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Thread: Suggestions

  1. #2071
    Recruit
    Join Date
    Jan 2014
    Posts
    16
    World
    Zeus
    Hi, Everyone,

    A long time player--here are my suggestions!

    Army buffs: (resource sink)
    1. speed buff 5% 10% 25%--three buffs which you can add to your army camp and will improve the speed of your army
    2. armor buff 1% 2% 5%--these buffs will allow damage reduction when applied to your camp
    3. new general types—please allow the old generals to be specialized or to level up—when they level up, they can be specialized into a new type
    a. archer general who adds HP and damage to archers
    b. cav. general who adds HP and damage to cav.
    4. medium cav for heroic adventures—HP 15, damage 15
    5. different types of units which are unlocked with different buildings—using the Heroes of Might and Magic Code (owned by Ubisoft)—could we get limited ability to recruit elf units, dwarf units, or some beasts
    6. healing over time buffs---these buffs would let an army camp heal at 5% 10% or 25% faster so knocked out generals can get back in the fight
    7. spell tower—a spell tower could create spell buffs and or allow wizard general recruitment or mage units—spells could be unlocked and have various effects like fireball—does 500 damage to enemy camp, etc

    Thank you for improving the game!

  2. #2072
    Recruit
    Join Date
    May 2014
    Location
    USA
    Posts
    10
    World
    Zeus
    I am curious if there are any plans to fix or rework any of the older adventures? Things like Sons of the Veld, Gunpowder, Wild Mary, etc. Some of us have dozens or even hundreds of these adventures and no one wants them because they simply are not worth doing. They either take far too much time to complete or the rewards are nothing compared to the troops losses required to complete them or the xp is so too low for anyone above level 45-ish to be interested. I've played a long time and I really do appreciate all of the new content (I even do the PvP content). Just seems that with a little tweek of the loot on a few old adventures people might be interested in them once again.
    Perhaps some of the older adventures could have banners or stalks or better buffs or something thrown into the loot.

    Another thought to keep higher level people interested in older adventures; What if there were a chance of double xp or double loot for higher level players doing low level adventures?
    You could break the percentage so that you don't get the chance until level 50 through 75 and make the % chance the same as the difference between your level and that of the adventure.
    For example: A level 50 player does a level 25 adventure, he would have a 25% chance of getting double the normal xp and/or double the loot.
    If a level 60 player did that same level 25 adventure would get 35% chance and so on. A level 60 player doing a level 42 adventure would have 18% chance for double while a level 72 would have 30% chance for double. The percentage rolls could be done separately so that on a rare occasion you could get both double xp and double loot, but most of the time it would be one of the other based on the odds.

    That's my 2 cents for today, Happy Gaming.

  3. #2073
    Soldier
    Join Date
    Jun 2016
    Posts
    79
    World
    Ares

    Storage View Informations

    How about a quick view of whether a resource is in the positive or negative production while looking at storage. I've included an example of what it could look like.

    Maybe the numbers could also be color changed accordingly, or the arrows could be behind the numbers, or some other fashion.

    This way would wouldn't have to keep jumping to Economy View to see if a resource(s) is balancing out.


    Another thing would be that when hovering over a resource in Storage, it would tell you the production value like Economy View does. Maybe instead of showing the "exact" stored amount, perhaps it could show "+/-#.#K" instead. Or show both.
    Attached Images

  4. #2074
    Recruit
    Join Date
    Sep 2014
    Posts
    9
    World
    Ares
    +1

  5. #2075
    Settler
    Join Date
    Jan 2013
    Posts
    107
    World
    Ares
    a guild bank would be nice. leaders determine buy and sell price of common items in coins. then any member can buy/sell at that price. also members can ask/beg for free items here. buy/sell price can include a spread so bank makes profit that can be distributed to the poor/newer members of guild. players can also donate resourses to guild if they want...

  6. #2076
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    Join Date
    Oct 2013
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    5
    World
    Ares

    new types of buildings

    endless iron mines would be awesome limit to three with a pricepoint of 30,000 gems what do you think BB?

    a military base for holding a good number of generals so the dont land all over the map and save space for production buildings and bsides a base would look great on the archepeligo thanks for your consideration SiMMM

  7. #2077
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    Jan 2013
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    1
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    Ares
    Could you make the volume controls scalable, instead of just on/off? I multi-tab most times, and I need to hear the sfx (geologists completion, etc), just not louder than other audio I have running. Sometimes, a whisper is preferable to a scream...

  8. #2078
    Veteran General
    Join Date
    Oct 2013
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    891
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    Ares
    Quote Originally Posted by RevTim View Post
    Could you make the volume controls scalable, instead of just on/off? I multi-tab most times, and I need to hear the sfx (geologists completion, etc), just not louder than other audio I have running. Sometimes, a whisper is preferable to a scream...
    They already are.
    One army. Pretty please.

  9. #2079
    Soldier
    Join Date
    Dec 2016
    Posts
    51
    World
    Ares
    A suggestion for an added feature. Could we add a slot to the build tray that is a "temporary placeholder" slot. The purpose of this slot would be for being able to "temporarily" place a building there while we are in the middle of re arranging buildings on our island. For example, I go to move a silo, but want to put it where a farm is & the farm where the silo was. I move the farm to the temp slot in the build tray. I then can move the silo to the spot where the farm was. And I then can take the farm out of the temp tray & place it where the silo was. This would make it where we are not paying moving costs to "temporarily" place something somewhere else so as to just get it out of the way of the spot we want to put something else in

  10. #2080
    Veteran General
    Join Date
    Oct 2013
    Posts
    891
    World
    Ares
    So for the new Christmas recipe for the Rarity Provisions House this year can we get one that turns 500 Horsemen/Angel Statues into a Frozen Manor?

    I know it is not fair as half the people in this game will pretty much get 3 Frozen Manors instantly, but come on... have we not earned it?
    One army. Pretty please.

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