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[Developer Blog 13.08.2019] Territorial war direction, part 2

Hello, Warlords!

My name is No. 2, the designer who is in charge of the design of territory war. Last time, I mentioned the territory reset in the future season system in the blog, and received a lot of feedback from you. Here are a few things that I would like to share with you.

A dilemma on the sand table of war

The decision to use season-play with periodic territorial resets was a long-considered and discussed design.

We love the war of power; we love every inch of the land we fought so hard to take. We have fought numerous territorial wars, from China to Europe and from Europe to Asia. We have built and destroyed nations. We’ve been partakers and union workers. We truly know that territorial warfare is not just a reward or a bonus for all the Warlords, but a real sense of conquest and glory.

But when we think about this system, we find that we have to assume two responsibilities that cannot be avoided:

First: the rules of the game need to allow as many players as possible to equally experience the charm of the territory war, whether you are core guild players, casual guild players, scattered players, or future newcomers. Many players switch between these characters for practical reasons.

Second: we want to make this system can maintain the vitality for a long term, to ensure that whether the general is fighting in the game or about to enter the world of war, can have a rhythm, constantly fresh gameplay to experience, make this world full of vitality and attraction.

What really happened

The generals also gave us a lot of ideas and suggestions, such as foreign invasion, limit the scope of influence and so on. These are all great ideas, many of them we've thought about and even tried, but very few of them actually stand the test of complex online games.

Now I want to talk to you about something that has actually happened before and is happening now as well.

In last year's CN close beta server, players completed the unification within a month. After two months, we are basically only playing friendly games, training between each other. Even when we later added the cross-land loot (the prototype of the current territorial war drill), it quickly became a way for everyone to trade profits.

It has been more than two months since the launch of European service. The borderlands has been open for competition for about two weeks. In the recent territory war, the solidification of ecology has been very evident. We also get frequent feedback from European players, who want to get rid of the friendly alliance from diplomacy system, because there is already a super alliance, which is supposed to be friendly to each other, and only a few villages and cities are fighting in the five lands.

We can reasonably speculate that Europe will soon enter the ecological curing period. As the continent enters a period of peace, the new Warlord who wants to fight for territory have no space to start a fight, and the old Warlords who have fought are retired because they have lost their opponents, and we never know how long this period of peace would last.

Use the season to create a fair fight for each player

Therefore, from six months ago, we started the design of the season system. After repeated discussion, we found that only when the territory is completely reset, can we ensure the complete restart of the ecology.

During the season, there will be clear periods of territory war, which will give everyone clear objectives to fight for, and prevent Warlords from losing the fun of fighting in the endless war of attrition. When the season resumes, it's a chance for generals who haven't reached their goals to regroup, and for generals who have already made their mark, it's a chance to re-select an opponent in the game.

A living game needs new players to join constantly, and the season system can lower the threshold for new players to enter as far as possible, and ensure that old players have fresh opponents to challenge constantly.

The season is a schedule of rich game play and rule exploration

We think that the design of territory war today is just a beginning, like the generals, our dream is to build a real world of war.

So, every season, we will update the world layout, game mechanics and some new and interesting open world systems. Maybe one season is a time of complete chaos and banditry. And another season could be a time of extreme imperial domination. Season could be a good chance to open up new lands, new combat and cosmetic themes, or even new units and player could enjoy and start over a fresh game play experience based on that.

We still have a lot of systems in development that will be introduced into the game world step by step, through the rhythm of the season.

Here, I would like to share with you one of the most important design ideas of the season: the world will remember every honor and achievement that Warlords achieved in the season. In our design, each season is a dynasty, and the history of a dynasty will be written by all the players who fought during the period, and the history of the game created by all of you is our core design concept.

Thank you for your love of territory war. We are looking forward to hear all of you.

[Develop Blog 12.08.2019] Leadership adjust notice

Hi all,
I’m the designer of Units battle from Conqueror’s Blade: Frontier.

In the August 6 update, we adjusted the role's Leadership: increased the player's initial Leadership from 200 to 350, thus increasing each player's Leadership by 150.We hope that by increasing it, players will be able to carry more Units and have more variety in their tactical combinations.

In subsequent releases, we gradually found that the result of change was not as effective as we had hoped, and the increase did not lead to a wide variety of tactics, but left most players with a narrow choice in siege battles. Once you had to decide which Units to carry and which to abandon in a battle with a limited amount of Leadership. But in current battle, we've observed that many players don't need to think about these things anymore, just bring all the Units to the field. Especially for players who have not reached the Heoric Era, there is even a surplus of Leadership.
In addition, by researching the overall data and player feedback, we found that this change also resulted in a significant change in the balance, especially in siege battle where the winning rate of the attacking side continued to decline more than we expected. We took the statistics of 10,000 games in three maps (Wall Fort,Hidden City,Kurak Castle) as an example, we can see the change of the winning rate of the attacking side before and after the change:
Map
Attacking win rate (before)
Attacking win rate (after)
Before Lv.60
Hidden City
45.69%
43.31%
Kurak Castle
46.81%
40.45%
Wall Fort
50.91%
38.32%
After Lv.60
Hidden City
50.96%
48.61%
Kurak Castle
44.52%
44.17%
Wall Fort
49.75%
44.39%


We can see, in siege battle before Lv.60, the winning rate of attacking side declined very much (even 10% highest). The declining of maps after Lv.60 was smaller but still nearly 5%. We think that it has brought very bad experience to players, we also got some feedback about it. Although we adjusted the damage of the 投石机 after that, it didn't work as well,the winning rate of attacking side barely improved.
In addition, we observed that players still had a significant number of Units left at the end of the battle after the change, which is a sharp contrast to the fact that players were almost depleted at the end of the battle before it. This indicates that while the Leadership increases the number of Units carried, they were not used well and even more wealth.

To sum up, we decided to reverse the previous adjustment in the next update, but to adjust the cost of some Units.
The specific changes are as follows:
1) Backtrack the player's initial Leadership from 350 to 200.
2) In the meantime, we have decided to make a small reduction in Leadership cost of some Units. At present, these Units are relatively weak in balance, either due to their skill mechanics or operational difficulty. The specific plan is as follows:
Unit
Era
Leadership cost before
Leadership cost now
Reason
Javelin Sergeants
Heroic Era
280
250
The high Leadership cost of the spearthrower makes their appearance too low.
Halberdier Sergeants
Heroic Era
235
230
The Halberdier Sergeants is currently outperforming the equivalent of the Imperial Pike Guards, and in order to maintain some balance between the two, we have decided to reduce its Leadership cost.
Mercenary Crossbowmen
Silver Era
180
170
We observed that Mercenary Crossbowmen did not perform as well as expected on the battlefield, but their single damage was high enough that we decided to make some adjustments to their Leadership cost.
Prefecture Pikemen
Silver Era
190
185
Prefecture Pikemen's charge skills have undergone a series of balance adjustments in previous versions, with a lower intensity than before and a need to balance it.
Halberdiers
Silver Era
180
175
In our observation, the strength of the Halberdiers does not match the cost slightly, so we have reduced it by 5 points.
Mercenary Arquebusiers
Silver Era
205
200
We observed that the performance of Mercenary Arquebusiers in the battlefield did not reach the expectation, compared with the data of Ironcap Arquebusiers in the east, their individual damage was high enough, we decided to make some adjustment in the Leadership.
Ironcap Swordsmen
Chivalric Era
120
115
Before the advance of the grown-up, Ironcap Swordsmen was relatively weak compared with other troops of the same rank, so we decided to reduce the Leadership to balance.
Demesne Javelineers
Chivalric Era
115
110
The Demesne Javelineers is weaker than the Javelin Militia, but the Leadership cost is higher.



In the future, we will continue to observe the performance and balance of all regiments on the battlefield, and make timely adjustments based on your feedback and data.
Finally, I would like to solemnly say sorry to all players, and we will try our best to avoid similar situations in future versions.Also hope that the majority of players to us more feedback, your opinion is the best power and food intake we improve war.

Wish all generals with hundred victories!

Resource refreshing issue clarification

Dear Warlords, in view of the current dense camps in various regions and huge military expenditures, in recent days, we have refreshed the resources in the status of “exhausted” (remaining of 0) at 13:00, 19:00 and 22:00 manually every day. However we found two issues that may affected the correct execution of resource refreshing and here are the a few statements we would like to make.

1) BUG: Some exhausted resource points did not refresh correctly at the refresh periods and after investigation this is due to a bug from background data. We are trying out best to solve this issue and we are truly sorry for the inconvenience.

2) Optimization: Resource in status of "low" are not considered in the manual refresh list. We have got a lot of feedback from you and we are thinking of adding "low" resource spots into the manual refresh list as well.

Currently, our engineer team are working hard to solve all the issues and we will implement the fixes to live as soon as possible. Thank you for your understanding.

Cross-border unlock announcement and future design direction of territory war


Hello, Warlords. This is designer team from conqueror’s blade frontier developer department. We are planning to make intensive adjustments to territory war system, including optimize where we are now and also adding more new systems, to perfect the rich and interesting territory war warfare experience. We are very excited to share our thoughts with all of you and looking forward to your feedback.

Cross-border unlock

At current stage of the game, the game provides 5 big regions for players to conquer and they are planned to be unlocked step by step.
When we start the frontier at the very early stage, as all the players are still new to the game, we decided not to open the cross-border functionality to let the players more focus on learning the game and the open world rules based on one region. As the ecology of territorial competition in individual region matures, we feel that it is a good time to open up cross-border forts, so that the battle for territory will be, once again, filled with all kinds of variables with new challengers.

Here are the detailed schedules:

2 pm, 14th, Aug (UTC+8), open cross-border forts and enable war declaration in borderlands
8 pm, 16th, Aug (UTC+8), cross-region territory war drill mode for all regions
8 pm, 17th, Aug (UTC+8), cross-region territory war for all regions

When the time comes, you will be able to shuttle and conquer freely between the five great regions through cross-border forts. Last but not the least, be prepared, it’s a good chance to explore the borderlands which has a rich distribution of resources.

Cross-border forts are displayed in the open world map as referred picture. To cross a region, you need to find exactly the fort which connects the region you wish to go and after you enter the border, you are supposed to find the cross-region watchmen to do the region travel.


To be noted, there are two watchmen in the cross-border forts and they have their belonging region name in the NPC name text over their head.

Season reset:

All along, we are all plagued by a problem. If all the territories are unified, what should we do? We have faced this problem many times in previous tests when we have a smaller player base, and there has been no particularly ideal solution.
The factors we need to consider include:
1) How do the houses enter the game later than others and the small or medium-sized houses survive in the open world when the world is already shaped by the mega houses?
2) After all the territories are ruled by super-major alliances, what can we do to start a new conflict and keep their motivations in the territory war?

The solution we have considered:

1) Turn on cross-server war between different servers
2) Reset the ownership of the fiefs in the borderlands back to NPC houses
3) Reset the ownership of all fiefs in all regions back to NPC houses

Based on the above considerations, we believe that only by completely resetting the territory can we ensure a complete restart of the ecology, and at the same time, some houses who lose their early advantages in the game or make wrong decisions in a certain battle can have another chance in the open world to write down their own history.
Therefore, we have designed the concept of “seasons” for territory competition. Each season, the territory will be reset once at the start. And at the end of the season, we will award the houses/alliances who did a great performance over the season, basically, the more the territory occupied by the house or alliance, the more rewards the members can get.

Therefore, when the season system is online, we will reset the territory ownership of all the regions, so that all the Warlords will compete for territory in a fresh new season.
We do believe that you must have a lot of suggestions for the resettlement design of the Territory and we are ready to hear all of you. Thank you!

10/08 Second batch of account ban announcement

Dear Warlords:
Great thanks to your support toward the Conqueror’s Blade. To create a realistic cold-steeled battlefield, huge efforts were devoted to maintaining the fairness in the conqueror’s blade after the game came into official operation and any behavior that pollutes the game environment with illegal programs will not be spared.

For the past few days, we analyzed the runtime data of suspicious users based on player’s report, we decided to permanently ban the account of those who either use the illegal third-party cheating program or falsify the data in the game. the Second batch list of 7 players whose accounts are banned are listed as following :

KAKA_style
襲靳憑為你
CSTG骚丶狐狸
сфщтшьф
王谷主
举报我mmBiss
張淵


We’ll make every endeavor to improve the reporting system and purify the game environment. We also need help from all the Warlords and if you find any suspicious in game behaviors you are welcome to report to us directly.

Official email for reporting and appealing: [email protected]

Operation team of Conqueror‘s Blade
August 10