than make up for that loss, and will at least maintain your previous production – for most users at most points it will actually be significantly increased!

If you haven’t read it yet, the reasoning for the above was explained in more detail in our previous post found here, but in short: Over the past year or so we have ended up segregating users into 2-3 groups with slightly different upgrade or privatization boosts for various reasons. Via this we also learned that progression based more on upgrades makes for a much more exciting and strategic experience (as there’s more to do constantly and your upgrade choices have more weight), on top of also making it a mess for us to make regular balance improvements easily due to the “3 user groups”. So unifying this via the same privatization boost and same set of upgrades make it much easier to manage.

This also means that users from different groups, might also be affected differently at specific stages – but they will now all follow the exactly same progression curve.

As it’s hard to give exact changes of all the upgrade multipliers etc. that were done, (and most users do not bother with it), we won’t bore you with the details, but are willing to provide more specific details of the exact changes/Differences at different points, just let us know in this post 😉

In the following days/up to two weeks, we’ll be releasing sets of other balance changes to make your experience even better – the followups will mainly address various things in War Zone. There are also some balance backups we’ll have ready with the release of Country vs Country, that will touch a few other progression issues in the game.

We hope you enjoy the new gained boosts 😉

War Clicks team

Want to progress faster? Use Time Warps!

Do you ever feel that you’re progressing slower than you’d like? For players that LOVE faster progression, we created a product called Time Warp!

Time Warps are always there to help you progress through the Boot Camp faster. They are like time machines – you’re jumping into the future, gaining all Power Points during the specific period of time.

At times of a completely new world release – Boot Camp on War Clicks, we’ve added a few options of Time Warps, which stayed in the Shop for the whole time & lots of players grab the benefits of this product. We must say that generally speaking players love to use Time Warps, because they can feel the faster progression just in seconds after using a chance. So, Time Warps are close by the side of Investors, if we compare the popularity of products in Boot Camp.

As we lately test some products, we’ve seen that our strongest Time Warp (12 hours) won’t stay the strongest furthermore as players on mid/late game stages don’t find it as useful as it is at the beginning of playing the game.
So, the decision was made & we decided to create additional/ STRONGER and more powerful products! 4 & 8-Times stronger Time Warps are now released and could be used inside the Shop section. 48 & 96- hour Time Warps might help you beat some of your nearest competitors or just create way better experience of playing the game! It’s up to you!

NEW & Stronger Time Warps

NEW & Stronger Time Warps

-> Did you ever experience a boost from Time Warp?
Feel its usefulness and warp into the future now!

BootCamp & game progression / balance changes

Today, we have deployed the first set of updates of major progression/balance changes, to make the game more engaging and interesting to play throughout. Mostly these changes will be noticed by new/“early game“ players and those who’ve reached the latest most stages of the game. The first set of changes is affecting only BootCamp! WarZone will be getting major changes as well, but due to the nature of it it requires more testing and fine-tuning to ensure we do not „break“ the existing experience for anyone, so changes there will be deployed next week.

After gathering statistics, feedback and a lot of testing these were the main issues we wanted to improve in BootCamp:
Too fast progression made things hard to follow/understand for most new players, as well as going through some early/mid game progression obstacles too quickly, and making the game feel “too easy”.

Super Late game was too uneventful with too slow progression and taking just too long before doing anything major again in BootCamp. Note that this is hard to balance and build “too in advance”, especially because any low/mid game changes affect the late game as well. So we first had to tackle with early/mid game, before taking that as a basis for further late game improvements. We’ve deployed the first set of late-game improvements and will be adding more in the following weeks slowly, as it’s a delicate balance we could easily break without enough testing for each.

 

In short, here’s the list of changes made (we’re happy to answer any further specifics or clarify something further, this is a general overview of what was changed):
First thing we wanted to improve in BootCamp was tackle with the Daily Voting for Continue reading