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Thread: Suggestions

  1. #1821
    Soldier dogetty's Avatar
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    I wish granite refills priced better... I'd buy more of them.

    I wish a general, returning from battle, had a flashing garrison, and the one going into battle was marked somehow differently, so I could find the one I need to retreat faster.

    I wish there was more loot for the player who defeated most camps. People would have to play together more often and actually communicate orders during the adventure. Like, what I call, 'hit for hit', ur turn then my turn... so forth. We would have to fight to get included in the loot gathering... it would not be bad to have a newbie along for the ride. They could kill what u leave or just the easy camps... puts the term Tagging back into proper perspective as in: Tag Along.

    I wish the daily requested resources payed in quests actually went to a storehouse for the guild leader to divide amongst new players.

    I wish there were seasonal increases for collectibles, like: barrels, for summer, ~ food carts for fall, ~ herbs for spring, ~ cauldrons in winter, so forth... so, we could have a balance and create a trade scenario in Trade Office, like now we have soooo many barrels it is silly. just try putting up a trade for 1k barrels for 1k coal... lol see if it will sell...

    I wish we could see a count down when other peoples buffs go out.

    I wish watermills and fisheries could be put off near river banks, like floating residences, to allow for another building to go up, people would buy more nobles....etc...

    i wish that if other people are not collecting their collectibles we could get them into our own inventory by harvesting them during the last five minutes before a new collectible quest is posted.
    Last edited by dogetty; 09-07-14 at 08:30 pm. Reason: just to save so I don't lose my work
    dogetty

    'waggs tail'

  2. #1822
    Soldier dogetty's Avatar
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    I wish granite refills priced better... I'd buy more of them.


    or we could get a deal, 'buy two get two rainbow buffs for free'.... whoo hooo... that would make it better

    please
    dogetty

    'waggs tail'

  3. #1823
    Soldier dogetty's Avatar
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    Sons of the Veld, an experience adventure, is not as popular as a 'loot spot' or as valuable when selling due to us not reaching a level higher than 50 and the cost of upgrading, I do believe. The price was checked by another reader and posted. Also, high casualties were brought up.
    I wish there was more loot for the player who defeated most camps. People would have to play together more often and actually communicate orders during the adventure. Like, what I call, 'hit for hit', ur turn then my turn... so forth. We would have to fight to get included in the loot gathering... it would not be bad to have a newbie along for the ride. They could kill what u leave or just the easy camps... puts the term Tagging back into proper perspective as in: Tag Along.
    dogetty

    'waggs tail'

  4. #1824
    Soldier dogetty's Avatar
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    I wish I could start a conversation or trade from a pop down menu from another players avatar when buffing my island.
    dogetty

    'waggs tail'

  5. #1825
    Recruit
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    Oct 2013
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    I have to agree with this request. It is a 3 second process to change the location of where it appears. maybe turn it into a scrolling marquee across the top or bottom of the screen. Or better yet, just post it in the notes tab ;-)

  6. #1826
    Settler
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    Apr 2012
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    Zeus
    So for the bookbinder. I dont get why the book price goes up but it does. However a nice trade off would have been if production time came down. Its not a queue i realize but i think that would make a little more sense.

  7. #1827
    Recruit
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    Feb 2014
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    Ares
    I know my guild and I bet many others would greatly appreciate it if the list of guild members guild quest status persisted some time after the guild quest was completed. Many guilds track closely or loosely who is or isn't completing guild quests on a regular basis. This is very challenging when the guild quest list info disappears (is changed to "none" for everyone) as soon as the last required person finishes their part of the gq. No matter how many times a day the list is checked, even if it were to go to unfeasible amounts, it is not possible to get everyone accounted for. With people in many time zones, each with different schedules, some guild members that do normally finish their gqs rarely get credit for doing so, putting them at risk of getting kicked out of guilds.

    There are different ways this could be achieved, such as:the game automatically mailing a designated guild officer a list of who has completed the gq, simply retaining the existing completion list at least until the next gq starts (though this would still have the some problems above some of the time depending on what time a gq happens to be completed), or adding a column on the guild list for guild status from yesterday/the preceding gq.
    I have only a minimal coding experience, but the later two suggestions should be relatively quick and simple to implement I figure, and the mailing option might not be a whole lot more work perhaps, and I hope not a big deal for mail server workload. It would probably only need to be 1 message per guild per day.

  8. #1828
    Settler
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    Oct 2013
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    TX
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    Ares
    Quote Originally Posted by Valentiores
    I know my guild and I bet many others would greatly appreciate it if the list of guild members guild quest status persisted some time after the guild quest was completed. Many guilds track closely or loosely who is or isn't completing guild quests on a regular basis. This is very challenging when the guild quest list info disappears (is changed to "none" for everyone) as soon as the last required person finishes their part of the gq. No matter how many times a day the list is checked, even if it were to go to unfeasible amounts, it is not possible to get everyone accounted for. With people in many time zones, each with different schedules, some guild members that do normally finish their gqs rarely get credit for doing so, putting them at risk of getting kicked out of guilds.

    There are different ways this could be achieved, such as:the game automatically mailing a designated guild officer a list of who has completed the gq, simply retaining the existing completion list at least until the next gq starts (though this would still have the some problems above some of the time depending on what time a gq happens to be completed), or adding a column on the guild list for guild status from yesterday/the preceding gq.
    I have only a minimal coding experience, but the later two suggestions should be relatively quick and simple to implement I figure, and the mailing option might not be a whole lot more work perhaps, and I hope not a big deal for mail server workload. It would probably only need to be 1 message per guild per day.
    another way to do this and probably the better way is take the workload of keeping track of those who do it off the guild leader or officer entirely and have a button or own tab of the list of list of GQs (for a number a GQs back like the trade history storing a certain number of trades at a time) then click which ever GQ you want to view and see who did it and who didn't.

  9. #1829
    Mayor Moonlime's Avatar
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    Aug 2012
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    Agree with your suggestions.
    The current guild quest "records" are not very helpful as it is.
    Still around from time to time.

  10. #1830
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    May 2012
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    Zeus
    I would like to be able to plant a returning location for my Generals on my home island so they return in a place I have designated. Kind of a reserved parking spot for each General. Could be used or not, but allows a player to designate a place on the island where each General encampment appears.

    I've seen some suggestions elsewhere about having them in the Star menu when they arrive at a new location. That would be funtionally valuable, but seems to take the "magic" of the game a little far. While I WOULD use that feature, I think the arrival of Generals at a single loactional area is reasonable, but having them return . . . it seems more reasonable that they would know where to return to and would not follow the same logic as arriving at an adventure island.

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