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Messyca
30.11.11, 07:44
Firstly

Why the limit on how many building you could build? wouldn't it be more logical to have the player simply run out of space, therefore cutting back on the unessential clutter of buildings rather than a cap? I do not even see the purpose of putting a cap on this.
Also I would like to suggest a mini-map to put into one of the corners, so that you don't have to try and scroll around your map which would become really annoyance the more you expand your settlement.

If there are any more suggestions please feel free to expand bellow

bibumo
30.11.11, 16:29
Yeah, there's several things what I miss and I also agree that free building area(grassland and also mine limit) should be the limit for building, not building licence. I can build up 2-3 areas quite full, but later most of the land is not used :S
I also miss statistic tab when I can see how much buildings in what kind i have... And of course hour production and consumption page would be helpful.

TheUpSide
30.11.11, 16:41
No building queue? Too bad and indeed marketing, it's there to make diamonds sell, if you could make it unlimited, no one would use diamonds because it doesn't matter if you log out, the buildings will be built, but now u have to use the diamonds when u want to build x structures in a short period of time.

Mini map? Possible, wouldn't slow the game down or anything so no obstruction there, but a minimize button would come in handy.

- uP

Rohab
30.11.11, 18:45
As well as the building queue being a marketing plan, it's probably also there for the later stage of the game.

TSO will go PvP around next year, and having the building queue (for those who aren't buying gems) keeps people roughly advancing equally. Though we'll see if the gems actually do take more of an effect later on, rendering the queue...as rightly put, just for the money, but shall see.

Acee
30.11.11, 18:49
I've been playing this game for a while. First thing what you mentioned is building queue which is to small, 5 should be OK. Second thing is building cap, which I find very good addition to settlers concept, because as you can see this is "online" game and obviously like most online games it is long term. Building cap forces us to plan carefully where to put structure to make it most effective and NOT place them as much as you want and as much as you need. Beside this on further levels you can upgrade your structures so you'll have for example 1 cutter level 5 instead 5 cutters on level 1 production is same and 4 more building licence to use.

Mini-map. Not yet really needed now.

Rohab
30.11.11, 19:09
A graphical option would be a massive help to players who have the login queue and/ or server refresh problem.

An option to set the graphics to low, medium or high should be implemented (tested first). I believe this would help a lot of people who are having these problems.

TheUpSide
30.11.11, 19:51
About the building cap: forces u to make tactical decisions on what building u want to build and which one u can miss.

- uP

Rohab
30.11.11, 20:36
About the building cap: forces u to make tactical decisions on what building u want to build and which one u can miss.

- uP


Ditto.

Eudanil
01.12.11, 03:14
One thing I did notice, archers initiative is normal? Archers initiative should be high! If you have ever seen a battle played out, archers damage first and are touched last.

Rohab
01.12.11, 03:26
I agree with you there. Seems there is no way to change your battle formation, which would be useful.

TheUpSide
01.12.11, 06:43
Yeah, noticed it, the battle system in it's whole should be changed imo.

- uP

danblameless
01.12.11, 22:43
Suggestion....in the chat room If you move your mouse over the Name it should display thier lvl to give you an idea of the ablilities of that player and if they are a beginer or not...Justa sugestion.

Jinjur
02.12.11, 00:13
Suggestion: I'd like to have the option to expand the resource bar at the top of the screen and perhaps be able to customise it so I can keep track of particular things that I'm trying to pool 'at a glance'.

sparkz
02.12.11, 05:56
Yeah, there's several things what I miss and I also agree that free building area(grassland and also mine limit) should be the limit for building, not building licence.

The reason behind that is that it requires you to specialise in producing 2-3 types of goods and trade with other people for everything else you need.
If all the free space was available for building, with current map you wouldve been able to produce every single product you need, from fish to steel swords, using only resources you gather. Add upgrades and you will end with single player game with optional interaction with others via game chat.

Ferhat56
11.11.20, 05:58
1. We have to move Storehouse
2. Cri market and cri bakery have to show grids while make locations
3. Dead trees has to be removed
4. Some buildings must have moduls, instead of new buildings such as Labatory, adventure bookbinder, scouting post ,weather control station , observatory ,etc
5. Tokens are got very hard, also Weekly Challenges are spent much stuffs and troops, tokens are changeable, buyable
6. All specialist have own tabs, Such as Gens, Geologists, Explorers
7. Some special buffs for events have also own tab,
8. We need extra place for some buildings,
9. Gems also get some adventures, Example diff 12 and up
10. Titanium and Saltpeter mines have also Endless Mine

Urd123
11.11.20, 17:31
removing the building cap would be bad for low level players,- if they did not run out of licenses they would build even more of some of the buildings, and that is expensive in the beginning of the game, later on it does not really matter,- I have more than plenty of licenses. When you run out of licenses you are being forced to use your brain and figure out what you dont need, and that ways it saves you from getting way too many pine wood sawmills etc.

Dorotheus
11.11.20, 18:02
you did notice this is a 9 year old thread which has been resurrected.