So I was thinking today that they should have a prisoner building and you get prisoners as a drop on certain adventures and occasionally for defeating bandit camps and you can put them in the prison and rehabilitate them into settlers
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So I was thinking today that they should have a prisoner building and you get prisoners as a drop on certain adventures and occasionally for defeating bandit camps and you can put them in the prison and rehabilitate them into settlers
War:
Turning the battle preview into a simulator with average losses for every type of unit. You can make it run client side like other 3rd party simulators.
Sabotage specialist, an assassin for example.
Adventure loot per camp not after the adventure is done for more variance in type.
Production:
Store house to workyard time should be less than workyard to storehouse time. It makes sense that way :)
Gold production should also make sense, 4 ore > 1bar > 8c you can make ore more valuable to compensate for ratio, more mining time for example.
Copper mines should be same size as coal mines. Also making them static like masons would be nice since they cost a licence anyway, what's the point?
More refills in provision house.
Trade:
Making gems available for trade would be great.
The resource prices in the shop are highly disoriented from reality.
Making direct trade available instantly if someone is added to your "merchant list".
Permanent extra trade slots.
Hello barbs24,
Thank you for contacting The Settlers online Support regarding a failed block. We apologize for the inconvenience this has caused you. Unfortunately, we do not support blocking in the game. Unfortunately, we cannot replace the troops lost during a block. This is not an intended game mechanic and players are advised to use it at their own risk. The developers view blocking as an exploit and have been working to eliminate this exploit. We wish you the best of luck on your future adventures in The Settlers Online. If you have any additional questions or issues feel free to contact us and we will be more than happy to assist you.
My "Suggestion" is how about NOT this. Troops take too much time to make and cost too much if you have a life outside of this game. If you mess up an attack on a camp and lose cannons on one of the really large adventures you're screwed with no blocks. Or if you get a 2nd person on the adventure that ends up not pulling their weight on it. Sure it's doable most of the time if you want to take away from your work and life. I however am not one of those people. If this got fully implemented I think that would be my "end game" moment. I'm not willing to schedule my day based around when my barracks are done producing troops. Or spending an extra hour or more per adventure watching my general walk back and forth to attack camps. And honestly most of the time the loot you get wouldn't outweigh the cost of the troops you make. So good luck with this idea.
1a) When sending Generals to/from an adventure or between adventures, you click on the general and it highlights yellow. What I would like to see, is a way to send multiple generals at once. Whether that is, click a general, it highlights yellow, click another general, and now you have 2 generals highlighted yellow .. OR, put a box in the corner, and a check mark appears next to the generals you want to send.
1b) I'd also like to see a button that says, Send All, having them all highlighted/box checked, and you would still have to click OK before they are sent (this would prevent a misclick and cursing at the game, because you have to wait 15/30 minutes to send your general(s) back to your island to get troops, because they were not loaded with troops yet. Maybe even a Pin (like in building menu), that lets you keep the window open, after sending the general, so you can click a general, click OK, click a gen, click OK, etc..
2) Allow multiple Bookbinders. As getting more and more books made, increases the amount it takes to make the next tier (see a comment someone made on page 168), having more then 1 Bookbinder making books, would speed things up. People can already make several buildings, used to make book resources, why not allow more bookbinders? -- Maybe make the extra Bookbinder, only available in the shop for gems, and set limit to Limit of 2, so you get the 1 from building menu and 1 from shop?
3) Allow Marble and Stone deposits to be demolished. Many times, someone gets up and starts repairing their island, as they run off to do something, as they get ready for work. One of these is finding new marble deposits with their geo's. When they are done, they are almost ready to leave, just to notice there is 1+ marble deposits at 25ish or below (or something similar to this number).. If only they could demo it, they could send their geo out to find a new one, and leave the house.
4) Add the ability to obtain a SECOND ISLAND. Make it so you have to build a Dock on the edge of your island, so you can get between your two islands. Make the Dock cost a lot of resources or something, because you have "supply your new settlement" or something to that effect. Or have it in the shop .. something. Have the second island have all new resources, and all new buildings, so you can't just fill the 2nd island with nothing but farms/wheat/silos, mills and bakers (or something to this effect, or similar to this). First stage of buildings, would of course, use the resources you got from your first island, as you don't have any of the 2nd island resources yet. Have a button of some kind you use, to go between islands.
Or, if you want the resources required to be SO large, you could add something in the rarity PH to convert resources. Like 10,000 stone = 1 Mega Stone, etc, and one requirement might be something like 50 Mega Stones (500,000 stone equiv.) or something like that.
It would also mean, that the new island, would have to have its own building restrictions, like Building Licenses, but different, to keep them separate.
5) Add a way to "gift" resources to guildies/friends, so they don't expire after 8hrs. Usually, it is a newer player, they need hwp or marble, but they are offline, so you can send them to them, without the 8hr expiration.
6) New unit types. Such as Pikemen (do extra damage to Cav). Berserkers, whom can wield 2 weapons to do extra damage and can parry attacks instead of blocking with a shield. Riflemen, as a way to expand the uses for the Gunpowder that is already in the game, from Cannons.
7) In production buildings, add quantities next to the icon. For example, in the Carpenter, to make carriages, it shows the icon of the resources to make 1. The icon shows 1 wheel on the side (and assuming there is 1 on the other side too), one would presume that it takes 2 wheels to make a carriage, but it takes 4. So put numbers next to it, so # (icon), # of (icon) = x (icon).
8) The account already stops producing resources after a short time (2 days I believe) of inactivity. Yes, people can visit it, buff anything with anything as small as a fish platter, for it to start producing again. I recommend that after 30 days of inactivity, an account is archived. The account data would be stored on a separate system, and a banner goes across the characters profile in the game, that says Archived. There would be no options to send a trade/gift, no visiting the island, etc. There are a lot of people that have quit the game, only to come back to the game later, or quit for good. Why keep this info active on the game server, if they are gone for 4 months, 6 months, a year+, etc? It can be sent to a storage/backup server.
Doing this, I believe would reduce on the stress and the lag of the server. If and/or when the person logs back into the game after their account has been archived, on the loading screen, it would say: Removing account data from Archives. Please Wait. And then go onto the normal loading of the island.
If I am wrong about archiving accounts reducing lag and/or stress on the server, please let me know, because I think this would be a solid idea.
9) Under your xp and Level, it shows your premium days left. I'd like to see this changed, to show more information.
Currently, if you have 1 second to 24hrs left on premium, it says 1 Day .. Only way to see your time accurately is if you are building something and look at the extra building queue.. What if you don't have anything to build and don't want to build something trivial just to check the time?
I'd like the time under the Level, to show something like 3D 7H 1M 49S meaning 3 Days, 7 Hours, 1 Minute, 49 Seconds.
10) Have a nice day! (Sorry, only having 9 things seemed off, I wanted to round it to 10) :)
I think that would make a good adventure prize, like the silos, where it doesn't cost a building license.
I'd like to see it, so you can gift items from the shop, that have a Limited Quantity, but it adds to the limit of the person receiving the item.
For example, Limit on Vet Generals is 2 from the shop. If you get someone you know to join the game, and you have the gems and willing to spend them, you can spend the 4,999 gems to Gift them a Vet, and then that person can only buy 1 more from the shop.
I am thinking, what does it matter, BB is getting their money one way or another :D
My suggestion: While I would love to see new things, please spend 99% of your time fixing all the things that are broken before you work on more new stuff.
Overall a pretty decent game but lacking a few obvious features. For instance, you should be able to click an AFK button that turns your characters light from green to yellow. Many times I have the game on in the background or am not there but my friends online can not tell that im gone. 2nd, all mails should have a time on them. Without a time there is know way to tell when someone sent you a message which is kind of annoying.
I wanted to post in TO a trade of bread for a "ADD CONTENT TO A fish DEPOSIT" from a rarity provision house (max: 12500) Limit is set at 10K - please raise limit to 12.5K.
It would be nice that explorers, during maintenance, would undego into a "maintenance" exploration if they are idle...
When I post a trade for x(something for x(something) and do 4 lots, I would like it so that 1 player can buy all 4 lots instead of just one. currentyl when they buy one lot they are unable to see the other 3 lots.
Also when selling deposits i would like to be able to post more than 1 lot
And finally I would like to be able to combine deposits that are in my start menu, I can split them into smaller deposits but I am unable to combine them.
Upgrades to gold towers would be lovely.
A lootable building "pirate ship" holds pop(150), built on water. The pirate ship we see on a few adventures.
Oh and before I forget I would love a general that travels to an adventure in 5 min, but can only carry a small number of troops say 10, would be perfect for tagging an adventure.
this is easy just fix the bugs first new content second. then ppl will spend money and makes bb happy and player happy both win.
bb u got to spend money to make money.
How about clicking on a critter several times causes it to explode!
The long treasure search returns are way too weak for me to do them instead of the medium treasure search which returns a good amount of granite.
how about having a tab in global trade that shows how much of each resource you own next to the requested price by the seller. would make trade easier
u have a calendar with monthly events... how about filling it in b4 the month ends so people know when maintenance will occur in advance
who goes in the forums? that's not the first place ppl go when they sign in. if its not on the news feed ppl wont know. also cl should spread the word through the chat channels.
Suggestion: Introduction to Sector Flags/Banners, which allows you to move your storehouses within a certain radius of the flag/banner.
It would be vary interesting to see the raving rabbit put to work for the Easter event.
suggestions,(every time you click it),
1:it shows you where to find an egg or collectible on your island( with a short cool down time in between)
2:it brings all the bunny's to the statue (for a short time)
3:it hides the bunny's (for a short time)
The bunny is cool but is missing some thing. I believe it should have a job during the Easter event.
Should hold a daily lottery, and/or a weekly lottery. Buy tickets for gold coins ... put up prizes like Silos and Gems or Deerstalkers or Frozen Manors or ....
I thought I'd suggested this before, or someone else had, but after diligently searching for it through the forums I don't find it anywhere. So, I'm going to post this suggestion:
That small island in the middle of the lake...the one left over after last year's Halloween event...it has usable space on it. Why not make it so that we can build on it? I'd love to put a fisherman and a storehouse there. Or maybe some decorative buildings...something.
Please open that space up for development!
Thank you.
suggestion: how about being able to rearrange the barracks and/or provision house queue in the same way that the construction queue can be rearranged? This would help in the common situation where there are lots of items in the PH waiting to be made and, oh look, my guild quest asks me to make some golden brew mugs - but it won't get completed for a day because there is so much ahead of it.
Buff Wizard Hut (Permanent Building)- This building allows you to stack buffs up to 5 buildings.
Limitation- You must wait until all the buffs you added to the one building is depleted before adding more buffs. And you can only do a stack of buffs in quantities of 25. And different buffs are not allowed to stack on each other.
OR
Give us the ability to stack buffs. With of course the limitation of not being able to stack different buffs.
Random thoughts:
1. Show players level in chat.
2. Create a trade partners list.
3. Eliminate gems from free play.
4. Offer a membership option that includes premium benefits and a weekly gem stipend.
5. Create a trade icon for an adventure loot spot.
6. Create Guild Islands with limited production capacity as a premium reward.
7. (a) Create BB guilds that players can join for the purpose displaying a tag helpful in hosting community events such as the Sunday auction.
7. (b) Recruit a community leader who can host the auction.
8. Create a permanent trade slot. Players could build a store and offer items in their trade store that don't expire as long as supplies last.
Known unknowns:
1. An improved barracks
2. advertise
7.
UNINTENDED CONSEQUENCES
I have been playing TSO since July 2011 during the closed beta. The game was known then as Castle Empire. It has been a fun game to play, at least for me. There have been many changes, new things and updates. Many quite nice. Some a waste of time and effort. However in the last 12 months or so we find an increasing number of bugs and problems. These are not getting better, they are now getting much worse. Why is this?
It is my opinion that the developers are completely ignoring the Rule of Unintended Consequences when they make changes. The effect of this is that when a change is made, something else stops working right. Some are rather minor, like the arrow in the White Castle. Others can be quite serious. Like the ability to logon to the game, being dropped from the game and losing stuff.
The test server should make it possible to eliminate a good percentage of these unintended consequences. But this is not the case. We have heard of problems showing up on the test server and rather than being fixed they are introduced into the main game. Why is this happening. One possible reason for this might be the lack of manpower. It is my guess that there are fewer developers now than in the past. Everything is now "rush" "get it done". It is also my guess that there has been a significant loss of income. There are fewer players now that ever before. The loss of players is evident when you look at the postings in the forum.
I don't have all the answers but I do know that it behooves the developers to pay close attention the the Law of Unintended Consequences. Doing this may keep Murphy's Law from causing additional damage.
Wimpy
P.S. I can't post this now because I can't get the forum to load after several trys. Hmmm? I'll post when I can get on.
i have asked for this before. please pin the star menu .how hard can this be? it gets frustrating to click everytime you need a geo or explorer then click to send them only to rinse and repeat. FIX THIS!
Yes there are too many bugs. And errors that are not corrected. Promises not kept.
People are getting tired of it so of course, they leave. This makesit worse for the faithful.
Come on Blue Byte, get it together! You took a great game and brought it on-line and made it even better. Please, please don't destroy the Settlers
Game system:
In game note pad.
Home Island:
Request up and down arrows for queues (similar to build menu) for barracks and for provision house.
Related concept: Let us use up and down arrows to access the first item on build queue, (not just the second and later) while the builder is still in transit and before he starts hammering away.
Request a Cancel/Recall button for Explorers and Geologists. Not instantaneous, but let it halve the time until return maybe?
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.
Could we have an ability to plant message signs? "future smelting complex"
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. You recently added the ability to tag collectibles. so maybe you could just make it possible to put those tags anyplace.
Also, let the new 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 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? That way the worst that happens is they visit the island. Or maybe at the 'See details' button.
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.
I would LOVE to have Guild Banks in Settlers! A place where guild members can go and share resources or buildings (all tradables). Similar to WoW guild bank system. It can be limited by guild rank and how many items can you take at once or per day.
Also would nice to have something different for getting experience from. Not everyone likes adventures and they are slow and kind of boring. Don't really understand, why are quests not giving xp. They do in almost every game with quests.
-A troop dump button - one button in troop selection interface that allows you to "drop the kids off" so to speak.
-Search function in the shop.
-A wee flapping flag on the barracks flagpole
i see with the new lucky explorer One part of the game I hate is getting worse. My star menus fills up pretty fast with items found from explorers. Now it seems a luck explorer can bring back 6 stacks of items as I have seen on test. So this is even more items filling up in star. Could we please have a way to stack all the single buffs, small stacks of resources ect. I have 15 trained explorers and 3 slow ones on top of that and its crasy how stuff filled the star durring the event while looking for eggs.
as example right now I have
78 solar flares all singles
312 cheese sandwiches all singles
108 mr Myers all singles
294 choclate rabbits all singles
You get the point Please find a way so I can stack these. If I can stack them maybe I can sell them.
Perhaps maybe even let people trade buffs in stacks on TO even if they are not stacked in star
Please give Economy Overview a “Mark on Map” Option
You click Economy Overview, choose an item on the left, and then click a building on the presented chart to show all of them on either the left or right side.
At the bottom there is a number showing the total those buildings produce.
Next to the number please add this option “Mark on Map”
Below I show what it would look like:
http://i.imgur.com/HqQCS94.jpg
Once chosen, the player is sent to the map of his island. Every one of those buildings has a marker like you currently provide when a player marks a friend’s collectibles. Inside each marker is a number showing the level of the building.
This option enhances building positioning and upgrading. With it, a player can quickly see if he wants to move buildings in order to consolidate them on his island. The player can also see which buildings would be good to upgrade.
Hopefully you deem this suggestion, if you read it, worthy of your due consideration.
I would like to see less pop ups that things are finished etc. we get mail too saying the same thing. I can see the mail slot flashing I don't need a popup telling me I have mail. Another suggestion would be to label the sectors, I find it hard to see the little flags on other player islands. I'm sort of new and haven't completely mastered it yet.
Thanks,
Sharmon
One Suggestion. A single button to stop all of one type of Production (i.e pinewood sawmill, iron smelter, etc) You could put it in the economy overview thing
Yes, I'm tired of having to stop/start half a dozen gold mines (after having to buff them all individually).