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Thread: What are your top 3 Suggestions?

  1. #71
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    1) The ability to see and/or assign what area a building has influence over.

    2) Lowered resource costs. Why does a recruit need 10 swords or a bowman need 10 bows? Especially considering how long it takes just to create one weapon from a level 1 smithy.

    3) PvP with added strategic depth.

  2. #72
    Recruit ISRJimmy's Avatar
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    Suggestion I : Building Relocation. I know this has been mentioned several times, but I would like to emphasize this once more. After spending plenty of resources and time to upgrade a building, I noticed it would be more efficient if it were positioned elsewhere. Destroying and re-building would be a gross wasted of time and resources. Was curious if the game engineers were considering this option?

    Suggestion II: Trade Management. Currently, if a player posts a trade option and I accept the trade, my resources are removed from my stock. If that player does not reply back, I no longer have the resources until they do. There should be an option to retract my offer if they do not reply within a specified amount of time. I have had resources tied up for hours, finally resulting is someone changing their mind. This also has been mentioned as a recommendation, I was just looking to emphasize the point. Is there any intent from the game designers to resolve this issue?

    Suggestion III : Building Upgrades. There is an option within each building to upgrade using gems. Issue is its not active. Will it go active? Would be nice to use gems to upgrade resources.

    Thanks for the opportunity to offer suggestions. This is a great game.

    ISR Jimmy

  3. #73
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    There are a few areas that are frustrating that would improve the gameplay significantly.

    1) Buffs need to show a timer. There are many higher end buildings that you do not want to have running unless buffed (gold production for example). The problem is that there is no way to know for sure how much longer a buff will last on a building. If you go AFK and someone comes along and buffs your buildings you have no way to tell what kind of buffs they used. When your logging off for the night you would like to have a friend place basket buffs that will last through the night, but the current buffs are still on and you have no idea when they are expiring, very frustrating! I suggest that buffs have a timer showing when they will expire, and that all buffs can be written over with a higher end buff.

    2) A sortable table showing overall production would really help with troubleshooting production. It would be great if you could turn on/off all of a certain type of building at once, see how many of each building you have, and set priorities for how resources are used.

    3) Everyone who likes this type of game likes different elements best. Not everyone enjoys the combat as much as they do the building/design, or the complexity of balancing resources. I would like to see some alternative ways to gain experience. Quests for creating a large number of resources or for placing a certain number of fields/wells, or reaching storage space goals or buiding levels.

    of course there are other things, but i find that these are ones that would improve the game for everyone.

  4. #74
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    1). Each upgrade for the Mayor's House decreases the time it takes to get settlers(population). This would really help speed up clearing bandit camps and adventures.

    2). Higher level adventures could maybe have a chance to drop some gem items from the shop(would really love being able to get building licenses).

    3). A building which reduces the costs of gold upgrades by a % for each of its upgrades would be nice(1000g for level 4 houses looks painful).

  5. #75
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    Find a better solution to fields and wells

    By far the most annoying thing in this game is is having to rebuild fields and wells. When I log on after a while (ie, in the morning, after work etc) I have so many wells and fields that need rebuilding and can only queue 3 at a time.... C'mon guys, that takes forever and leaves me sitting there with not much to do but wait for 1 to be built so I can plant another.

    Give us a bigger queue or eliminate the need all together. Wells are the most annoying because we need so many. Maybe give us some way for feilds to rotate automatically.

  6. #76
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    Quote Originally Posted by Erydan View Post
    By far the most annoying thing in this game is is having to rebuild fields and wells. When I log on after a while (ie, in the morning, after work etc) I have so many wells and fields that need rebuilding and can only queue 3 at a time.... C'mon guys, that takes forever and leaves me sitting there with not much to do but wait for 1 to be built so I can plant another.

    Give us a bigger queue or eliminate the need all together. Wells are the most annoying because we need so many. Maybe give us some way for feilds to rotate automatically.
    I would also like to mention that this situation could be a deal breaker for the game. If there is something that will bore and annoy me to the point of not playing any more, this is it.

  7. #77
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    This is not sticky? Market longevity is critical.

    I'm an old AoE player and I'm on level 18 here. I am assuming this game is designed to not be fully immersive. I am assuming a slow progress model to stimulate critical incoming revenue.

    1) Allow building and feature relocation.

    Inducing high resource consumption for building relocation may be a double edged sword. Loss of interest might be averted by allowing the player to continually modify and change the overall layout. You may wish to force destruction and rebuilding of the basic level buildings to adhere to your revenue model a bit better. The resource intense nature of relocating the buildings above basic will only frustrate players, but lowering the resource requirement would not compliment the revenue model. Players will get bored with a layout that becomes permanent, mistakes and all. Rearranging it will help keep their interest considerably.

    2) make the game more immersive perhaps?

    Some players may like the part-time play model, and let the game progress while they are away. I would wonder how many players in the market would seek more ongoing activities in the game? Compared to the AoE model, there is less activities for the player. At some point, the game play experience is reduced to being a spectator. The player who seeks full immersion will get bored quickly. Allowing rearrangement would help somewhat.

    3) Minor: Increase house resident capacity. (Does not serve revenue model)

    So there's some input. The least I can do for being a blood-sucking leech, right?
    Last edited by BaronVonSausage; 11-07-11 at 04:11 pm.

  8. #78
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    The game is lacking a view sheet that shows all of my building levels so I can plan. Manually counting building types and levels sucks.
    Needs a better notification system for exhausted resources, I'm always finding them just by chance.

  9. #79
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    1. It is too easy to accidentally upgrade buildings, a simple "are you sure" box would have saved me 700 gold which has cost days to recover.
    2. Too many building licenses must be allocated to mines and housing
    3. Economy manager tab that shows which resources are trending up or down.

  10. #80
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    Top 3 suggestions

    1.) Listing of Buildings constructed
    2.) "Something" to do while waiting for armies to build up
    3.) no pvp or protection of players who do not wish to engage in pvp from pvp w/o loss of access to resources or other desirable game features
    Last edited by Tiana; 11-13-11 at 11:16 am. Reason: changed # 3

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