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My suggestion pertains to the guild quests currently in effect. The rewards are very little when compared to the cost that it demands in order to finish them. I would suggest doing more prizes/shop items to balance that issue otherwise the guilds will only cancel out the quests and they never get done. Something like, for instance the quest I received today "Make 3000 marble available from your storehouse." the current prize is only 10 gold and 5 titanium ore. It costs the player at least 100 gold to buy that much marble or somewhere around 12-14 hours of production to finish it leaving no time to aid other guild members in completing them which leaves the quest unfinished and those who had, lose out on the rewards. Instead, perhaps lowering the demand to around 500-1000 of the resource or offering better prizes like 5 gems, building licenses, experience, 50-100 gold or such hard to come across items like that would encourage more people to work together and actually DO the guild quests.
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looking at these threads i've noticed a lot of good ones that have yet to be added in.. i dobut it will happen soon however but when it does i would like more ways to earn exp durring beginner tutorial.. killing bandits is not easy when it takes 10 bronze swords to train each recruit shouldn't it be more balnced to like 1 sword per person?
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Without a doubt this has been suggested before, but I would like to reiterate the point. Returning generals need to be able to have a specific spot assignable to return to. Sector 1 on my island is filling up and so returning generals are put in random places. I have a nicely set up location i like to put my generals when not adventuring. But I'm always having to transfer when they return. It'd be nice if they automatically returned to "their" spot.
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For pity's sake, change the colour of the whisper chat. It hurts us, it does. It hurts our eyes.
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87 pages of replies and I didn't run across this suggestion in this particular thread in the few pages i browsed through, but i'm sure it's here and suggested already.. However, just to reiterate the point... I'm not asking to change the way the game runs or to make the game less difficult or make it less work to complete tasks, however, a simple Mine / active deposit counter would be nice.
Also, maybe the game could indicate the maximum number of active deposits you are allowed after claiming each new sector? There's nothing worse than sending one of my geo's out for a new coal deposit and then suddenly realizing that there was a new one hiding among some pinewood trees, making me at max capacity. Then i have to wait 4 hours for my geo to return empty-handed... is this a work-in-progress or am i the only one with this frustrating situation? Something that ties up our geo's for 4 hours, or even longer at higher levels, should not be left up to my guess-work, in my opinion.
But, I'm not gonna just complain and leave it at that. I also want to say WHAT A GREAT GAME!!!! I love it!! This gets me through all my long, boring days at work at the office! And I find myself logging in all hours of the day / night to complete meaningless (in real life) tasks. lol. Thanks for that!
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My suggestion is simple.
A friary produces 4x brew then a brewery would
So make a building that produces 4x the amount of bread. and make it the bread equivalent of the friary
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Add a column to the guild member list to show when each guild member was last logged in. Right now the only way to tell if a guild member is still active is to inspect his/her island to see if it looks empty, and even that is not foolproof. Or send the member an email asking for reply. If a member hasn't logged in for 3 weeks the Guild Leader would be able to readily see that in the added column.
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Another suggestion I would personally use a lot is a feature to repeat your last trade offer. For example, if I post Copper ore wanting to get Bronze swords, maybe after that trade expires, I can click on the Trade tab, and click a Repeat Last Offer button. And then it would have a confirmation screen. It would save time from having to select a different amount of the items which you are trading or wanting to get. Thanks for the consideration!
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As we all know, the game moves slow, so there is too much time spent staring at buildings and watching your settlers run into each other without being harmed. As we all also know, there are way too many annoying deer wandering about, and wolves that never hunt them. I suggest making a mini-game using both of these flaws. Each one of us would have a gun, and to make bullets, you have to make them in the prov house from bronze. When you have your ammo, you hunt the deer and the wolves. Deer provides 2 meat per kill and wolves 1 meat(just suggestion, can b any amount). You do not hit 100% of the time, only when you actually hit the deer/wolf(meaning you can miss). This allows people to get meat without it being free. It allows people to kill time while waiting(building, troops, prov house ect.) and you can finally hunt all those annoying deer that bug u 24/7.
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Before adding anything else new. Let us fix a few odd things. 1)License is spelled L-i-c-e-n-s-e not L-i-c-e-n-c-e. 2)Mapping! If you make one of every chain properly. You have 3x's more stone, marble, copper, and iron mines then needed, However coal is in the toilet. Need to add a few more coal mines and lower the search time to find them. 3)Since the last update email and the building queue seem flaky and slow. Need to fix that.
Remember rule #1 in game development! PLAY TEST BEFORE YOU RELEASE! If your not playing the game your developing then your only wasting time.
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