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New Battle Timer/Actives/Please Fix this: 10/27/2021 22:54:49


Lefty 
Level 59
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Ok so we all know Actives were getting a bit too powerful in Idle Battle....

However here is my issue with the changes that have been made. If I use my actives on the map I am playing on I am stuck with those actives in Battle due to Timer/Cool Down.

My suggestions - either offer us a ART setup for Idle Battle we can change - or offer us a limited time while count down is going on in battle to adjust our arts we want to use for the battle... completely unfair that our actives on cool down on the map can not be changed to passives when we go into Battle....

please rethink this, consider my options or come up with something else to offset this error.
New Battle Timer/Actives/Please Fix this: 10/27/2021 23:33:29


JK_3 
Level 61
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Yeah, only being able to swap your artifacts in active levels is really annoying, even for someone who only uses passive artifacts.

If one of those slots would be locked out you it would be even more painful.



My suggestions - either offer us a ART setup for Idle Battle we can change - or offer us a limited time while count down is going on in battle to adjust our arts we want to use for the battle...

Why not both? Have separate artifact sets for Battles and Challenges, and you can change those from the WZIB/WZIC menu. Ideally you wouldnt need a normal level at all for changing artifacts for battles or challanges.
New Battle Timer/Actives/Please Fix this: 10/27/2021 23:34:51


Lefty 
Level 59
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Agreed Actives are pointless in challenges as well
New Battle Timer/Actives/Please Fix this: 10/27/2021 23:55:10

Phoenix
Level 23
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When we discussed Auto-advs in the forum recently (with the suggestion that each level should have its own setting of auto-advs) I was thinking about artifacts, too. Because they clearly tie in with advs in this regard. The problem is the current design principle behind active artifacts: Their cool down. If you could assign three artifacts to each level(/mode: battle, challenge) individually, this could totally work for passive artifacts but not so for actives. Because you can only activate them in one level at a time and then a slot would be occupied with an inactive artifact. Imagine you play three levels at the same time and want to use an active in each. After their activation, all three slots would be blocked and in each level you only had one of the benefits.

So, unless one of the following options would be taken, the current artifact design itself doesn't allow any other way than the current:
- actives only block a slot in the level where you activated them. You use TW in level 1 and therefore, one slot in level 1 is blocked, in all other levels you can assign a different artifact to this slot because it already blocks a slot in one level, still this exact TW artifact isn't usable in all levels until it cooled down.
- actives only cool down in the level where you activated them. You use TW in level 1 and therefore, one slot in level 1 is blocked, in all other levels you can equip TW again and use it. The cool down is local to each level.
- actives cool down but don't take up a slot. After using TW you can unequip it and use the slot for something else.
- actives don't cool down anymore. After you used TW, it can immediately be unequipped or activated again.

The last two options seem impossible, given the stronger active artifacts are compared to passives (they need a drawback to justify their higher potency). These two options would mean, that the battle artifact system wouldn't even need any change, but they are clearly not feasible. Options 1 and 2 would actually be possible, while option 1 would mean that players with the ML adv would probably collect several of the same artifact to be able to use one in each level. Don't know how this would affect digging times for example, though.

I really wouldn't mind of actives would change in some way and if you were able to choose artifacts for battles or challenges (or different normal levels) that were different from your normal set of artifacts. But the actives make it hard to come up with something that is still a fair concept. These are my suggestions. Have I missed any?
New Battle Timer/Actives/Please Fix this: 10/27/2021 23:56:28

Phoenix
Level 23
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I haven't been in this situation but do active artifacts that you used in the normal levels before a battle cool down faster in battles? The battle description hints that you can activate actives in battles more than once, and given that battles take less than half an hour, the speed up factor has to be quite high. But being able to cool down ones artifact by joining a battle also seems like abuse in regards to the regular levels.

Edited 10/28/2021 00:01:00
New Battle Timer/Actives/Please Fix this: 10/28/2021 00:40:18


krinid 
Level 61
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@Phoenix
All Actives start with 0 cooldown in battles, even if they have a cooldown in WZIregular. And time moves faster in battles, so the cooldown finishes faster. As the battle progresses, the passage of time speeds up, so actives become more usable more quickly.

Upgrading artifacts however ... they upgrade at the increased speed of the battle, so if you start an upgrade and then immediately go into a battle, you'll still have a while before it's available for use, but it'll finish upgrading and become usable.

Now before anyone thinks they can abuse this: No, it doesn't remain upgraded after the battle, it goes right back to the upgrading state with regular amount of time left.

I've done this with my Rare->Epic upgrading SAC in a number of battles. It takes 2 days to upgrade, and I played about 10 battles in that period, so I technically upgraded to Epic SAC ~11 times (once in normal time).
New Battle Timer/Actives/Please Fix this: 10/28/2021 01:43:36


krinid 
Level 61
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Tbh, I think a lot of this could be solved/vastly assisted by just having artifacts & Advancements display on the level selection page.

So you can view/swap/upgrade artifacts there, view adv's, upgrade adv's, reset AP, etc.

This would be good so you can:
(A) swap artifacts between levels when using ML, starting a battle (unless you click the in-game quick launch thing), starting a challenge

(B) enable/disable advancements when switching levels while using ML; this is important b/c notably with the AUTO Adv's, you REALLY DON'T want them active on some levels, but do on others, and this is a good way to show you what's active. The absolute worst is when you are on this page with the WRONG Auto's enabled but don't know it, then click a level you don't want them active on and wreck that level; or misclick which one you want to start; or just reloading Idle puts you into the wrong map from where you last set the Auto's.
New Battle Timer/Actives/Please Fix this: 10/28/2021 10:03:44


JK_3 
Level 61
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- actives only block a slot in the level where you activated them. You use TW in level 1 and therefore, one slot in level 1 is blocked, in all other levels you can assign a different artifact to this slot because it already blocks a slot in one level, still this exact TW artifact isn't usable in all levels until it cooled down.
- actives only cool down in the level where you activated them. You use TW in level 1 and therefore, one slot in level 1 is blocked, in all other levels you can equip TW again and use it. The cool down is local to each level.

Given that passive artifacts also work in all 3 levels, I dont see a reason why active ones wouldnt have their own separate cooldown for each level. But if you ML a lot that might become super OP, so idk how that works out.

Now before anyone thinks they can abuse this: No, it doesn't remain upgraded after the battle, it goes right back to the upgrading state with regular amount of time left.

Yep, after a battle your idle progress is simply restored to whatever the last safe was before the battle. That also means that you cant play idle levels while playing WZIB on another device.

(B) enable/disable advancements when switching levels while using ML; this is important b/c notably with the AUTO Adv's, you REALLY DON'T want them active on some levels, but do on others, and this is a good way to show you what's active. The absolute worst is when you are on this page with the WRONG Auto's enabled but don't know it, then click a level you don't want them active on and wreck that level; or misclick which one you want to start; or just reloading Idle puts you into the wrong map from where you last set the Auto's.

I dont use them, but this sure can be a pain depending given how stupid the auto-advs are. I feel auto advancements are only useful once you are far into phase 4. Before that, it messes up more than it saves.

Edited 10/28/2021 10:03:52
New Battle Timer/Actives/Please Fix this: 11/17/2021 01:01:09


krinid 
Level 61
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Even in late phase 4, Autos are good. Auto-draft is the only one I can say absolutely does no harm under any condition.

All the rest, user beware.
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