how about implementing some more specialty buildings for the city.. A church, a hospital, a brothel, and other buildings to liven up the city, and make the inhabitants happier?
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how about implementing some more specialty buildings for the city.. A church, a hospital, a brothel, and other buildings to liven up the city, and make the inhabitants happier?
We need ship yards..... you make them before you can leave the island for an adventure. as you level up your yard, the ships get bigger and travel takes less time. plenty of opportunity for ship yard design and various ships
Not that bad of an idea from tunquu. A church or hospital could act very much like a Village School...no license required and attracts settlers at a slightly faster rate. Can't see why that would be a bad idea...
The current limit of 25 troops, or baskets per queue is ludicrous. Level 50 players with 9-10k pop can queue thousands at a time. Instead of forcing those of us with arthritis to click a thousand times to queue items (or lets be honest, use a macro) how about just letting us type a number to build, ANY NUMBER.
The village school should be upgradeable, at level 5 it becomes a university. I agree with Ornias, But I would expand it to the provision house. We should be able input any number, for example instead of 30 x 2500 fish I could do 1 x 75,000. My hand starts to hurt after a while having to do so much repetitive entry's. We know it can be done because we enter a number when we trade.
I have a suggestion. It is very very expensive to move or relocate structures. How about having a moving day? or giving some kind of rewards which allow players to move structures. A moving day for exmaple could give everyone a max of 20 moves or 1/2 hour to do whatever moves you want. Or rewarding some adventuures with something that can be traded in for a certain amont of moves(ie 3 moves). As i started this game I have built up my village and it's spead out all over my island. I would love to move things around so it looks better and more like a real village and fix some of my resource chains. However it is going to cost me an arm & a leg to complete all the moves I need to make. There should be other ways to complete moves other then the normal costs which are somewhat high when you have a lot to make. Thanks
To address the HORRIBLE balance on SE and SOV, I have a DB like solution.
Dark Brotherhood has horrible losses and yet it drops the Witch Tower, which makes it worth running (occasionally).
Secluded Experiments drops a decoration (totally not worth it). I suggest that Secluded Experiments have a small 5% chance of dropping an Endless Copper Mine (or even a Recycling Manufactory, though I'm not sure even a Recycling Manufactory would be enough in that case).
Sons of the Veld could drop a Deer Stalker Hut.
Those things would make people start being interested in running those adventures IMMEDIATELY.
I like everyones ideas so far im with all of them and maybe the ability to buff on top of a buff or add a auto buff option on a building
Guild Quests for players over level 45 need to be changed. It has come to my attention that high level guildies are often asked to run lengthy adventures for their daily guild quest, like Traitors or even Sons of the Veld. It's one thing to give someone a time intensive quest for their personal daily quest, but to require a large time investment for a guild quest is just wrong. It's making some of our higher level members want to leave the guild because they are feeling that they are the "weak link" in completing our guild quests.
Is this really what the Developers want out of guild quests? Do they really wish to create a situation that makes guild members feel pressured to leave the guild because the quest itself is completely unreasonable? Requiring anyone to run an adventure for a guild quest is inappropriate and needs to be changed ASAP.
I haven't been playing that long, so I don't even know what happens when I complete control of my island, but I'm already thinking about what it's like with other games when everything is mature, and it can be boring. What I'd like to see:
When you have pretty much maxed out your island, it would be great to send your explorer to find a new land, build a ship or two, pack in some resources and settlers, and move to the new island. You would have to abandon your old island (I don't want to maintain two of these monsters), but the new island could have a couple of new features. Maybe the settlers that stay behind could buy out your share of ownership in the existing island, giving you some seed money to start in the new land.
I do like a previous suggestion of a resource timer. Probably the weakest/most irritating feature of the current game is losing a building permit when you allow a mine to expire. There's no reason to do that except to force the player to spend money (I spend money, but I don't waste money).
you dont lose the building lisence when a mine collapses, it goes back to ur inventory automatically
LostSoul, I didn't realize that. I'll watch the next time to see what happens. I've been destroying the mine when it gets below 100 and then rebuilding. What a waste of time. The license must go back to inventory when the resource runs out? cause it sure doesn't when I destroy the 'residue' to prepare for rebuilding.
yea man, as soon as the mine depletes the you get the lisence back. although some mines, such as iron and gold mines, it is good to tear down when it gets down to around 30 or less as the resources you get back are worth more than the bit of ore left in the mine.
I really appreciate the feedback. Not far enough along to be in a guild yet, so this helps me a lot.
Not sure why, maybe it's different at different stages of the game, but just had an iron mine run out of resource, and I didn't get the license back. Even when I clicked on it to get rid of the 'residue', no license returned. I'm going to let it happen one more time, but I only had one license when the day started, and I still only have 1 license, so hard to misinterpret the data.
My suggestion is a bit simple. Visiting islands should not be restricted to adding friends. Or if that is a necessity; I suggest add one-way as well as both-way friendship options [well modes] where a small arrow icon or something differentiates between mutual and one sided friends.
There are some adventures that are either very difficult, or the losses are not worth the rewards. Secluded Experiments is a good example. Instead of redesigning the adventure, I would like to see a buff that can be created or purchased the can be placed on a garrison. All XP earned by that general would be doubled until the adventure is completed.
The concept is simple and would make adventures like Secluded Experiments and Sons of the Veld worth the losses.
http://i1305.photobucket.com/albums/...ps781c2d24.jpg
The in-game info box drives me batty. It's always in the way when i want to check the population bar.
Please move it down a little, to just under the population bar.
This has probably already been asked for but I will ask anyway.Can we please have the ability to make larger amounts of fish food so we can put it on in one big lump,its soul destroying having to pile on deposit after deposit,thank you.
Make it possible to choose your default chat channel, ie global channels, so you can have the choice between UN-moderated and moderated chat, personally im getting a little tired of being in the middle of a political discussion and getting shut down because someone else says so,
I think there should be some kind of endless mine or recycling for Iron and the higher resources as well before pvp is implemented.
A Marine Scrap Yard Building, that enables ship wrecks to randomly show up. Copper/iron could be mined, and random loot drops also.
Little ships would work the wreck until all deposits are gone.
I have a suggestion that would make many of our lives easier. When you place a buff it does the normal thing, but when you buff an already buffed building with another buff, then it just adds on the time. It would only work if you were using the same buff.
1. I'd like to upgrade my buildings beyond level 5.
2. Stronger fast units would be nice (heavy cavalry) available from the 50th level
3. I would appreciate anything, that could stop me from thinking that there's nothing left to do in this game
1. Change guild rankings from 4 to possible 8.
http://www1.picturepush.com/photo/a/...d-rankings.png
2. Increase the number of avatar icons at bottom of home screen to 10.
And now a few words about storehouses.
1. Moving storehouses within a sector (and outside a sector) should be possible as long as there is at least one storehouse in this sector.
2. Clicking an item in the storehouse pop-up window should point to the economy overview, and not to the merchant.
3. Clicking a military unit should point to the barracks and not to the merchant.
4. Each item in the storehouse should be marked with a flag, which would show us the production balance (for example an up arrow when the production is in plus)
I don't know if this question has been asked or not (too many posts to read through) but I was wondering if in the future there will be more guild coins rewarded in bigger guilds where more members are required to finish it. For example I think there should be more guild coins for quest that has be finished by 50 members vs 15 members because it's more difficult to do it. Maybe 1coin more per member after 15 members or so? So if I get 50 guild coins when 15 members are required i should get 51 when 16 members have to do it and 52 for 17 members etc…. hope that make sense :)
I know this has been suggested previously, but it would indeed greatly help if a garrison could be emptied of troops with just one click. Having to manually empty, either to load different troops or returning from an adventure is very tedious, especially at upper levels when adventuring (and adjusting troop garrisons) is your whole life, it seems.
The fact that you can only move a gem built Guild House is a travesty. This needs to change. As it stands, the only way I can do this is if I disband and lose my Guild name/tag. Absolutely disgusting.
*edit* So now I am being told that you can tear it down and not have the Guild totally disbanded but my point still stands. The building should be movable, no matter what the source.
i second this motion. while i personally am not the leader of a guild, there should be no difference in how a gem guild house is treated in game compared to a guild house built w 3k gc, 5k hwp, and 5k marble. blue byte has claimed to intend to keep this a true free to play game rather than following in the footsteps of games such as evony. if they intend to keep this a true free to play game, then they should show this by promptly fixing this issue
Can we please have a "pin" for the Star Menu!!
That is all, keep up the great work BB!!
1. Adventures that are seldom ran being dragged out of moth-balls, IE Motherly Love, Bandits Nest, and Surprise Attack. The later 2 cost Map Frags and people have had to do multiple of them and without blocking working neither of them are really worth doing.
2. The First quest for everyone is to find granite. if you are a free player and only have 3 explorers then this is exetremely hard in its own right, with a long treasure hunt taking a day and very long 2 days high level players already losing 2 days from the start for 1/10th the quest.
3. The Settler Production quest is another one that is just about sitting around as well, its like you guys tried to make love potions and village schools valuable or useful/ neccesarry to purchase and most people are saying screw it, and the longer they sit the more pissed off they are getting. if A love potion cost 195 gems and the final reward is only 500 gems can you see many people working hard to do these, and the village school is even less value than the love potion and its 200 more gems then the final prize.
First Tier
The first teir quest / rewards are pretty good but I would throw in a Village school or 2 to make it really interesting. that would help with the later level settler production if you are going to leave that requirement in the quest line.
ps add a drill plan or exo baskets to first tier to give them a little boost at ramping up for next Critical Quest Chain.
Second Tier
Tier 2 is not bad but I would change the 360m in the 9th quest to 200 and increase rewards to 500 Gems 10 Nobles, Village School and 2 Drill Plan. Also for the Final of tier 2 pay 700 water??? really that is almost demeaning oh do all this other harder stuff then pay 700 water make it 700 of those iron swords you required them to have then you will be talking.
Third Tier & Fourth Tier
Where to Begin? Have to get this granite drop on treasure hunt is a joke. Two days before we can start the bulk of the quest chain cause it took that long to get through first 1/10th is bad thought process. MF Cost compared to final reward - "BN" 200 Map Frags = 800gc If I have to run the adventure 3 times before I get the granite I should have just bought a watermill.
Third Tier
1-3 are good maybe add required / paid amount to be little high but now much. (4) Recieve 50 sammwich buffs, no one who is level 36+ wants sammies buffing their islands hell most dont make sammies by that time and since the mini quest before it was make 100 baskets why not have us use them. Okay number 7 if they are level 36+ they dont make longbows anymore either chances are they demoed their long bowmaker. and that mini quest will piss them off, even if they still have the maker quest 9 is even more of a joke, own 500 LONGBOWMEN REALLY was the dude smoking crack the day they made this? is this game developed in Amsterdam by any chance??? By lvl 36 all my LB were dead to make space for Xbowmen, this is a joke and having to kill off usefull troops to make room build them then sacrafice them after the quest is completed is asinine. Here is the real rub...... if your going to have Old Friends be a requirement for last mini quest of that tier why not use WOTS in place of Bandits Nest on the earlier mini quest that way there is a chance they got a Old Friends and wont have to buy or run extra WOTS to get it, also if you put the LB making quest before the run WOTS adv mini quest they would have a perfect adventure to sack the LB on and make them at least feel semi usefull, would also suggest lowering to 200 LB from 500, which again is just nutes. Okay last for that tier we encounter the demeaning effect again paying 3k Meat is a crappy way to end this quest chain.
Now the rewards to make it worth while you need to up it to 1k Gems, Watermill, 2-10 Drill Plans or Red Fly Settlers.
4th and Final Tier
1. As stated before is asinine.
2. Really, But okay I built the useless dama sword-smith and completed it.
3. Not bad but would double it to make 400-500 and use 300-350 better for someone of our tier.
4. Thats fine perfect quest in middle of tier. Congrats one of the few that is good and worth doing / not demeaning to our place in the game.
5. Oh where to begin, first off most people hate, Hate, HATE doing Motherly Love sacking 330 Ponies for 1/3 shot of granite is dumb. took doing 6 of the retarded things for some of us to pass this. Also Produce 20 Crossbow really???? Are kidding me? I built this thing 3x now and scrapped the other 2 times cause I detest having a useless building on my island and die a little on the inside everytime I see the little floating zzzzzz above the building.
6. Okay next one whatever I would make it Pay 20k Sausage and have 2k xbow but im a little sadistic.
7. A absolute Gem this is what im talking about. Maybe up it to 300 titanium Bars and 5k Granite but concept is nice.
8. Produce settlers ugh we discussed this before so wont harp on it.
9 maybe find something more challenging I.E. complete a DB in less than 2 hours or a SE in less than a day.
10. With Surprise Attack running at 500 Map Frags and Frags being 4-5gc each thats 2k - 2.5k gc to buy a adventure that has a 1/3 shot of completing this quest, even worse when you consider its a exp adv and we are level 50 they do us no good, also with blocking in the crapper this adventure is not worth running. If I ran this multiple times to complete quest I could have easily bought 3-5 Watermills.
AND NOW for the rewards for this 1k gems and......... Either a Watermill, Silo, Friary Package or some new Epic building like the WT that can only be recieved by completing this quest line and it grantes 200 Population. Like a Observatory that can only be placed on some of the un-useful mountainous terrian on our island or a Secret Grand Library that you have to put in a dense collection of trees.
Thanks, Always here to help and offer suggestions,
Shadowfax84
Event Quest ,Should not require finish adventure and receive x amount of resource to finish,finishing the adventure should be adequate.
I will probably delete the event.
The biggest beef I have with the game is that human waves are the most practical tactic. This is due to the fact that the units cost out at diminishing returns. This is exasperated by the fact that units are treated like ammunition, you expend them and never get them back.
If you pay more for a unit, you should get more than the increase in cost back in combat power.
Also, there should be a trickle back of "dead" units with varying rates by unit type. This would make investing in higher units more worthwhile.
Cavalry for instance should recover more than foot units because they were historically more likely to be driven off the battlefield than to actually be killed. Ask any DBA* player!
There should also be a heavy cavalry type. The cavalry in the game is pretty much light cavalry.
*De Bellis Antiquitus tabletop miniatures rules.
I'm glad the guild quest are back. I do have a suggestion for a change I'd really be happy to see. Having adventures required isn't the problem. Its the specific adventure requirement. Having so many players need the same adventure all at once makes it so much harder to finish the GQ bc those advs become rarer and prices go up. I know the GQ isn't same across the server at same time. But like with my guild having maybe 30 ppl all needing pirates at the same time. It takes days for everyone to finally get one and run it.
My suggestion is to have the requirement to be complete a type of adv: like epic, or resource, or xp. Or do it by difficulty rating. This way players can have more choice on which adventure they want to run.
Probably already been asked.
IS it possible to make the "yippee" pop up message clickable so that it takes me to whatever mineral it is that he's just discovered?
Or is there some other way to do this that I don't know about?
Tired of zooming all over the map to find out what he's getting all exited about :-)