Well I would still say they should know how to use the function, esp for parents who are allowing their children to play the game...
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Well I would still say they should know how to use the function, esp for parents who are allowing their children to play the game...
I would like to add this thread as a suggestion:
http://forum.castleempireonline.com/...ng-your-Island.
What I have realized over and over is that we need a recall command for the Geologists. Often we send them out and a moment later we want to redirect one or more of them to find a different item.
Put a box that displays how things like geologist and explorers missions are going so you don't have to go to the star tab every time you want to see how the mission is going.
better looking roads in higher up levels
It is called as Turn based strategy my friend. When you attack an enemy it does not mean that they stand still at that time, it means they are also attacking at the same time, but if everything is showed in a same moment it would be confusing to understand. So, it is shown is such a way that we can understand clearly how much damage we are taking and how much damage has been done. Google "TURN BASED STRATEGY" and you will know more.
Hope this helps. :D
here's a thought! how about giving us more than three hours notice before shutting the server down! i have full army sitting to be used and wanted to go to bed... way to suck... oh but thanks for making graphics updates... sure that was rele needed.
Doesn't make the idea any less of a good one. :)
Warning popup and/or a 'if-then' check that if you're about to accept a trade that would put you over your storage maximum, it stops you. Because currently, if you accept a trade mail and you dont have exactly enough space for the trade - you lose the goods and the mail deletes itself. I was under the impression they went to your star menu like quest rewards. FOund out the hard way that they don't.
thats a great idea !!
Trading system:
The current design of the trading system is very primitive and really not very fair. The seller gets to choose which sales he accepts and I'm sure in the vast majority of the situations, it is the last offer(s) in that are accepted instead of the first offers....since I assume most people have their mail settings set to show the most recent mail at the top.
This is the way the trading should occur, in my opinion (via the trading window....bid and sell offers)
As an example, I am wanting to sell 400 marble for 20 coins, and I have 4000 marble total that I would like to get rid of.
I put in a sell offer of 400 marble for 20 coins, up to a maximum of 10 orders. Ideally, I should be able to set a time limit, in increments of lets say 10 minutes....so I choose 30 minutes before my offer expires.
10 orders of 400 marble (4000 total) are subtracted from my inventory.
In the trading window, all viewers see my offer of 400 marble for 20 coins, and that there are 10 lots available.
Buyer X puts in a bid of 80 coins for 4 lots of 400 marbles....he is the first bidder, he receives his 4 lots.
I automatically have 80 coins deposited into my account, and a note sent to me giving me the details (i.e. buyer name, number of lots, amount deposited to my account)
Buyer Y puts in a bit of 200 coins for 10 lots of 400 marbles....he is the second bidder, so he receives the last 6 lots, and 80 coins are returned to him since those lots had already sold. 120 coins are deposited into my account, and I receive a mail message with details. The buyer receives 6 lots of marbles into his inventory automatically and receives a mail message with the details of the transaction.
Buyer Z puts in a bid of 20 coins for 1 lot....he is too late, and receives his coins back and a message with the transaction failure notice.
The trading system should be first come first serve....and the person putting the offer into the trading window should have no right to refuse people who accept the offer, as he currently can.
Also, it is super annoying to put a bid in for 400 coins to buy 400 granite, and then have my coins tied up for hours and hours until that person returns to accept or decline....or until that person manages to make/buy enough of that resource to fulfil the offer, as is currently the situation. I know that I have left the computer with an open offer in the window and had to make other people wait as well, as much as I try to avoid this happening. Not to mention the bug where people see my offer many minutes or even hours after the offer has expired, so people are bidding on my offers long after I have left the computer, and are waiting for me to decline/accept.
Anyways, these are pretty logical upgrades that need to be implemented asap.
I little notepad box would be great for keeping track of buffs and other in-game info
1) Messages need a sent folder
2) Trades need a pending trades notification
3) Members in guild need a "last logged on" time so we can tell who is active
4) having residences in addition to noble residences is a complete waste
5) coal mines in addition to coking plants are redundant
4)- You use the regular residences for amassing some troops to efficiently take out the early bandit camps (who wants to send more than one wave on a 30 bandit camp because you cannot increase your population until noble residences at lvl 19?)
5)- For coal these provide different advantages, coking plants take up more resources (even if you calculate it at A 250:50 ratio considering fir wood logs=1 fir wood plank, and you are able to convert 250 fir wood planks into 50 hardwood planks) but will run continuously as long as you are properly forrested. Coal mines are more efficient and can potentially provide more coal per minute if upgraded, however require occasional maintenance (i.e. re-building a collapsed mine). So they are unique and both A much needed resource in a game that requires so much coal for smelters and weaponsmiths.
Could we please speed up the barracks and provisions house resource building times......
Please give more building licenses per land grab. I like to build lots of stuff. It always depresses me when I run out of building permits.
Yea i agree, Guilds REALLY need a last login. IMO the ENTIRE Guild interface needs to be redone.
Just had a great idea for PVP-
Make a HUGE island (like we are talking like... 4 quadrants (Each one the size of our normal zone) and 4 of those make up the entire map (so in effect, we are looking at
1 Zone = the size of our entire island x4 makes up 1 quadrant, and there are 4 quadrants to the island (pvp zone). in effect 64 island (of our normal islands size) together in 1 big island
from there you have a safe zone "for moving generals etc to get ready to conquer.
When you load it it would be something liek an adventure, your camp is there, and you just start attacking.
we can put "guild wide friendly mechanics on it" (so you dont have Friendly fire) and call it a day.
oh, and a guild bank people can donate to would be awesome
add the ability to comand the troops in battle, allow people to build in spots where resources once were, and make like trees, fish, water and animals repopulate overtime. also add some pvp
there shouldnt be a maximum number of buildings we should be able to have an unlimited amount
great game just would suggest some type of guild bank so we can trade or give resources internally to each other better, and the guild leader could control the ratios so if someone traded in xyz resource they would get another xyz resource that they wanted from the guild bank like 200 grain for 400 water or somethin like that, or you can already have the ratios fixed so its fair for all the guilds, but a lot of the guilds if not all want some type of guild bank thanks
Make Pvp on a different map or world for each to battle territory. Upon winning you can build a castle that houses your generals and defenses wall. Winning a territory comes with resources and special bonuses.
More manageable space to build on I think is necessary. For example when you cut down all the surrounding trees a player should be able to place a building there.
Perhaps even the option to move a building or allow a building to be built in a smaller area. I'm running into a lot of problems placing buildings in areas that look like they would easily fit but for some reason they won't.
I am not sure if this has been suggested and there are too many threads to read.
I would like to see a production management screen of some sort. I've found the ratio suggestions for buildings but I would like to see something that I could view on one page or could scroll through to get an idea of where my production is lacking so I can figure out what to build, upgrade or destroy and relocate.
Since PvP is soooooooo far off you should do like a PvP island where it is a big free for all or maybe do something where you can hold areas of the map and you get bonuses for holding the areas. This could be guilds or individuals but I think it would be funner with guilds. I would imagine this wouldn't be extremely hard to implement as you wouldn't have to change the combat system at all.
Since there seems to be no response to the question of leadership change...I would like to propose that the guild leader can step down to be an officer and make someone else the leader. However the disbanding of the guild will be in the sole discretion of the original leader. This will make sure guilds do not have the same old leader and any1 more capable can replace them.
We should be able to gift the ten licenses bundle.
It could be good to have a (advance option +) in trade to simplify all trade we make
Example: You hate to play with the little bar and arrows each side of the quantity of resources all the time.
If we can make in (+) several trade that we make earlier in an other windows at the right side of the trade window
I made a quick photoshop picture
http://img830.imageshack.us/img830/7...empireidea.jpg
Or simply choose the number of resources we want with the "num pad"
ANGELMACHINE
http://img62.imageshack.us/img62/547...rotherhood.jpg
smitey has a few ideas to improve game play.
first off smitey would greatly apperciate a timer on the buffs that are put on buildings. (that would help simple people like smitey)
most of the other suggestions are trade based. the first of those would be make to where we can just type in the desired number instead of drag and click only that would make trading a whole lot eaiser. second off and probably for just friend to friend, it would be awosme to up the number of an item that can be included in trade. for example inthe last three days smitey has bought fish from thebear twice. once smitey bought 10000 fish. it would have been n ice to do 1 trade instead of 25. that smitey belives would make trading a whole lot more conveninte. third and finally and possible smitey main trade request, smitey would love to be able to trade from any islland he is looking at, not just from his own.. smitey tries to help new players and is often looking at their city to see if their building ratio are corret. it frustates smitey he has to stop go back post another trade then go back to finish helping. The same holds true with doing adventures. thanks to any and all that take the time to read this. smitey hopes his input an be of some help. smitey would also like to appoligize fro the misspeeld words and improper gramer, in smitey defense smitey did attend hickman ounty scchools in tennessee. once again thanks and just for the record smitey loves what you all have been able to come up with so far.
p.s. BB_MrGrimm smitey has a sandwhich on whole whaet for you anytime you are in the neighborhood. lol
Not sure if this has been mentioned yet (not combing through 40 pages to find out lol), but something I would REALLY like to see is hotkeys. For instance - hit "W" and wheatfield pops up on your mouse (I realize "W" already has a function, just an example.). I don't know about everyone else, but I spend the majority of my play time rebuilding wheatfields, mines, and wells, and this would be really nice.
I've been at it for four days or so because I thought it only fair to try to make it through the tutorial before judging the game. Wow. This game moves slowly. Slightly faster than watching paint dry, but not much. For the longest time I held out to see what the battles would be like, but then you don't even get to watch them as they occur. You get a mail and watch a replay. Why? Just show me the battle if I click on it while it's happening.
More fundamentally, the logic of the buildings and resources don't make sense. No town with 100 residents would have 6 coking plants, 5 toolmakers, 5 coppersmiths, etc. But the game is set up so that it is easier (and sometimes the only thing possible) is to build additional buildings where expanding or improving an existing one would make more sense. Why would there be different buildings for making tools and making swords? Any normal town would just have a BLACKSMITH and maybe you'd have to add different skillsets to that blacksmith building to change what he could make, but a different building for every little thing is insane. Why would it take 10 logs to make 1 bow and arrow? That's crazy. It should be just the opposite. The lack of logic throughout the resources and buildings is unbelievable. Give me just one sawmill and let me expand it more easily, perhaps even telling users that they need to space their buildings out when they first build them in order to plan for future expansion, rather than making me build 5 and 6 separate sawmills. It's crazy.
But more than anything the pace of the game is unbearable. Take every time function in the game and divide it by at least 24 and make that the new time. That is, something that now takes a whole day should take at most one hour. It takes an excruciatingly long time to build an army, but you can see that the nearby bandits have really large encampments that are going to take you weeks (months?) to work through. No thanks. I really enjoy this basic type of game, but I can't even summarize all the things that need work here. Oh--give me a dashboard of all my buildings and their production rates so that once I have 60 stupid little buildings I can figure out what to build next at a glance rather than through guesswork. Make each worker-type have some minimal hit points and attack ability (even though worse than the trained recruits) i.e., lumberjacks and miners would be stronger than the tree-planting guys, and even they would be stronger than the ladies in the bakery or something, but everybody would have some minimal ability to repel a bandit invasion if that ever occurred. I don't know if that happens, however. The NPCs seem to just sit there. (It's a good thing because it takes so long to build yourself up the bandits would annihilate you if they actually did anything.) I give up.
SUGGESTION: Auto-sort for items in star menu.
Especially adventures.