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Thread: Suggestions

  1. #781
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    removing stump and tree replacing brown terrain for grass so we can place our building where we want to make it look good with road would b nice half of the map i own is filled with stump and i cant build on it im running out of room we need more tool in our toolbox !!

  2. #782
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    Quote Originally Posted by hawkinsmhm View Post
    would like to be able to move buildings to new locations
    +1
    Quote Originally Posted by promic View Post
    we need more tool in our toolbox !!
    +1
    Priority on moving buildings around.

    Cheers.

  3. #783
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    Quote Originally Posted by promic View Post
    we should see the number we own and the number max of all the mine so we know how much we have to get left like
    3/6 iron mine
    3/4 marble
    and by the same time if we unlock more mine we can see how much of each instead of trying to discover more without a success
    +1

  4. #784
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    we lost our option that show us how much ressourses are given back when we destroy a building

  5. #785
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    wouldn't that cut down on our ability to plant and cut fir trees

    Hawkinsmhm

  6. #786
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    I think it would be better if the mayor house had additional benefits when upgraded for several reasons. First, since it is the central building in all empires, islands, or whatever you want to refer to it as, and it is only used as an oversized storehouse. It really only having the sole function of storing things seems like a bit of a waste. Second, it is more cost efficient to upgrade storehouses instead of the mayors house so the simple cosmetic change doesnt seem all that worth it. As for the changes that it can bring about I think one that would work well would be to decrease the production time of settlers. Settler income is about the only resource and production aspect that doesnt change from level 1 to 50 so it would be nice to get an upgrade there. Also for most people past 20 or so it is pretty much a non factor since it takes so long for so little gain which causes almost everyone to only use bread in order to get any settlers for the army. As for specific numbers I think that 1:30 decrease a level would work nicely since at level 5 it would halve the production time. It would prevent lower level players from getting to many while still making it noticeable for high level players. It would only get an additional 96 settlers a day at level 5 and those numbers but as just a secondary effect it would be nice. I think even up to a 2:00 decrease wouldnt cause an inbalance. It doesnt seem right that past a certain level something that is a core game mechanic, settler income, becomes completely negligable.

    I thank you for your consideration and I think these changes would be subtle but a good benefit to players overall.

  7. #787
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    Well, no good change goes unpunished. My geo found a copper deposit and I built a copper mine on it. Right next to it was a copper mine that was about to deplete so went into Toolbox and destroyed the about-to-be-depleted mine to get a few resources back. That being done, I went over to my newly built copper mine to upgrade it and, get ready for it...since the "Destroy" selection was still in place I destroyed my newly built copper mine. Yes, the verification box popped up but guess what? The verification box also pops up when you want to upgrade. Thinking I was in the "You sure you want to upgrade" verification box, I clicked OK. These items are too similar folks, and they cost me. A minor cost, to be sure, but still very irritating.
    Suggestion: Make the Destroy action a one-time action. Don't keep it in force until the player clicks "Cancel".

  8. #788
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    Fencik's problem could be mitigated as easily as changing background and color of the dialogue box. Upgrade could remain the same , while the destroy box could have yellow and black hatched lines with a red interior or some such. Problem solved.

    Id like also to see an option to move from the current stance to an 'open field' where there would be a PVP option. Have level protection to level 20 or so , or even an option to participate in PVP on a per instance or server wide option would be good. You could also enable combined armies by having ability to build camps in allied lands, thus enabling guild wars and such.. this could add a great dimension to the game while also letting all the "I dont wanna pvp" whinners stay just where they are on their little islands (moving to the continent would be player choice , but done on the understanding they would then be open to PVP caveat level prot/choice/whatever you decide). Really theres a HOST of dynamics that can make the game better here - have the camp be just the base bottom option, and have a 'worker camp' move with it optionally , workerc could construct earthworks/roads into enemy territory even pallisaides /cavalry breaks/moats/baileys even stone works (with the appropriate marble or stone quarry available) to make fortifying your border possible or building a siege camp/bailey/castle possible on enemy land. Have there be a gemoetric escalating cost to maintain the farther into enemy territory you go to limit jumpers/blitzers. Add siegeworks (balistas catapults onagers trebuchets catapults sappers) for a dynamic experience... you dont have to go real time but seeing the graphics of them shooting while the fight is engaged then simplify by having them just give a bonus to defense/offense, or slowly destory enemy siegeworks/defenses ... allowing you to assign workers to repair etc which could cost materials and coin... having your army draw a wage is another good idea too... maybe food supply as well? Lots to have possibly there and really impact play in a positive manner to enrich the experience. Make sure not to overtax the player tho ... have the computer micro manage and just give a cost display total in coin and food and population, give option for the seasoned player to tweak? Supply lines could be added too, ability again to path thru allied land. Lack of supply could lead to starvation/desertion. Make slow so players have opportunity to get cut off forces resupplied or fight out from behind enemy lines if an ally backstabs and 'flips'.

    I think this is something this game HAS to work towards... a cooperative team play enviornment.. you can see the common thread amongst the high level players is along the lines of "Thats all there is , remaking my mines? Boooooorrrrinnng.." Etc, ect. They have a point. This can be a cooperative game play enviornment. The origional settlers I played on my 386 was great in that I could continue to explore the countryside and that map was varying in both resources and enemy resistance. You had to search out your resources , path your settlers (planning to go around steep hills is fun potentially ... so are earthworks/tunneling and flattening land!) and keep a mind to defense/offense and expanding your borders with influence too. All are positive game experiences when executed the right way.

    Pull off something like the above and you could see a real richness added as people make great walls around their borders , extend them , build towers , lay sieges to the enemy and fight great wars. IT WOULD ROCK THIS GAME.

    That brings me to ANOTHER thing. Roads/trails/paths. These shoul enhance worker speed. Say 1.5x/1.25x/1x ? Have paths be free , trails have small costs (like .25 coin/day/meter and roads @ .5 coin/day/meter total trail/road length) and slow workers down who have to go 'offroad' by a factor of 2. This is a positive game aspect that would reward the prudent city planner. Have unmaintained roads become trails , unmaintained trails degenerate into paths.. have potholes appear, grass grow on them and trails. The maintenance would be a separate window (allowing player to spend or reduce spending for a part or slower deterioration effect). Have a slider bar with a memory mark - so when player runs out of money it goes to 0 , but comes back as soon as the treasury makes money. Roads that become trails would have to be built back (make building roads cost!) trails should have a cost too but much smaller (by factor of 10 or more).

    There should also be a tax option , which would effect growth rate - it should give VERY little money , and cause peasents to leave at over a VERY modest rate but again something the player can control. Also have empty residences require maintenance, or decay (and then at a point cost to be refurbished or if left a long time with no maintenance , collapse entirely). Another addition to the infastructure tab. Academies and schools could be required for military and advanced civillian buildings and you could have an education/technology mechanic/aspect expansion there too.

    Maybe also ensuring your RESIDENCES have access to food and water? Have the draw be small , even miniscule , but have a min of the ability to get water and some kind of food. Increase peasent growth rates with each additional type of food that becomes available ... small starvation rate if only water avail.. faster starvation rate if food becomes unavail. After a time it should be possible to go to zero , then you have to start a new account. This could come about if someone trashed your town and you didnt/couldnt rebuild too - harsh but there should be a way to win and vanquish your enemies in PVP. There should also be consequnces for poor city planning in non pvp... if you dont like this you could maybe make wheat fields and wells perpetual to a point (when depleted they produce 1 wheat/every so often to enable say 5-10 peasents to live with their meager output). This makes the game more challenging and hence good.

    Ideally I would like to see you institute a 3-d landscape like the old settlers , make the mountians climbable etc but I know thats a LEAP and 1/2 lol... maybe somedy right

    Bottom line - to continue settler's sucess longterm , you need to think of ways to interest and enthrall ALL potential players as long as it doesnt impact the gameplay of existing players. Listen to feedback and try to expand on anything that builds on community dynamic. The trades is a great thing. Coop developments can be a great thing. Guildwars and pvp can be a great thing. Map improvements / addition of 3D , infastructure plannig can be a great thing.

    Finally thanks for your hard work , and I hope you succeed !
    Last edited by Bystander; 07-26-12 at 10:27 am.

  9. #789
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    Hi and keep up the great work.
    2 sug;
    1 - trading menu, insert 3 tabs at the top - coin, weapons and goods.
    2- Fields and wells should be reactivated by simply dble clicking them.

    Tks
    Sgt

  10. #790
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    so there r 30 global chats lets make at least 1 adults only min 18 to get on it and maybe put filters on global 1 to stop cussing as that is the default chat

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