make it so we can pin the star menu
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make it so we can pin the star menu
Suggestion....Bacon Buffs.... forum.thesettlersonline.net/threads/18310-Bacon-Buffs!?p=208567
That is all.
Awesome idea!
I am currently working on the new "Reading material" quest. I have buffed all of my iron ore mines and turned everything that would use ore off. The production value is 3000 but will not register with the quest and i only need 168 over 12 hours. WHY???
In the trade office, I would rather have all checkboxes off by default. When I go to buy something, I look in the appropriate section. I don't want to look through the whole trade office.
A select/deselect all button would be nice, too, for those who just want to browse.
Now that the science system is implemented, it would be nice to have the option of upgrading tavern purchased specialists into their Store counterparts (e.g. upgrade a Geologist into a Jolly Geologist).
Any chance of having the bookbinding glue placed below our regular daily buffs in the star menu? Pretty please!
Be able just to double click a building so that it goes into sleep mode and if its in sleep mode double click to turn it back on.
and also have little islands branch off from your island that have more metal mines. maybe make it to where your geologist needs a special skill to reach that island mine. and you have to clear off each island mine you explorer finds with your general. and each little island is just a mine and a store house already on the island that the bandits have left behind. so all that can be on the island is 1 store house and 1 mine. you just have to repair the storehouse thats already there.
i also suggestion that you gain exp whenever you mined a whole mine, and your explorer finds somthing. the rarer the more xp you get. for those who dont like to do adventues as much. maybe some exp when you upgrade a building
I think it's time to raise the maximum level people can reach, say, up to level 75. You are losing people (as noted in other posts) because they've maxed out at level 50, and have no place to go from there. Also, building levels up to level 10, and add some new quests at maybe a "metal shield" level: where we now have brown, blue, green and purple, make some more difficult quests at bronze, silver and gold levels for the new, higher level players.
Thanks for a great game, and all the hard work you all do to make it possible! :-)
I think it would be very useful and easy if the guild leader and officers could see who was completing the guild quests and when, maybe when they were also logging in to find daily players more helpful.
I haven't read through all 134 pages, so this suggestion might already be out there, but i would love to see a in game note pad to keep track of things. This would make it possible for me to keep track of a buff-list or maybe what i have the intention to do next on my island in case i do stuff and forget (fill my head with work etc) or maybe keep track of how many troops i sent on an adventure. This in a way that doesn't have me mail myself in order to keep track. Of course it'd work to keep a note pad on my descop or so, but i have a tendency to use up to 5-6 different computers through out the week, so that doesn't help me. I played a different game earlier with this feature and it really helps keeping track of things.
kind regards
edit: Suggestion is to put this option in the mail-tab. Letters and notes.
I read a total of 20 pages of suggestions. there are a LOT more out there so I have probably duplicated some things.
Game system:
In game note pad. (I notice that Imbecile just mentioned this one post earlier, but it is a good idea, so I'll mention it again.)
Home Island:
Request up and down arrows for queues (similar to the build menu) for barracks and for provision house.
Related concept: Let us use those up and down arrows to access the first item on build queue, (not just the second and later) ONLY WHILE the builder is still in transit.
Request a Cancel/Recall button for Explorers and Geologists. Not instantaneous, but let it halve the time until return maybe? Possibly the same thing for Generals en-route to/from islands
Display of the number of total deposits of each mineral that are currently worked/located as in: 3/8 iron if you have 3 iron mines and 5 more deposits located.
Display the total number of building of each type that is built. Perhaps this could show up in the economy overview.
Could we have an ability to plant temporary message signs? As in "future smelting complex here" or "buff this area".
Can we get some way to prioritize the deposits used by masons? I have one marble mason working two deposits. I 'found the second one just a of couple minutes too early, so the older one has 3 marble left in it. The mason shifted work to the closer/new one and I cannot re-find the old one until they BOTH empty. So, the mason will be out of deposit in half the time I planned. And with marble and stone, you cannot destroy the deposit. :-( True, I could maybe MOVE the mason...
Visiting friends:
Mentor mode: Allow a friend who is visiting to have their cursor show up on the visited island for the owning player. I hangout on help chat. It is a real pain to try and tell the new player. "Ok, place your storehouse just to the left of those trees that are in the western end of your number 4 sector. Right by the rocks." Let the owning player's cursor show up for the visitor as well
Also, let the builds by the owning player show up for the visitor. As it is now, you have to go home, then come back to see what changes were made.
Last item for visiting. Let the visitor click on buildings and look at the building's stats. It would help to know if a building has an Exclamation Point (!) because it is upgrading for a day, instead of no settler there yet, or no coal. It would make a difference in whether to buff. Possibly for mentor mode (above) you could have the owning player do the clicking and let the mentor see the details.
Adventures:
When you have started a new adventure such as "Witch of the Swamp," you get a quest book panel on the right hand side of the screen where you can visit, send armies, cancel quest, etc. The problem is, when you click on this panel, the new options appear right underneath the cursor and the one button exactly under it is the cancel button. As someone who hangs out on Help channel, I hear new players that gripe that they accidentally canceled the adventure by double clicking there. Can you make the cursor start at the top of that panel of new options? That way the worst that happens is they visit the island. Or maybe at the 'See details' button would be a better location.
A related problem is that of the 'confirm' notification for canceling adventures. It is very counter-intuitive to select 'cancel' to continue with the adventure and 'OK' to cancel the adventure. I assume this is partially due to the translation from German. May I suggest changing the wording on those two buttons to "Yes, cancel quest" and "No, continue quest".
Display of total number of troops on the adventure island, whether assigned or not. Something similar to the mouse-over of the settler figure while on the home island would work.
A folder added to the mail for keeping mail you don't want to delete right away would be helpful.
how about moving mines that have been depleted to another mine spot and paying small repair fee to get it going again so we don't lose build slots
Update the PH please. I often get a back log of things in the PH then the guild quest comes in that I must produce something. That being said I have to "X" out things to be able to move up the item for the guild quest. Could we get so we can have 2 PH or another option could be that we can move items be moved as how the building que works? Please I would very much like one of the two options.
Like others, I have read many pages, but not all. Forgive me if these are duplicates.
1. Block player. Ignore player is nice, but harassment can continue when the offending player is allowed to view your chat and trades. Block player would prevent a blocked player from view your chat posts and trade office posts.
2. Add more levels for normal guild members. There should be at least one more level for non-officers, so give the feeling of some progression through guild hierarchy. It might be nice to appoint senior officers too.
3. Cancel explorer/geo. I understand Ubi wants to create a gem economy, but it seems like a user experience flaw to not allow players to do simple things like cancel searches. Sometimes, you simply click the wrong thing.
4. Cancel provision house and barracks current slot.
5. Add time to game mail. Date is cool, but it would be nice sometimes to know what time someone sent you mail too.
6. Allow trade requests for + Deposits. I assume this was left out for a reason, but we don't know what that reason is.
Bookbinder
Create a Hotkey for Bookbinder access as with Barracks, Mayor's House, & Provision House.
Create a "Completion Sound" for Bookbinder when work is complete as is done with Barracks & Provision House.
How about a tab for adventure. If you have 3 in an adventure whisper do not hack it.
how about a new building that makes the book binding glue?
I didn't read through the entire thread of 135 pages however 4 things I'd absolutely love to see:
Guild Adventures - Ones large enough that the entire guild can participate in and upon activation (By Leader and/or Officers) all members are automatically invited. Naturally this require massive troop quantities for completion.
Hero Troops - The ability to hire a specific quantity (Limited) of "Hero" troops to use/add to armies that acquire specific exp points and level up. This would then allow for future upgrades for skills on the heros and such.
Island Upgrades - Create an expandable area of each persons main island that will allow for customizable additions to the island. Additions include additional space and licenses. Numerous different layouts will be available to choose from in order to make your island "unique" and can all be purchased through the Gem Store.
Wonders / Monuments / Great Buildings - This would require the implementation of very rare non-tradable (Or Tradable) relics/patterns/items that could drop from the completion of adventures with a 1-5% drop rate per required item. After acquiring a certain quantity or variation of these items you can start the construction of the building. In order to merge with the current game structure, Level 1 would be the actual placement of the building and would require massive amounts of resources to construct. Each following level can require additional resources until completion (Level 5). Each building will have unique production bonus'.
Low Level Wonders
#1 - Map Fragment Production
#2 - Resource Capacity Increase
#3 - Settler Housing 300-500 Increase
Mid Level
#1 - Military Production Type (Specific) Ex: Produces 1 Recruit every 25 minutes, Etc...
#2 - Increase in Settler Replenishment Rate
High Level
#1 - Island Production Rate Increase 1-5% to all Resources
#2 - Troop Training Speed Increase
#3 - Gold Coin Production
#4 - Gem Production
Sorry if already mentioned previously and for the length of the post. <3
How about the General's horses learn to gallop
Future Crisis Event suggestions.
I like how the Anniversary Event structures the "Chain Quests".
All players get to work on the first chain. And then players at level 26 or higher gets to do the Second Chain.
This is fair since High level players would be able to do both. Instead of making 4 chains and each bracket doing their own chain.
I also like it because low level players can try to get to the higher level so they can do the second chain.
The Crisis Events I didn't like because it had only 4 chains divided. And high level players were stuck with the harder quest line.
My suggestion for the future crisis event is to have chain quests that allows High level players to do Chain 1 (low level ones). Get the rewards for that. And they can progress to chain 2, 3, 4 etc.
I believe this is more fun to have unique chains that are progressive for high level players.
It also gives incentives for low level players to get higher. Otherwise, low level players try to avoid leveling up so they can avoid doing hard chains only.
Which I fit into this category. I'm afraid to level up to 45/46 because I know the high level chain event is just too hard (or rather unfair)
Special General types that allows them to do FIRST STRIKE. currently all the generals attack last. and they're weak.
Making it so that resources of the same kind that go into the Star Menu stack with each other instead of having several stacks of the same thing. Such as balloons... instead of having 20 small stacks, 1 stack of all of those would be nice.
Oh god that is too funny Khalida but so true lol
They attack last because when they go down the battle is lost
Fay there are a number of empty global channels avilabile for private chats guild meetings ect
Multi-Server Event Ideas:
#1. Make events kind of like a trophy contest - whoever won the last one gets their colors/design/whatever displayed for next event. i.e. - if the Germans won the previous event, the balloons for the celebration event could be red, black, and yellow; or Great Britain's flag on everyone's main page if they were the winners.
#2. Cross chat servers so players on different servers that have been joined as a team can actively chat in-game with each other between servers.
I would like to see some new skins.
1. Toilet paper rolls, that you can apply to your friends buildings like buffs, that put stringers of TP all over them.
2. Eggs, apply to friends buildings like buffs.
Would just like to inject a little fun into the day, really great for Halloween.
Thanks :)
I would like to make a simple request for the provision house and allowing you to move items up and down. Its a pain to have 5 days of baskets in queue then get a GQ to make a gold coin. Right now i have to remove everything then add it the golden mug then re queue everything back up. Should work exactly like the build queue. This should also apply the barracks.
I don't know if a similar idea has been thought of but, there should be an offshore fish farm that automatically uses bread to fill fish deposits
Please make these islands bigger :)
Hello, i have a few suggestions
First of all, there should be an easier way to count how many troops are being trained in the barracks, Maybe a small tab to the side of the Barracks that shows an icon of the troop and the quantity being trained. this would be very helpful since you dont have to count as you make them and if you have a tight population, risk making extra troops that you dont need and have to kill off.
Secondly, as a result of the first suggestion; there should be a way to "Fire/Delegate" Troops that are no longer needed and get a percentage of the resources back, or all the resources if possible. That way you dont have to kill them off in a useless attack.
Thank you! Great game by the way. Keep up the good work
pin the star menu already!!! its a pain to click everytime