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Thread: Suggestions

  1. #1171
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    May 2012
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    Zeus
    I like everyones ideas so far im with all of them and maybe the ability to buff on top of a buff or add a auto buff option on a building

  2. #1172
    Soldier Malt's Avatar
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    Jul 2012
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    California
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    Zeus
    Guild Quests for players over level 45 need to be changed. It has come to my attention that high level guildies are often asked to run lengthy adventures for their daily guild quest, like Traitors or even Sons of the Veld. It's one thing to give someone a time intensive quest for their personal daily quest, but to require a large time investment for a guild quest is just wrong. It's making some of our higher level members want to leave the guild because they are feeling that they are the "weak link" in completing our guild quests.

    Is this really what the Developers want out of guild quests? Do they really wish to create a situation that makes guild members feel pressured to leave the guild because the quest itself is completely unreasonable? Requiring anyone to run an adventure for a guild quest is inappropriate and needs to be changed ASAP.

  3. #1173
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    Jan 2013
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    I haven't been playing that long, so I don't even know what happens when I complete control of my island, but I'm already thinking about what it's like with other games when everything is mature, and it can be boring. What I'd like to see:

    When you have pretty much maxed out your island, it would be great to send your explorer to find a new land, build a ship or two, pack in some resources and settlers, and move to the new island. You would have to abandon your old island (I don't want to maintain two of these monsters), but the new island could have a couple of new features. Maybe the settlers that stay behind could buy out your share of ownership in the existing island, giving you some seed money to start in the new land.

    I do like a previous suggestion of a resource timer. Probably the weakest/most irritating feature of the current game is losing a building permit when you allow a mine to expire. There's no reason to do that except to force the player to spend money (I spend money, but I don't waste money).

  4. #1174
    Noble
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    Mar 2012
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    computer chair atm, but always at home in my head
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    Zeus
    you dont lose the building lisence when a mine collapses, it goes back to ur inventory automatically
    'during times of universal deceit, telling the truth becomes a revolutionary act' -george orwell-

    those who see the crime, and say nothing, are just as guilty as the criminal

  5. #1175
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    Jan 2013
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    LostSoul, I didn't realize that. I'll watch the next time to see what happens. I've been destroying the mine when it gets below 100 and then rebuilding. What a waste of time. The license must go back to inventory when the resource runs out? cause it sure doesn't when I destroy the 'residue' to prepare for rebuilding.

  6. #1176
    Noble
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    Mar 2012
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    computer chair atm, but always at home in my head
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    Zeus
    yea man, as soon as the mine depletes the you get the lisence back. although some mines, such as iron and gold mines, it is good to tear down when it gets down to around 30 or less as the resources you get back are worth more than the bit of ore left in the mine.
    'during times of universal deceit, telling the truth becomes a revolutionary act' -george orwell-

    those who see the crime, and say nothing, are just as guilty as the criminal

  7. #1177
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    Jan 2013
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    12
    I really appreciate the feedback. Not far enough along to be in a guild yet, so this helps me a lot.

    Not sure why, maybe it's different at different stages of the game, but just had an iron mine run out of resource, and I didn't get the license back. Even when I clicked on it to get rid of the 'residue', no license returned. I'm going to let it happen one more time, but I only had one license when the day started, and I still only have 1 license, so hard to misinterpret the data.

  8. #1178
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    Jan 2013
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    My suggestion is a bit simple. Visiting islands should not be restricted to adding friends. Or if that is a necessity; I suggest add one-way as well as both-way friendship options [well modes] where a small arrow icon or something differentiates between mutual and one sided friends.

  9. #1179
    Soldier
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    Jun 2012
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    Utah
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    66
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    Zeus
    There are some adventures that are either very difficult, or the losses are not worth the rewards. Secluded Experiments is a good example. Instead of redesigning the adventure, I would like to see a buff that can be created or purchased the can be placed on a garrison. All XP earned by that general would be doubled until the adventure is completed.

    The concept is simple and would make adventures like Secluded Experiments and Sons of the Veld worth the losses.

  10. #1180
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    Mar 2012
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    24
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    Zeus

    Lightbulb Info box graphic placement change



    The in-game info box drives me batty. It's always in the way when i want to check the population bar.

    Please move it down a little, to just under the population bar.

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