Dear Settlers,
Please feel free to leave your feedback about the recent Dev Blog: Summer Edition in this thread.
BB_TalamiraHappy Settling,
Dear Settlers,
Please feel free to leave your feedback about the recent Dev Blog: Summer Edition in this thread.
BB_TalamiraHappy Settling,
Could we get a bonus for finding all collectibles? It doesn't have to be much, just enough to make it seem worth the effort to find that last one or two. Maybe a guild coin, extra banners or a wheat deposit. During events we have the incentive because it might be a soccer ball (pumpkin, etc) or one of the more rare event resources, but between events it hardly seems worth the trouble to spend a long time only to be rewarded with more herbs or another scarecrow.
My Biggest complaint remains the unbalanced drops among players for rewards which already have super low probability to drop, and on top of that RNG ensures that some players get more of those rare rewards and some get close to nothing.. Like some players get BLT drop far more often than I have from numerous SLTs I have tagged.
The other one is speed of generals (not matter how powerful like MMA), in the end is such a waste of time (not just barracks, which I might be able to live with).. because when it comes time for action, simply hate the time it takes for generals to travel and move... A big big big turn off for me.. Reason why I quit for more than a year, and even now I do not adventure as much, but prefer to tag advs as said above, and get horrible loot.
Thank you for adding those XP buffs.. if it weren't for those, two above combined, I'd not have spent real $s on this game, and will be long gone again (which still isn't a bad idea for my productivity unless two issues above are not fixed).
Thanks you for listening.
i disagree with better buffs for barracks, 3x is enough, im limited by my screen time, not barracks speed, considering we have 2 barracks to alternate both adventure types
content for level 62-70 would be appreciated, right now the only reason to level is to get to the ship, also content for 70+ will be needed at some point
it is slow indeed to level, hence new ways of getting xp could be nice, but dont forget theres already baba adventures that grant alot of xp, sadly they suck and we restrain ourselfs to the lower tier ones
daily quests are indeed useless to high level players, i cancel 95% of mine, its not worth the time of doing a few clickscompletly agree they need a revamp
Agreed.
For many of the adventures, I might agree that the rewards are sufficient to make things work for the appropriate level player; however, I strenuously disagree with your (BB) assertion that any coop adventure rewards experience OR treasure are worth the time/resources expended to run.
Lastly, one item that has not been addressed is the lack of functionality of some science skills which are not updated to reflect current game adventures (of particular note, Explorer Skill: Sophisticated Pillager - Even when activated, the skill fails to provide a bonus quest for any adventure that was not in service of TSO at the start of the implementation of the Science System - e.g. VLT, WoodCutter or any coop or scenario). I have submitted several tickets, which indicate that there is someone looking into it; Please advise of this progress.
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien
Agreed with everything.. specially the part of no need for new barrack buffs... I am should not be infront of the screen all the time, which the current braacks rate helps.. What I need is, when I am in front of the screen, do the adv quicker and get back to real life.. which is why the speed of general moves hurts the most (again, as I said before).
my only complaint about the drop rates of adventure rewards has been dropped so far as to make completing some quests impossible. I have run 25 or so black knight adventures and had loot spots on more than 75 and still havent gotten a dark castle. The same applies to follow up adventures, 100s of various adventures run and of all my guild 1 member has gotten a follow up adventure, but this is a standard quest that no one can complete unless they run millions of the prerequisite adventures to finally get the needed adventures.
Your last rebalance, performed while i was away, nerfed the drop rates on those followup adventures so badly that no one gets enough of them to do 2 of them.
It's interesting to see more ways to progress in levels, but even 5% sounds like a rather optimistic estimate as things currently stand.
I've already accepted that some adventures just aren't worth doing, but I agree at least let's boost some of these drops that are like 1% to something reasonable. Granted, I'm now at the point where I'm mostly adventuring for XP and don't really care about the other rewards relative to that, but I'd like to trade for them from people who do, even if there are those who would argue I didn't "earn" the stuff if I'm trading for it.
Am glad to see the question of whether or not adventure search drop rates have changed finally addressed. I find the answer difficult to reconcile given the amount of SE's I've accumulated from VL searches from all explorers since the release of the intrepid, but so be it, at least someone from BB finally said "something" about the issue.
New content:
<1> Please change the time it takes for generals to tear down and build their tents. 40 seconds is 35 seconds too many. Not sure if changing walking speed would be a good thing or not as it might adversely affect blocking. The ultimate solution would be a fast walking speed to a new location, with walking speed remaining at current speed during attacks.
<2> Please make some new adventures with smaller maps that are not baby simple. It would help to keep things interesting if a few small map adventures were dynamic, meaning that the camps would change slightly in makeup and position with each run. This is what I enjoy about expeditions, I have to think a little and figure it out as I go, while at the same time it's not so different or complicated that I need to re-sim everything each time. A similar mechanic on a few new adventures would spice things up around here. I understand that many people prefer to use a guide and have adventures static, but for those of us who find this play style boring after the initial blush of a new adventure wears off, a series of dynamic adventures would be a welcome addition.
<3> Adjusting the DQ's would be great, especially if they become more level appropriate. At the same time, adjusting the daily login reward would be welcome. 2 crossbows?? Really?? If it were 10 at least a person could make 1 crossbowman. Seems like the longer a person logs in consecutively the better the payout received would be a good thing to implement, but may be more complicated than it sounds on the surface.... or not.
<4> Drop rates of buildings and follow up adventures. Add my voice to those who would like to see these returned to sanity.
"Very little is needed to make a happy life; it is all within yourself, in your way of thinking." ~ Marcus Aurelius