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Thread: Suggestions

  1. #391
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    I am not sure if this has been suggested and there are too many threads to read.

    I would like to see a production management screen of some sort. I've found the ratio suggestions for buildings but I would like to see something that I could view on one page or could scroll through to get an idea of where my production is lacking so I can figure out what to build, upgrade or destroy and relocate.

  2. #392
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    Since PvP is soooooooo far off you should do like a PvP island where it is a big free for all or maybe do something where you can hold areas of the map and you get bonuses for holding the areas. This could be guilds or individuals but I think it would be funner with guilds. I would imagine this wouldn't be extremely hard to implement as you wouldn't have to change the combat system at all.

  3. #393
    Soldier junglewolf's Avatar
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    Since there seems to be no response to the question of leadership change...I would like to propose that the guild leader can step down to be an officer and make someone else the leader. However the disbanding of the guild will be in the sole discretion of the original leader. This will make sure guilds do not have the same old leader and any1 more capable can replace them.

  4. #394
    Noble
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    We should be able to gift the ten licenses bundle.

  5. #395
    Recruit ANGELMACHINE's Avatar
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    Trade Ideas

    It could be good to have a (advance option +) in trade to simplify all trade we make
    Example: You hate to play with the little bar and arrows each side of the quantity of resources all the time.
    If we can make in (+) several trade that we make earlier in an other windows at the right side of the trade window
    I made a quick photoshop picture



    Or simply choose the number of resources we want with the "num pad"


    ANGELMACHINE

    Last edited by ANGELMACHINE; 01-26-12 at 03:12 am.

  6. #396
    Retired Community Leader
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    smitey has a few ideas to improve game play.
    first off smitey would greatly apperciate a timer on the buffs that are put on buildings. (that would help simple people like smitey)
    most of the other suggestions are trade based. the first of those would be make to where we can just type in the desired number instead of drag and click only that would make trading a whole lot eaiser. second off and probably for just friend to friend, it would be awosme to up the number of an item that can be included in trade. for example inthe last three days smitey has bought fish from thebear twice. once smitey bought 10000 fish. it would have been n ice to do 1 trade instead of 25. that smitey belives would make trading a whole lot more conveninte. third and finally and possible smitey main trade request, smitey would love to be able to trade from any islland he is looking at, not just from his own.. smitey tries to help new players and is often looking at their city to see if their building ratio are corret. it frustates smitey he has to stop go back post another trade then go back to finish helping. The same holds true with doing adventures. thanks to any and all that take the time to read this. smitey hopes his input an be of some help. smitey would also like to appoligize fro the misspeeld words and improper gramer, in smitey defense smitey did attend hickman ounty scchools in tennessee. once again thanks and just for the record smitey loves what you all have been able to come up with so far.

    p.s. BB_MrGrimm smitey has a sandwhich on whole whaet for you anytime you are in the neighborhood. lol

  7. #397
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    Not sure if this has been mentioned yet (not combing through 40 pages to find out lol), but something I would REALLY like to see is hotkeys. For instance - hit "W" and wheatfield pops up on your mouse (I realize "W" already has a function, just an example.). I don't know about everyone else, but I spend the majority of my play time rebuilding wheatfields, mines, and wells, and this would be really nice.

  8. #398
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    This game needs a lot of work

    I've been at it for four days or so because I thought it only fair to try to make it through the tutorial before judging the game. Wow. This game moves slowly. Slightly faster than watching paint dry, but not much. For the longest time I held out to see what the battles would be like, but then you don't even get to watch them as they occur. You get a mail and watch a replay. Why? Just show me the battle if I click on it while it's happening.

    More fundamentally, the logic of the buildings and resources don't make sense. No town with 100 residents would have 6 coking plants, 5 toolmakers, 5 coppersmiths, etc. But the game is set up so that it is easier (and sometimes the only thing possible) is to build additional buildings where expanding or improving an existing one would make more sense. Why would there be different buildings for making tools and making swords? Any normal town would just have a BLACKSMITH and maybe you'd have to add different skillsets to that blacksmith building to change what he could make, but a different building for every little thing is insane. Why would it take 10 logs to make 1 bow and arrow? That's crazy. It should be just the opposite. The lack of logic throughout the resources and buildings is unbelievable. Give me just one sawmill and let me expand it more easily, perhaps even telling users that they need to space their buildings out when they first build them in order to plan for future expansion, rather than making me build 5 and 6 separate sawmills. It's crazy.

    But more than anything the pace of the game is unbearable. Take every time function in the game and divide it by at least 24 and make that the new time. That is, something that now takes a whole day should take at most one hour. It takes an excruciatingly long time to build an army, but you can see that the nearby bandits have really large encampments that are going to take you weeks (months?) to work through. No thanks. I really enjoy this basic type of game, but I can't even summarize all the things that need work here. Oh--give me a dashboard of all my buildings and their production rates so that once I have 60 stupid little buildings I can figure out what to build next at a glance rather than through guesswork. Make each worker-type have some minimal hit points and attack ability (even though worse than the trained recruits) i.e., lumberjacks and miners would be stronger than the tree-planting guys, and even they would be stronger than the ladies in the bakery or something, but everybody would have some minimal ability to repel a bandit invasion if that ever occurred. I don't know if that happens, however. The NPCs seem to just sit there. (It's a good thing because it takes so long to build yourself up the bandits would annihilate you if they actually did anything.) I give up.

  9. #399
    Mayor EpsilonSilver's Avatar
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    Quote Originally Posted by MartinMonk View Post
    I've been at it for four days or so because I thought it only fair to try to make it through the tutorial before judging the game. Wow. This game moves slowly. Slightly faster than watching paint dry, but not much. For the longest time I held out to see what the battles would be like, but then you don't even get to watch them as they occur. You get a mail and watch a replay. Why? Just show me the battle if I click on it while it's happening.

    More fundamentally, the logic of the buildings and resources don't make sense. No town with 100 residents would have 6 coking plants, 5 toolmakers, 5 coppersmiths, etc. But the game is set up so that it is easier (and sometimes the only thing possible) is to build additional buildings where expanding or improving an existing one would make more sense. Why would there be different buildings for making tools and making swords? Any normal town would just have a BLACKSMITH and maybe you'd have to add different skillsets to that blacksmith building to change what he could make, but a different building for every little thing is insane. Why would it take 10 logs to make 1 bow and arrow? That's crazy. It should be just the opposite. The lack of logic throughout the resources and buildings is unbelievable. Give me just one sawmill and let me expand it more easily, perhaps even telling users that they need to space their buildings out when they first build them in order to plan for future expansion, rather than making me build 5 and 6 separate sawmills. It's crazy.

    But more than anything the pace of the game is unbearable. Take every time function in the game and divide it by at least 24 and make that the new time. That is, something that now takes a whole day should take at most one hour. It takes an excruciatingly long time to build an army, but you can see that the nearby bandits have really large encampments that are going to take you weeks (months?) to work through. No thanks. I really enjoy this basic type of game, but I can't even summarize all the things that need work here. Oh--give me a dashboard of all my buildings and their production rates so that once I have 60 stupid little buildings I can figure out what to build next at a glance rather than through guesswork. Make each worker-type have some minimal hit points and attack ability (even though worse than the trained recruits) i.e., lumberjacks and miners would be stronger than the tree-planting guys, and even they would be stronger than the ladies in the bakery or something, but everybody would have some minimal ability to repel a bandit invasion if that ever occurred. I don't know if that happens, however. The NPCs seem to just sit there. (It's a good thing because it takes so long to build yourself up the bandits would annihilate you if they actually did anything.) I give up.
    Your logic is so flawed and you basic assumptions so far off that I can't even begin to want to explain it to you.

  10. #400
    Mayor EpsilonSilver's Avatar
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    SUGGESTION: Auto-sort for items in star menu.
    Especially adventures.

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