How about on some buildings how you have to use coins to upgrade them how about insted of using coins use either tools or firwood or hwp or hw logs or fwl to upgrade for some of use that can't get coins as much as others
Printable View
How about on some buildings how you have to use coins to upgrade them how about insted of using coins use either tools or firwood or hwp or hw logs or fwl to upgrade for some of use that can't get coins as much as others
Repeating a box every half hour for hours on end about your sales is going to negatively affect both my gaming experience and my willingness to buy diamonds. You really want to do that no more than twice a day if that.
Since everyone wants to trade their stuff for others, it crowds up the global and help chats.
They should make a trade chat, it would help unclog the other chats and it would help people who are looking for stuff.
i would like to be able to make more of my pop. do work to increase productivity. if its already in the game and i havent gotten to it yet then cool =) but, maybe it should be taught earlier in the tutorials
The building license for gems is a bad idea IMO. I'm all for people spending $ to play if they wish. Speed up productivity, quicker advancement, etc. But straight up buying building licenses is far too great an advantage. If I had bought 30 extra fields, I would have been done playing in a weak.
If the game ever goes PvP, people who buy gems will kill people who don't. I've got my kingdom dialed, but only put out 8 or so troops an hour, no way I can compete with someone who straight up bought an infrastructure that's double mine.
If people choose to play the game for free as advertised they shouldn't be at such a large disadvantage.
I disagree with this statement. Non-paying players still have access to purchase the +10 BLs in the shop just by logging in and playing the game. You get 45 Gems every 7 Days. When you start leveling in the 30s you get 170 Gems per level. In the 40s I believe you get 200 Gems a level. CEO also does trivia and forum events to get Gems. Just by advancing in levels from 31 to 39 is worth +20 BLs from the shop (not counting 7 day rewards).
http://forum.castleempireonline.com/...per-Diary-1-13
After February
• New trade system:
The trade system will be getting a complete overhaul. It will be moved from the chat window and will have its own spot. The larger window will give a much better overview and new functions that allow you to sort and filter trade offers. Furthermore, the trading amount limits will be increased.
I'm in a small guild and just started playing this game last week. A group of us have hit lvl 18 and have noticed a few things that I thought I'd post about in hopes that some potential improvements might be made:
1) city layout - buffing is king today, a buffed building gives you 2x a resource and when you are making the jump from stone/wood to marble/hardwood, buffing gives you a HUGE edge over a city that is laid out in a very efficient manner. I realize that this is a very very slow game, and buffing is supposed to encourage friends to cross buff each other, and give us something to do, but I'm pretty lazy and would rather not sit there and watch the buffs so I can reapply them (especially since I have no idea when they will fall off). I've played other games similar to this one where thinking through your design/layout made all the difference in the world. I would suggest that encouraging layout planning by taking some percentage out of the production time and then adding that into your travel time would increase the value of efficiency in your layout. City planning would be much more important and could be added to your tutorial/guide, it wasn't really covered from what I remember, I've just had a lot of time on my hands and some experience with the game so now I can see the difference.
2) the increase in bandit camp sizes is pretty steep, each successive battle is almost 2x the previous in terms of units lost. You could spawn random (smaller) bandit camps each day to give us alternate ways to gain xp. Or just make the beginning map bigger (more sectors) with incrementally bigger camps instead these steep changes. Right now it looks like there isn't much of a reason to login each day (besides the little prize), most of this game is a hurry up and wait. If there was more to do each day when we logged in it would be more engaging.
3)battles - if you bring overwhelming force the enemy damage should be spread across your troops or have the total reduced in some manner. The size of your army after some magical point for a given fight is irrelevant because you are guaranteed some set amount of losses. Today the total damage received is subtracted out of your army. Forinstance if I have 1 guy that kills one guy, and I'm fighting an enemy of the same when we are 1v1 we will likely both die, but if I send in 2v1 or 5v1, it doesn't makes sense that the 1 guy who is outnumbered would still kill 1 guy.
4) the trade ratios at the provision house are pretty awful currently 5:1, changing that to 4:1 or something even slightly better would take some of the extreme slowness out of the high teens game play. I realize this game is in beta, but wow it is intensely slow, it needs to be sped up or people will stop playing out of sheer boredom.
5) In general this game is a extremely long term game - my guess is there is a crowd of people out there that will latch onto a game like this and play it for what it is, but it is really really slow and I'm not sure it will keep my interest for long simply because there isn't much to do now. I have to wait a day or so to rebuild the army (watch them get destroyed), do my handful of upgrades then log out. When a game isn't engaging (giving me other things to do) beyond some set of tasks I tend to lose interest. I'm sure there are others who feel the same way.
overall 1-16 was paced alright and was fun, from then on it seems to be a hurry up and wait fest.