Poll: What is your top priority?

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Thread: Top Development Priority - Players' Opinion

  1. #21
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    Quote Originally Posted by Everlynn View Post
    I think you need all of those items minus the re-balancing of the economy. There is really nothing wrong with our economy and you should let free market supply and demand happen on its own without interference. It will only make the problem worse with government interference.
    I believe the "rebalancing of the economy" option is referring to modifying how much it costs to build things...like cannons and stuff...I don't recall exactly where I read this but I read that a level 5 cannon forge (and all it's required sub-buildings) would require more iron that is possible with what we have available.

    It's not the only building who's requirements seem a little out of whack. It's this "economy" that I believe is the intended "economy" in the OP's question.

    The in-game economy which is based on what players buy and sell for should remain untouched by the Dev's...except to add to the TO those items for which it is not currently possible to put up a trade for if you are looking to buy, but can put a trade up if you are looking to sell.

  2. #22
    Veteran General Asiastrings's Avatar
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    I'm curious what the players would rate as their highest priorities.
    Main
    1) Fix critical interface bugs
    2) Re-Balance resources and Economy
    3) New Adventures
    4) Raise Lv50 cap

    Prestage
    Phase 1
    1) PvP - Seperate Islands
    Phase 2
    2) PvP - Direct attack other players

    Cut me loose on it BB !!!! 3.6 yrs of earned respect! This Wargirl is waiting...2b challenged

  3. #23
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    Quote Originally Posted by Falconwolf View Post
    I believe the "rebalancing of the economy" option is referring to modifying how much it costs to build things...like cannons and stuff...I don't recall exactly where I read this but I read that a level 5 cannon forge (and all it's required sub-buildings) would require more iron that is possible with what we have available.

    It's not the only building who's requirements seem a little out of whack. It's this "economy" that I believe is the intended "economy" in the OP's question.

    The in-game economy which is based on what players buy and sell for should remain untouched by the Dev's...except to add to the TO those items for which it is not currently possible to put up a trade for if you are looking to buy, but can put a trade up if you are looking to sell.
    There are lots of resources that lack a proper balance of supply and demand. Fixing the double-buffing brought Tools, Marble and Hardwood back into a reasonable market with demand where it should be.

    Items like iron swords, steel swords, horses, longbows, iron, steel, titanium ore, saltpetre, gunpowder, wheels, carriages, xbows, damascene swords, and cannons aren't in what I'd call a reasonable balance of supply and demand. With the new trade system, gold coins are now consumed by both explorers and market trades -- which brought demand up slightly. There aren't any items for purchase with gold coins in either the market or the provision house, so we have a currency that is not backed by something tangible.

    So half of the resources are out of balance -- making the economy rather thin. If there were things like mercenaries, which consumed weapons and coins, then demand for these items would see an increase and the economy would fill out. There is also the option for using these resources to purchase items or buffs.

    Adding a few new shop items that would add more reference values and stabalize the economy wouldn't be a bad thing, either.

  4. #24
    Recruit
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    We all know the reason those resources are out of whack, its because there is no reason to let Elites, Crossbowmen or Cannoners to die on adventures unless you made a mistake in a block, or were so out of it when you sent an attack that you couldn't tell the difference between a recruit and a crossbowmen, not to mention the weapons to build these units drop from the higher level adventures. That takes care of the big 3 but what about Militia, Soldiers and Cavalry?

    The Dark Brotherhood adventure takes over 1000 cavalry to finish, but the massive cavalry death involved makes sure its not going to run every day, as unless my math is off training 1000 Calvary takes 60 hours with a level 5 Barracks. The GENS guides are at the top of the forum so I'll use them as an example, the only adventures you see 100+ cavalry deaths in are: Bandits Nest (Shop Bought Only),Motherly Love, Victor the Vicious and the aforementioned Dark Brother Hood. The shop bought nature of bandits nest eliminates it from general use, so unless you run the other 3 quite often you probably have a decent stockpile of horses and really only have people who run those 3 adventures on a regular basis as your customer for excess horses.

    Now for Soldiers and Militia, the only time you need to kill them off is when recruits don't soak up enough damage to let your Crossbowmen or Cannoneers do their job, with a Veteran General there are few bosses like Wild Mary that fall into this category.

    Ignoring transport time for the buildings, I can build 2 bronze swords in the time it takes to build a single iron sword and 4 in the time it takes to make a steelsword.(going by the 6 minutes base time on a Bronze weaponsmith, 12 on iron and 24 on steel.) This isn't even factoring in the increased coal cost of Iron/Steel weapons or the greater brew cost on militia and soldiers.

    So Militia and Soldiers become the odd sacrifice, and Soldiers become somewhat obsolete as attackers once you get elites.

    We all know the real solutions for fixing the market on these resources: PVP and alternate (and attractive) uses for these resources.

    The pvp solution is simple, If a particular PVP adventure/match/whatever is only going to let the players bring X number of units total to an adventure and both players want to win, they will bring out the Elites/Cannons/Xbows and risk losing them, which means they will need to be replaced. This is doubly true if one of the pvp options is some kind of ladder competition with players in various level ranges battling it out for bragging rights or some manner of tangible reward (special buildings or whatever)

    Seeing as how not everyone is going to be interested in PvP, the 2nd option (alternative uses) for using up these resources comes into play. The suggestion thread has ideas for various building specific buffs along the lines of what the scarecrow does for farms. Or perhaps give us an island wide buff that is far to expensive to use at lower levels when your don't even have half of your building licenses, but is a good investment of resources for people who have full or near full islands and would rather have one island wide buff as opposed to singly buffing buildings with baskets.

  5. #25
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    or, just like the EOTW PvP contest, PvP will be poorly thought out, and nobody will risk premium troops for the measly rewards offered. Players will see the futility of spending their troops for rewards that they have no chance of aquiring --- and the economy remains in need of balancing.

  6. #26
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    Quote Originally Posted by BB_meesherbeans View Post
    Will be very interested in this poll's results!
    Well, my interpretation of the poll results is that the game is starting to feel a little tired. People are split almost equally as being happy with the current adventure set and just wanting XP to become meaningful again, people wanting new adventures for new experiences, and people wanting PvP.

    Hopefully this next update solves the critical issues for enough people that the devs can move on to new content.

  7. #27
    Soldier Cauldron's Avatar
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    For goodness sakes, fix the provisioning house to adjust the order of the que!!!!!!!!!!!!!!!!!!!!!
    War doesn’t determine who’s right. War determines who’s left...

  8. #28
    Recruit WTF692011's Avatar
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    They could make Castle Empire the best game in the world and do all 6 things at once mentioned in this poll.

  9. #29
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    players having the ability to directly attack my island while im not logged in would make this game exactly like evony, and would lead to my quitting the game. it would not make this the best game in the world, it would make it just like all the other PvP games out there. the direction BB is going w PvP, making it on other islands and the players choice if they want to participate in it, is what is going to make it the best game out there

  10. #30
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    Quote Originally Posted by LostSoul913 View Post
    players having the ability to directly attack my island while im not logged in would make this game exactly like evony, and would lead to my quitting the game. it would not make this the best game in the world, it would make it just like all the other PvP games out there. the direction BB is going w PvP, making it on other islands and the players choice if they want to participate in it, is what is going to make it the best game out there
    Evony etc. has 3 flaws with direct attacking islands:

    1) Attacker suffers no/negligable troop losses
    2) Defender isn't offered protection from repeated attacks
    3) Attacker can steal resources

    I agree with you that these issues cause the game to become unplayable. But there are also other options where these issues can be resolved. If troop losses are significant, attacks result in protection for some time, and the attack results in a nerf of some sort (a trade blockade, builder nerf, or a barracks nerf, as previously mentioned) instead of a resource stealing.

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