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Thread: A few thoughts about the game.

  1. #1
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    A few thoughts about the game.

    This is the first time i have ever posted anything in this games forum. But i have a few thoughts i would like to throw out to the community, Devs, and whoever may read them. These questions may have been asked before, they may not have. These are just my thoughts on things i think make no sense in the game.

    I find it strange that i can move most all buildings, except one that i would really like to. Why can we not move storehouses? Restructuring your island is quite a pain sometimes when you have to rebuild storehouses over and over because of the inability to move them.

    Why is it that once trees are cleared from a spot, you can not build in their place? It only makes sense to me that you would need to "clear and make ready" land for building if you are truly creating a civilization from an unpopulated island. This would allow people to make their islands truly their own and not just cookie cutter versions of the most efficient ones out there.

    Troop recruitment also makes no sense to me, if I want to make 500 recruits i have to start 20 sets of 25 troops individually. Why not be able to make 500 at once, and the provision house break them into their 25 recruit increments itself. Same with all things in the barracks and provision house. This would make things much easier for those of us who don't have hours to sit at the computer just clicking over and over to do something that should take minutes.

    Resources needed to make troops also makes absolutely no practical sense to me. 25 bronze swords to make one recruit? Do they break 24 swords during training? If so they aren't the troops you want lol. 40 horses to make 1 cavalry unit? What happens to the other 39 horses? Do they die in tragic training accidents, or perhaps get eaten when food stocks get low? Instead of having to have exuberant amounts of resources to make troops perhaps you could change the production times to balance that out?

    Also, when upgrading a building, instead of a completed percentage, would it be too much to ask for a time counter? Yes you can pretty much figure out how much time is left on the upgrade by the % left to go but a timer would be much more convenient. Also, possibly allowing you to toggle cycle times on and off above your buildings to better be able to maximize production by being able to see the time taken for a cycle without having to click on the building itself.

    Like i said these are just my thoughts on some of the nonsensical things about this game. Agree or not, these things make no sense to me at all.
    Last edited by Paingwin; 07-28-13 at 08:53 pm. Reason: added some more information

  2. #2
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    Why is it that once trees are cleared from a spot, you can not build in their place? It only makes sense to me that you would need to "clear and make ready" land for building if you are truly creating a civilization from an unpopulated island. This would allow people to make their islands truly their own and not just cookie cutter versions of the most efficient ones out there.
    Think that is related to server performance. Currently the wood deposits have set values and position as opposed to being random and would need to get rendered seperately for each active user.

    Troop recruitment also makes no sense to me, if I want to make 500 recruits i have to start 20 sets of 25 troops individually. Why not be able to make 500 at once, and the provision house break them into their 25 recruit increments itself. Same with all things in the barracks and provision house. This would make things much easier for those of us who don't have hours to sit at the computer just clicking over and over to do something that should take minutes.
    There was a topic about that just the other day...week and probably month as well. A macro is your best bet for now I think.

    Resources needed to make troops also makes absolutely no practical sense to me. 25 bronze swords to make one recruit? Do they break 24 swords during training? If so they aren't the troops you want lol. 40 horses to make 1 cavalry unit? What happens to the other 39 horses? Do they die in tragic training accidents, or perhaps get eaten when food stocks get low? Instead of having to have exuberant amounts of resources to make troops perhaps you could change the production times to balance that out?
    10
    Doesn't really matter though, if it were 1 sword and 1 brew for a recruit, they'd simply adjust the production time much higher than what it is now, which in a way would make the game slower than it already is.

  3. #3
    Settler map42's Avatar
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    Your points are well thought out and well said, and yes, have been brought up many, many times before.

    The devs claim that there are technical reasons why they cannot move the storehouses.
    However, I'm sure that at worst, they could do it with a pop-up that makes your browser refresh and reload the island to complete a storehouse move.
    Waiting for the island to reload would be a small price to pay for being able to move them.

    Trees are never really 'cleared', there is a stump that holds the place of that resource deposit.
    They want the trees, shrubs and rocks to be obstacles to building. There has been no indication that they will allow moving or removing of trees.

    There have been many recent posts over the silly 25 limit in the barracks and the provisions house.
    They do not seem interested in correcting that either.

    The amount of resources to make troops is part of how they chose to 'balance' the game.
    The only things you can do are buff to reduce the cost of those resources and learn to do adventures with fewer losses.

    Unlikely they will change the % vs time countdown. There have been issues with those times being accurate.
    It is less noticeable if it is expressed vaguely as a %.
    They've provided the production times in the window and in the 'economy overview'.
    I wouldn't expect them to add anything else in the foreseeable future.

    There is a suggestion thread where you can add your voice to the multitude asking for these things.
    Mostly, you should accept that these things are going to stay the way they are and decide for yourself if you can live with them long term before you spend too much time/money to be able to easily walk away.

  4. #4
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    Quote Originally Posted by map42 View Post
    Your points are well thought out and well said, and yes, have been brought up many, many times before.

    The devs claim that there are technical reasons why they cannot move the storehouses.
    However, I'm sure that at worst, they could do it with a pop-up that makes your browser refresh and reload the island to complete a storehouse move.
    Waiting for the island to reload would be a small price to pay for being able to move them.

    Trees are never really 'cleared', there is a stump that holds the place of that resource deposit.
    They want the trees, shrubs and rocks to be obstacles to building. There has been no indication that they will allow moving or removing of trees.

    There have been many recent posts over the silly 25 limit in the barracks and the provisions house.
    They do not seem interested in correcting that either.

    The amount of resources to make troops is part of how they chose to 'balance' the game.
    The only things you can do are buff to reduce the cost of those resources and learn to do adventures with fewer losses.

    Unlikely they will change the % vs time countdown. There have been issues with those times being accurate.
    It is less noticeable if it is expressed vaguely as a %.
    They've provided the production times in the window and in the 'economy overview'.
    I wouldn't expect them to add anything else in the foreseeable future.

    There is a suggestion thread where you can add your voice to the multitude asking for these things.
    Mostly, you should accept that these things are going to stay the way they are and decide for yourself if you can live with them long term before you spend too much time/money to be able to easily walk away.
    LOL too late for the time/money investment lol. I already have over a year in the game, and I won't mention money spent LOL. I will continue playing the game whether these are changed or not as it is a good thing to wind down with after work. Just felt like voicing my opinions on some of the more tedious aspects of the game that drive me CRAZY lol. And I'm well aware that trees are never really "cleared", that was my point on that saying you should be able to clear them to build and structure your island the way you see fit, not just copy the most efficient islands in the game.........would kind of make the game a little more individualized you know.

  5. #5
    Settler map42's Avatar
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    yep, I agree, it would be better as a more individualized island.
    As such a 'move tree deposit' function would allow the customization while still nerfing the space with the same number of tree deposits.
    However, I doubt they will ever get the game performance required for such customization as a browser game.
    I'd much rather it were an 'online only' game that's a program that downloads and runs on my computer.
    And consequently get away from the flash crashes and limitations.

  6. #6
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    Quote Originally Posted by map42 View Post
    The devs claim that there are technical reasons why they cannot move the storehouses.
    Storehouses are sector-anchors (recall that new sectors are not 'claimed' until a storehouse is present). Scenario: Place storehouse in sector, place additional buildings in sector, move storehouse to some other sector. I'm betting that in the early stages someone kept the logic of the PC games where buildings can't be moved and the sector-anchor aspect is tied into this. At a later point, moving (vs rebuilding) became part of the game logic. Moving buildings are fine b/c they have no additional requirements within the game world; however, storehouses do. So, rather than dig out a core piece of the game code (and all the re-architecture, re-testing on top of that) they decided to retain that for storehouses.

    "There are technical reasons that they can't be moved without a substantial allocation of man-hours and money" is often the real quote. What those may be is hard to say (perhaps the data model doesn't provide lateral data to the storehouse class or world-framework, for instance). It's a hard thing to explain but just because something is readily available in one part of a piece of code doesn't mean it's available in another piece. Best example for non-coders is: you only have water available in certain parts of your house, not every room.

  7. #7
    Settler map42's Avatar
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    As long as there is at least one other storehouse in the sector, it is 'anchored' and not an issue.
    After that they could move a storehouse as part of a browser refresh that they prompt.
    All related travel times, etc are established when the game reloads.

    It is only a problem because they choose for it to be.
    Same with not being able to move other buildings half-spaces, and therefore having to pay double by moving it twice.

  8. #8
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    with the issues they had when moving buildings were first introduced I would be very worried about moving storehouses. i would like to move some myself but understand that it maybe not possible. Some of the new adventures, Science cost and premium accounts worry me more. The adventures are just nuts for what you lose and what you gain. I say this as a player who had done all of them on test server and made a few guides. I likely wont do them on live.

    As for the cost of troops I have to say it, perhaps with less brew to make Cavs, Less horses would die in training. Never good to ride drunk.
    Zeus Artillerist {Gnomelot}
    Ares AAtillerist {Weeble Nation}

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