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BB_Azariel
24.04.12, 16:56
Dear settlers!

The focus of this info is on the 2nd Quarter of this year. Here you can find out what will happen by the end of June.


Building queue extension
This new feature is currently active on the test server. This means that it will be released with one of the next updates. Compared to the old plan there was a change: there will be more than 5 building slots. Currently it has 3 slots. In the future you will be able extend the capacity with up to 3 permanent and 3 temporary slots. Hence, you can have up to 9 building slots: 3 standard + 3 permanent + 3 temporary ones.


EM-Event
Since April 18th you can play the upcoming European Football Championship event on the test server. Among others, it includes several new items, special daily quests and special adventures. Furthermore a new building is introduced that is based on a user’s proposal.

http://static2.cdn.ubi.com/F2P/TSO_UK_CM/Images/DevDiary_04_2012/EM_loading.png


Combat preview
The preview shows up before you attack an enemy’s camp. It will provide you with the likelihood of a victory.

http://static2.cdn.ubi.com/F2P/TSO_UK_CM/Images/DevDiary_04_2012/Precombat.jpg
This is a preview: The final design might differ!


Revision of building interfaces, moving buildings and toolbox
These three features are related to each other. They have high priority for us as we plan to implement them during the second quarter of this year.
If you click on a building, an information window appears. The window will be simplified by removing some actions. The demolition (and the future movement) of buildings can be found in the new toolbox. In addition, the construction and the demolition of roads were transferred to the toolbox. The Toolbox also comes with a pin function: this way you can keep it on your screen as a sticky window.

http://static2.cdn.ubi.com/F2P/TSO_UK_CM/Images/DevDiary_04_2012/preview_toolbox.jpg

http://static2.cdn.ubi.com/F2P/TSO_UK_CM/Images/DevDiary_04_2012/Move_building.jpg
This is a preview: The final design might differ!


New trade system
The revised trade system is also planned for the second quarter.
The trade channel will be removed from the regular chat window and get its own new space.
In future you can trade much more items than right now: all non-limited items can be traded (this includes self-produced buffs like the fish dishes). Trading amounts are no longer limited to 400 units and it will be possible to place multiple offers on the market simultaneously. In addition, the new trade system will offer more filtering and selection options than before.

http://static2.cdn.ubi.com/F2P/TSO_UK_CM/Images/DevDiary_04_2012/preview_trade2.jpg

http://static2.cdn.ubi.com/F2P/TSO_UK_CM/Images/DevDiary_04_2012/preview_trade1.jpg
This is a preview: The final design might differ!


Guild quests (several versions)
Guilds will get some new features as well !
We will start with guild quests. They will consist of 3 different types (note: changes are possible): there will be weekly and daily tasks for multiple users that can play together simultaneously as well as personal daily guild quests, which will apply separately to each guild member.


Guild Function: Online display of members
The online display is connected to the chat system. The plan is to provide you with a fix when the first new guild feature is implemented (guild quests).


Further Features: NOT for the 2nd quarter
Further features are in progress / planning. Among others we’ve been working on the economic adventures and PVP. These two features have high efforts on game balancing and game design, therefore they can appear only after the second quarter.
A new tutorial for new players has been in development and it will be implemented after 2nd quarter as well. One of it’s components will be a distance indicator: If a building is constructed, the distance to the next store house or to the next deposit of resources will be displayed (see screenshot preview). Once specific time estimates of the new features are possible, we will inform you.

http://static2.cdn.ubi.com/F2P/TSO_UK_CM/Images/DevDiary_04_2012/PreviewPath.jpg
This is a preview: The final design might differ!

Enjoy guys ;)
BB_Azariel

DiabloKitten
24.04.12, 17:12
I'm looking very forward to these!
can't wait to moving buildings around and the Guild Quests!
keep up the hard work!

EvilFairy
24.04.12, 19:19
can't wait looking forward to all the new features :)

Elles0705
24.04.12, 20:46
I especially like the new Trade features - that's going to help so much with planning! oh joy!

EightTray
25.04.12, 05:53
Amazing, The trade system will kick it, no doubt!

mawihtec2
25.04.12, 14:11
great info update looking forward to seeing these updates in action and testing em to bits ;)

Morgy321
25.04.12, 14:23
wow this made my happy id spendt some money for the game it just keap getting better and better euro well spendt id say

Isis
25.04.12, 14:38
Great!!!!

Nukar
25.04.12, 14:43
Playing testserver and the EM event has some realy intresting stuf. Those questsn get you XP and eventitems :D
! tip. get a stockpile of recruit gear rdy :)

For the rest, i know asking the impossible here, i would realy like to know a more specific ETA.

Rubicon
25.04.12, 14:43
it can only get better!, trade system will be most anticipated update to the game since that's what 90% of the game is based around atm

Krle1911
25.04.12, 14:43
what about us who destroyed millions buildings to move them to better positions, will we get refund ?

Inkasatora
25.04.12, 14:54
Are there any plans to put more balance to the resource system ? As I see it, for the moment there are some mats that are hard to collect, but are needed more than others that are easily acquirable.

Elles0705
25.04.12, 14:55
Furthermore a new building is introduced that is based on a user’s proposal.

Is this new building 'top secret', or did you neglect to mention what type of building it was? Can't wait!! :-)

Nukar
25.04.12, 14:58
Is this new building 'top secret', or did you neglect to mention what type of building it was? Can't wait!! :-)


Its on the testserver
It creates brew, but 4x as much as the brewery. only buyable with event items (and most likely with gems after the event)

EDIT: Rofl atleast you got the name in there Rubicon :D

Rubicon
25.04.12, 14:59
the new building is called the friary, ( on test server atm ) it can produce 4 times the amount of brew, then a standard brewery

EDIT: dam u nukar!

hades8840
25.04.12, 15:55
no as thats life u didnt like where ur stuff was so u moved it same as i did


what about us who destroyed millions buildings to move them to better positions, will we get refund ?

Carebear
25.04.12, 16:18
Looks very sweet, I will look forward to the new trade system! I will look even more forward to when PvP come. :)

Vince90
25.04.12, 16:56
Awesome new features, looking forward to it!

Boffsta
25.04.12, 17:09
I'm liking the look of the new updates: One feature I would like to see if it can be implemented is the ability to cancel something if you start it by mistake - such as a building upgrade, I ended up using much needed resources upgrading a building I didn't want to upgrade because my touchpad on my laptop is too sensitive. It ended up throwing all of my supply systems into chaos and I had to pull the building down and use even more resources to replace it. A simple cancel action option would have made this so much easier.

casel0gic
25.04.12, 17:30
All looks very promising. Please don't charge too much for the 'Move building' function. People aren't going to relocate if the cost is more expensive than demolishing and reconstructing from scratch.

MmmCookie
25.04.12, 18:36
I say NO to moving buildings! Ive spent loads rebuilding and moving building places to maximise efficiency. Why reward crap players? Every game needs players who are better than others, dont want the muppets to be able to replicate people who've put a lot of thought into it.

i say NO! unless its like 2k gems a move then i say YES!

Nukar
25.04.12, 18:41
I say NO to moving buildings! Ive spent loads rebuilding and moving building places to maximise efficiency. Why reward crap players? Every game needs players who are better than others, dont want the muppets to be able to replicate people who've put a lot of thought into it.

i say NO! unless its like 2k gems a move then i say YES!

Hmmm so sad and also to late :p

Egrcfirth
25.04.12, 18:58
As a new player on The Settlers Online I'm excited about these new features, unlike some arrogant players ;-)

BuffyNZ
25.04.12, 19:30
No mention of buff timers? :(

Cheetahke
25.04.12, 19:52
Dear settlers!


Building queue extension
This new feature is currently active on the test server. This means that it will be released with one of the next updates. Compared to the old plan there was a change: there will be more than 5 building slots. Currently it has 3 slots. In the future you will be able extend the capacity with up to 3 permanent and 3 temporary slots. Hence, you can have up to 9 building slots: 3 standard + 3 permanent + 3 temporary ones.

Enjoy guys ;)
BB_Azariel

I hope that the amount of gems for using this building queue will be reduced or even disappear, I won't use it if I only can pay with gems... there are other items to buy that are more interesting items then putting a 4th building in queue...
At this moment on the testserver, it costs 60 gems for putting 1 more building in the queue, and the slot for the 4th building stays only for 1 hour... very expensive thing in my opinion...

Greetings,

Cheetahke

Ferro219
25.04.12, 20:28
I have one suggestion... let the build queue depend on the level of the mayor's house. If you insist on having 3 permanent slots, add those to lvl 3, 4 and 5. Then at least upgrading makes some sense.

The same suggestion goes for the branch office and amount of trades up simultaneously.

hades8840
25.04.12, 20:48
sour much


I say NO to moving buildings! Ive spent loads rebuilding and moving building places to maximise efficiency. Why reward crap players? Every game needs players who are better than others, dont want the muppets to be able to replicate people who've put a lot of thought into it.

i say NO! unless its like 2k gems a move then i say YES!

Alias81
25.04.12, 21:31
Is the move building function allready active on the test server? How much does it cost over there?

Ninth
25.04.12, 23:21
Looking good can't wait :D

Angua_Whisper
25.04.12, 23:42
Looks good.

I am particularily looking forwards to the improved trade interface.

maclan
25.04.12, 23:48
All sound's very good :)

Richy-Perty
26.04.12, 02:25
Really looking forward to the added move building feature, multiple building queue(more then 3) and where the most efficient spot to place the building, as it is way too costly right now when you make a mistake in planning and have to destroy the building in order to move it and you only get a miniscule of the resources needed back...One added feature to include is getting all the resources back if and when you want to destroy a permanent building.

Thanks awesome job and keep up the great work.

Keylock32
26.04.12, 02:36
so, today maintenance had nothing new to add ? just regular maintenance?

Wanderer604
26.04.12, 02:44
Yeah, great ! I like it ! +1.

fawad
26.04.12, 03:16
i truly love this game. I used to play settlers IV 16 hours in a day, when i was kid, and bought my new computer Pentium 3. I requested to dear admin that please put the same music of 'the settlers IV' in their online settlers version.

fawad
26.04.12, 03:17
hey, when settlers will come to normal, i am waiting for it.

Errol
26.04.12, 07:18
Excellent

DeviantSpirit
26.04.12, 07:26
I think it's a pity that the game is so dependent on gems - yes I know people need paying but the most money is made on games like these when non-paying users can muddle through slowly (and later with PvP be cannon fodder for the elites!) With more satisfied non-paying members you get more paying ones and actually entice the frugal players to sometimes spend a little more.

Nukar
26.04.12, 07:36
so, today maintenance had nothing new to add ? just regular maintenance?

Yeah with the announcement on mainpage BB gave the impression the tradefeature would be implemented today. It doesnt actually say so but its confusing at best :(

Gengass
26.04.12, 09:04
Features look great, but would like to see a buildings index of some kind, that will let us know at a glance what buildings we have and how many we have of them and if at all possible, clicking on a building type would take you to that building :)

Keep up the great work people :D

Love this game.....

Neders
26.04.12, 09:08
Great job :)
Like the idea of Gengass building index. :)

Andyfrog
26.04.12, 09:18
Yummy!!!!!

PADRAIG-BEZERKER
26.04.12, 09:20
Love the fact that the game grow and evolves to keep it fresh! My main wish is the ability to move buildings.

DigiFreaky
26.04.12, 10:01
They should not inplement a combat preview.
And moving buildings is a terible idee.
Whats the average age for this game.
Think before you, build and upgrade your buildings.
And get familiar with the combat system and dont be afraid to loose sometime´s
It would spoil the game if they change that.
Great Game, I Love It...

Qualan
26.04.12, 10:29
I think it's a pity that the game is so dependent on gems - yes I know people need paying but the most money is made on games like these when non-paying users can muddle through slowly (and later with PvP be cannon fodder for the elites!) With more satisfied non-paying members you get more paying ones and actually entice the frugal players to sometimes spend a little more.


What are you talking about? Non playing members are completely not dependant on gems. I am lvl 41, never bought any gems- got all i needed from my own production and trading. I go slower than heavy gem investors but i could go faster i f i want to.

I use the special events to get the items available and will trade more at that time against leveling/adventuring to take max advantage of the special items available and hence closing gaps between gem/non gem players.

And as to the game being dependant on gems- Yes it is, as the game in total as that i sthe way to pay- but for ndividual players you can play perfectly well (without muddling through) well enough without gems and there are plenty of non gem buying players that have a better running economy set up than gem buying players.

LuckyFluke
26.04.12, 10:52
Good! Keep it up. Now make roads a necessity and you have a true settler game.

Beach
26.04.12, 11:58
Yeeejjjjjjjj, thats what we been waiting for !! ^^

vxcriss
26.04.12, 12:03
I would really appreciate a tool for deleting bushes and tree stumps that block construction!

Elles0705
26.04.12, 13:04
I was wondering the exact same thing.

Logged into today expecting to be thrilled beyond imagination for the new TRADE Tab, only to be met with extreme server lag. ugh!

What happenedd Devs? :-(

M4X1
26.04.12, 13:12
I would really appreciate a tool for deleting bushes and tree stumps that block construction!

or only move them, because after delete, you would lose a source of trees which are filled by Foresters :)

btw what happened to update? still old trade :(

ameera
26.04.12, 15:10
Great

ConTroll
26.04.12, 16:44
Is it possible to show some basic economy values? Clicking on a Mayor House? How much we are producing, spending for production and +/- how much in the chain?

Joe123
26.04.12, 17:09
So when will the trade improvements be implemented?

bobbbio
26.04.12, 17:34
Very nice idea's this game is just keep getting better and better ;)

Ceran
26.04.12, 20:07
Funny, the amount of people in global who thought that all those changes would be inplace overnight. Must be some disappointed players online now.

George13
26.04.12, 22:39
nice ones look forward to them

Nostradamus
26.04.12, 22:55
I appreciate all this work very much, great that You are still trying to make TSO better.


But i have to use this opportunity to recall issue one worst bug still upsetting all of us:
"Your geologist did not find a new xxx ore deposit, because you already have too many deposits of this type."
Bloody hell! How many times we can send our geologist and how long time we can spend on finding long search ores?
I just send my geologists third time to search for copper because of that bug. And things are worse with gold or coal.
Come on and do something with it at last!

hades8840
27.04.12, 01:00
you can only have a certain amount of each and if you send them out b4 say a copper mine is depleated it will come back with that message.. a mine must be depleated b4 you send out a geo to look for it


I appreciate all this work very much, great that You are still trying to make TSO better.


But i have to use this opportunity to recall issue one worst bug still upsetting all of us:
"Your geologist did not find a new xxx ore deposit, because you already have too many deposits of this type."
Bloody hell! How many times we can send our geologist and how long time we can spend on finding long search ores?
I just send my geologists third time to search for copper because of that bug. And things are worse with gold or coal.
Come on and do something with it at last!

Trouba
27.04.12, 04:39
What I miss on the TODO list are two features, both IMO quite important, one should be relatively easy to implement, the other not :)

- Buff proggress bar + expiration time. Quite important and I hope you'll incorporate it with the building interface changes.
- Economy overview. To know income and outcome per commodity. It should be in the game from beginning, but heck, the sooner the better ;)

Thanks,
Trouba

verobr
27.04.12, 05:29
Great to see new thing happening,it will be also nice if the graphique was from 2012,beter graphique will also approve the game,keep up the hard work and we will get a very good game at the end. :)

Gorge_yo
27.04.12, 06:22
Amazing!
I'm looking forward to these!

antious
27.04.12, 12:29
this game just gets better and better, i hope you guys at the software house are keeping to the schedule as i have bought this game thro amazon.ttfn

Nostradamus
27.04.12, 15:06
you can only have a certain amount of each and if you send them out b4 say a copper mine is depleated it will come back with that message.. a mine must be depleated b4 you send out a geo to look for it
So that is stupid error if U can send geologist with all deposit slots accupied and must wait to end of search to get know that he can't find anything because when he STARTED search the deposit was occupied.

Winterset
27.04.12, 16:57
These changes look very promising. But forgive me if I've overlooked something - I can't see any reference to changing the 8-hour expiry system. Will that be changed? I believe that trades should be completed within 30 minutes. The current situation which can leave buyers' goods locked for up to 8 hours has stopped me buying anything through the trade system.

smarties
27.04.12, 22:09
interesting, shame i cant read it!!!

BlackRose
27.04.12, 22:32
how you know its interesting then ?

roycliffe
28.04.12, 07:15
when will these updates take place?

Strize
28.04.12, 18:10
pleace!! do it as soon as posible =) I wana playy it now whit the new things =)=)=)=)=)=)=)=)

Sachmarica
28.04.12, 22:12
that is all perfect, trade system and move buildings but im still not understand from which date this update will start??

Jayandro
29.04.12, 00:50
All I can hope, that it will be quick..

To BB's: This game is a brilliant game and is getting a hold of many players. I also know what this game is all about, and yes.. I am suporting it..
Think about it > not just only for me > but for everyone who is.

Weirdy
29.04.12, 10:27
brilliant :) Thanks Az :)

Acee
29.04.12, 15:31
Date is: "2nd quarter of 2012", so it could be end of june. :)

caelis
29.04.12, 17:27
Dear settlers!
Building queue extension
This new feature is currently active on the test server. This means that it will be released with one of the next updates. Compared to the old plan there was a change: there will be more than 5 building slots. Currently it has 3 slots. In the future you will be able extend the capacity with up to 3 permanent and 3 temporary slots. Hence, you can have up to 9 building slots: 3 standard + 3 permanent + 3 temporary ones.

Is there any info known about what the 3 permanent and 3 temporary ones mean? I assume the temporary is probably some kind of buff or premium option that last a short time then wears off. But what about the permanent one? Is that a one time only buyable thing with gems or is it quested or something?

Nukar
29.04.12, 18:00
The temperary ones on test stick around for 60 minutes. The permanent ones stay forever. Atm on test they cost a lot of gems to buy.

caelis
29.04.12, 19:55
Not sure if the permanent ones are usefull, if i look for myself i only build ore mines, farms and wells and while it is nice to being able to have more buildingslots i don't know why anyone would want to have 9 of them.

RubendePuben
01.05.12, 10:48
caelis, I for one would love the 9 slot extension. Now 3 slots demands that you have to pay attention to the game in intervals of 4 to 5 minutes. With 9, I can read something, make breakfast, go to the supermarket real quick, etc. etc.

PapiFiveNine
01.05.12, 11:54
caelis, I for one would love the 9 slot extension. Now 3 slots demands that you have to pay attention to the game in intervals of 4 to 5 minutes. With 9, I can read something, make breakfast, go to the supermarket real quick, etc. etc.

And if something isnt building within those 10 mins you lose billions of coins or something? Doesnt matter rly.

On a side note, im agreeing and disagreeing on the move building depending on the cost of it. I seen parts of my island used with like 20 other people, i dont want to start removing everyone so they just dont copy/paste the stuff that i did when it took me a lot of time and effort not to mention resources to make. Those of you who post hater comments are ignorant. The dude who said there should be a difference 2 pages earlier is correct. If you play bad, you shouldnt be able to copy someone and maximize production with a couple clicks.

Blebekblebek
01.05.12, 16:33
I'm glad there's new stuff for this game

unfortunately why add stuff for premium only?

almost 3k gems for 1 permanent queue? 20euro...
or alternative 60 gems for 1hours

where's the benefits for free players?

and new Friary building is overpowered. I hope they won't bring it here. Brew is already easy to get/make or cheap enough to buy. 4x Production at no license cost, even with same ratio to produce it is overpowered.
new buff multiply by 4 is sweet but still it's so OP

the only thing worth to get from new event and new implement stuff only 5+ license building which only can be bought once.

if you have deep pocket, this game starting to like you even more.
for free players... just enjoy the old stuff.

Quzkol
01.05.12, 20:18
maybe they should make a feature with buff timers because its so confusing now

RubendePuben
01.05.12, 20:40
And if something isnt building within those 10 mins you lose billions of coins or something? Doesnt matter rly.

It does matter. If you want to keep buffing a goldmine with only fish platters, it is possible, but it is easier to just put a sandwich or basket buff on it. Same goes for building queu's. More at once, less hassle. It is all about efficiency.

PapiFiveNine
01.05.12, 23:02
It does matter. If you want to keep buffing a goldmine with only fish platters, it is possible, but it is easier to just put a sandwich or basket buff on it. Same goes for building queu's. More at once, less hassle. It is all about efficiency.

Its a bad comparison, buffing a gold mine nets a profit. Only buildings you need to replace constantly are wells/wheatfields, nothing else comes to mind and those make no real world difference. Who builds stuff constantly anyway?

Shelob81
02.05.12, 06:17
and new Friary building is overpowered. I hope they won't bring it here. Brew is already easy to get/make or cheap enough to buy. 4x Production at no license cost, even with same ratio to produce it is overpowered.
new buff multiply by 4 is sweet but still it's so OP



As far as I could see, it is very difficult to obtain the soccer balls for both the frairy and the licences both. You only get balls in daily and the 6 adventure quests, which will just give you enough for the frairy, but not for both. It will take trading, or a choice between the two...

RubendePuben
02.05.12, 10:14
Its a bad comparison, buffing a gold mine nets a profit. Only buildings you need to replace constantly are wells/wheatfields, nothing else comes to mind and those make no real world difference. Who builds stuff constantly anyway?

Maybe the goldmine was a bad example. My point being, I dont want to spent more time on building necessary stuff than needed, hence my wish for extended building queu's.. :) It may save only seconds, but still, having 50+ wells, en 50+ farms, that adds up over time.

Thimotty
04.05.12, 06:56
Any news on the date?

Winterset
04.05.12, 15:35
Not sure if the permanent ones are usefull, if i look for myself i only build ore mines, farms and wells and while it is nice to being able to have more buildingslots i don't know why anyone would want to have 9 of them.

I have 17 wells and 30+ wheat fields. I would absolutely love to be able to build and rebuild them in groups of nine. I think it's a fantastic idea.

But what I really want is a control panel showing building production rates and expiry times, including active buffs. Yes I know it's not the Settlers' way of doing things, because Settlers enforces an enormous amount of manual attention, but it would raise the quality of gameplay (and the appeal of the game) enormously for players like myself who are more interested in production and city building than in trade. And yes, I'm aware of the excellent spreadsheets which have been created, and I've used them and modified them for my own purposes, but what would be far more convenient (and impressive) would be an integrated online tool for production management. I also think a feature like that would pull in numerous new players.

Observer
04.05.12, 16:18
I hope the moving buildings will not cost too much...

Waldor
10.05.12, 12:24
moving buildings :D ive already planed how i want my island to look like :D

RubendePuben
15.05.12, 14:46
Quick question about moving buildings, will it be in the same manner as you can move flowerbeds now? Otherwise it would be a painstaking process moving a building from sector 1, to sector 9...

Anybody got any information regarding this?

Blebekblebek
15.05.12, 16:20
destroy it
it will be back in your star menu.

RubendePuben
15.05.12, 21:44
But what is the use of those arrows then, in the screens at the frontpage?

ramesis
16.05.12, 08:59
most of the new features seem great not to keen on the pvp tho i hope this is a choice and not part of the game

Winterset
16.05.12, 13:00
I have 17 wells and 30+ wheat fields. I would absolutely love to be able to build and rebuild them in groups of nine. I think it's a fantastic idea.

When I said that, I hadn't realised that the extra slots were only temporary, and would require blue gems (my mistake for not reading carefully).

I take my comment back. It was a poor idea, and has been implemented in a distasteful way. As a player that occasionally buys blue gems, and has also bought the starter pack, I'm starting to feel spammed and annoyed. There were too many blue gems on display before; now there are four when the building queue is visible, and the gem offer at the bottom of the queue looks tacky. If you must charge for a building queue slot, the upgrade should at least be permanent, and it should be handled in the trader.

Balgra
17.05.12, 14:54
the company needs a new product manager when it comes to setting Gems prices, especially considering its a retail box now...

There is no standard value for gems, some things are wildly inaccurate that anyone with half a business head could solve super speedy.

Being able to buy a general for £25 is a joke when the game costs £9.99, 10 building licence for 650 gems or 1 noble deed for 95.... not hard to figure out which is way way better value (just that it can't be gifted)

RubendePuben
19.05.12, 12:06
I'm very interested in numbers, or the amount of people that actually pay 20 euro's for just 1 building slot extension. Nobody's that crazy, right?

dnarag1m
19.05.12, 15:18
I also think that the devs are getting way, WAY out of line here. Settlersonline no longer feels like a free game - it just feels like one big advertisement to buy gems at near extortionate rates. Come on guys, 5000 gems for a single general ? 3000 gems for a single building slot?

The gem prices you guys are offering for things in the game seem to imply they are worth roughly 1 euro per 1000 gems. Which we all know is not the case. The current road of Settlers will alienate large parts of your customerbase - if you really want to base a business model of making a quick profit (near scam in my view) of new customers, before these hop to another game...well fine. But I think that if you look at the competition that you see that providing CHEAP...yes, CHEAP micro purchases that it's actually far more profitable. And people stay...for many years.

Cully
20.05.12, 01:45
While I agree that extended slots are expensive there's no actual necessity to have them. You can play the game perfectly well without and therefor you have no real need to spend the gems. The general is expensive yes, but having him alters the mechanics of the game and is something you choose to have. Again - he's not needed to play the game. Anything available for gems is an optional extra. The extended building slots are expensive, but again, are an optional extra. I usually manage to get my fields/wells re built in less than half an hour. No big deal really

RubendePuben
20.05.12, 13:40
Besides the point that they are a luxurious addition to the game, which I agree with, the cost in gems is way too high for even this little 'bonus'. An extra slot is nice, not that game-breaking, but 20 euro's for 1. Pffft.

Keaneoo
20.05.12, 14:29
The irony is that if they had offered these new items at a more reasonable price, they would make more money overall. We will never know the exact figures of items sold, but from simply playing the game I know many would buy for 500 -1000 gems, where as it stands, the current prices are more of an in game joke than an attractive offer. If they reduce the price now, they will have a few unhappy customers who paid the current prices.

We have the choice to buy or not, so really i'm not too concerned about the prices. what I am concerned about is if this poor decision making carries over into other areas of the game.

hades8840
21.05.12, 01:20
i noticed something on the trade pics when the new system is introduced will we be able to directly sell nobles,parrots,watermills,silos through the system..if so does that include ones we already have and have no use for

Ekonomista
27.05.12, 14:11
Nice things to implement :) Hope it comes soon ;) Thx TSO

CtMurphy
28.05.12, 11:27
Sounds like quite the list of game changes. I'm looking forward to being able to relocate my buildings, and I'm interested to see what they will impliment the new pvp system. That is often where alot of games epically fail.

lordofdest
28.05.12, 12:39
I wonder if it`s possible to make the game, be playable off-line for a day or so, then put back on-line to save the days progress, or doing needed trades etc.. would be very handy for persons such as myself who spend time away from home, (*looking after things whilsy my wife shows dogs*)...sometimes without internet connection,for several hours.

BB_Azariel
28.05.12, 12:52
Hi Lordofdest,

No it's not possible to have an online/offline possibility.
Right now the way the game works is that you log into the game and it loads some very basic information onto your screen... But all the calculations and the graphics are on our servers (not on your computer).
In order to make it possible to play off-line we would have to code a whole new version of the game that players could install on their computer for the game to run independently from the servers.

Best,
BB_Azariel

Tierarzt
28.05.12, 13:07
Hi Lordofdest,

No it's not possible to have an online/offline possibility.
Right now the way the game works is that you log into the game and it loads some very basic information onto your screen... But all the calculations and the graphics are on our servers (not on your computer).
In order to make it possible to play off-line we would have to code a whole new version of the game that players could install on their computer for the game to run independently from the servers.

Best,
BB_Azariel

Which would then leave the client open for hacks and cheats...

Duong_TonThat
28.05.12, 14:29
can't wait for the new Trade system

Hurrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr rry

lordofdest
28.05.12, 15:29
very fair comment... shame ,, but I see the point.

Laurelindore
30.05.12, 14:57
awesome!

Masterfourbe
30.05.12, 15:54
Guild Function: Online display of members
The online display is connected to the chat system. The plan is to provide you with a fix when the first new guild feature is implemented (guild quests).

I would LOVE to see this bug going away... As it was when I start to play this game.

This a real BAD BUG, that stay here since months..... PLEASE CORRECT IT SOON !

Nellis
30.05.12, 18:26
I literally dreamed that some of the modifications were through. :D Maybe i shouldn't play so much. I like the move building feature and really looking forward to the new trade system. good luck on making things work.

kendris
31.05.12, 03:27
Er are we going to have to wait X amount of time when moving a building? Or we can opt to rush move with gems, seems like a move to get players buy gems. I guess they could rip zones down and start them over.

LordSnugglepuss
01.06.12, 11:03
Really not looking forward to PvP unless it's an opt in system.

Gytha_Ogg
08.06.12, 22:28
Really not looking forwards to PvP unless the Veteran General is banned from use. It will put those of use who don't have the cash for gems at a constant disadvantage.

Nukar
09.06.12, 05:56
if you dont have gems to use and get your ways with banning the VET, then goodluck fighting guys with a lot of nobles and BH general.
True the VET will make it more intresting, but its not the only way to make a difference.

Qualan
09.06.12, 06:24
Really not looking forwards to PvP unless the Veteran General is banned from use. It will put those of use who don't have the cash for gems at a constant disadvantage.

All that were around at the time of the event could have gotten the general with relatively little pain (maybe sacrifice a weeks production/progress in materials to sell off for eggs but thats about it)- If that is the way to make a "level playing field" then you need to ban the battlehardened general as well as it travels and recovers twice as fast- and oops, you need to limit the amount of generals you can use on pvp to the amount you can buy in the tavern else you disadvantage again

so basically, where will it stop.

And in the end, incentives to buy gem are BB's bread and butter so it wouldnt make sense from that point of view either

Doom2
09.06.12, 07:25
Would it be possible to introduce a guild store house, excess resources could be placed in the store and lower level guild members could be gifted the spare resources the guild has accumulated. Could be a feature of the guild house?

Gytha_Ogg
09.06.12, 18:29
All that were around at the time of the event could have gotten the general with relatively little pain (maybe sacrifice a weeks production/progress in materials to sell off for eggs but thats about it)- If that is the way to make a "level playing field" then you need to ban the battlehardened general as well as it travels and recovers twice as fast- and oops, you need to limit the amount of generals you can use on pvp to the amount you can buy in the tavern else you disadvantage again

so basically, where will it stop.

And in the end, incentives to buy gem are BB's bread and butter so it wouldnt make sense from that point of view either

1. Not all of us were around the time of the event.

2. Doesn't matter how fast the battle hardened general travels or recovers as all that means is that it will reach the PvP area quicker and have to wait for a normal general, then can be sent out in half the time after a battle.

3. I am assuming you will only be able to use 1 general per battle like the current system against bandit camps so it won't matter how many you have.

4. Yes BB and Ubi are in the market to make money, it drives every business but so does customer satisfaction, making PvP as even as possible will do this, it will also prevent elitism where the more experienced players are the only ones participating for for of getting mullered all the time. Ever started playing a FPS shooter months after it came out only to find yourself vastly out matched because every one else has better perks/guns despite skill level? It's very off putting for a lot of people. Also £25 to buy a general, if BB and Ubi really did want to make more money they would at least half that and probably get 3 times the sales.

Seltonejock
11.06.12, 03:48
I hope that BB try to implement researching into TSO, it appeared in previous settlers and many other RTS's and always added a new dynamic to the game, I have a thread going for Research Building suggestions here (http://forum.thesettlersonline.com/threads/18150-A-whole-new-dynamic-to-TSO-The-Game-Changer) just because I've found little else on the subject.

also any news on whether moving buildings will come with the closing of the soccer event would be much appreciated.

Genbrua
13.06.12, 19:04
1. Not all of us were around the time of the event.

1. The reality of life: if you're not around to obtain the benefits, you don't get to enjoy the benefits either (unless you're willing to use hard money to pave your way).



2. Doesn't matter how fast the battle hardened general travels or recovers as all that means is that it will reach the PvP area quicker and have to wait for a normal general, then can be sent out in half the time after a battle.

3. I am assuming you will only be able to use 1 general per battle like the current system against bandit camps so it won't matter how many you have.


In contrast, I'm assuming it'll be very much like the current adventures, where you can send in as many generals as you have and want and clear out the enemy camps one by one until no enemy camps are remaining (or you got killed instead). As we don't have any details about the PvP system and can't rule out either assumption, it's rather pointless to demand the veteran be banned from PvP because PvP is 1 general v.s. 1 general.
Besides, people who got one of the 'special' generals are most likely of a higher level than you, because they've been around longer, worked harder, paid real cash or any combination of the above. Odds are, they'll be able to use stronger troups. So what's next? Banning their LB and S, and whatever strong troups they've got, just because you haven't been around long enough to have those troups as well?



4. Yes BB and Ubi are in the market to make money, it drives every business but so does customer satisfaction, making PvP as even as possible will do this...

I can safely assure you that banning veterans will result in a very large group of very dissatisfied, or rather, extremely pissed customers. People don't play or pay to be told they can't use what they play or paid for. And since it wouldn't 'even out' PvP to begin with...



4... it will also prevent elitism where the more experienced players are the only ones participating for...

Elitism. How so? The longer you work on something and the more effort you pour into it, the more advantages you'll enjoy. Claiming this should be changed is the same as claiming a colleague with ten times your experience should hand in his/her 'extra' salary just because you lack his/her experience. Sorry, but that sounds extremely unfair to me.


Ever started playing a FPS shooter months after it came out only to find yourself vastly out matched because every one else has better perks/guns despite skill level? It's very off putting for a lot of people.

Yes I have. Did it put me off? Sure. But how does that justify denying people something they've worked hard or paid for? No. Doing so would just screw the game up even more.


Also £25 to buy a general, if BB and Ubi really did want to make more money they would at least half that and probably get 3 times the sales.

On that, we agree. Though it's not like I have insight into BB's sales, so for all I know there could be hundreds of people willing (crazy enough) to spend that much.

---------------------------------------------------------------------------------------------

This doesn't mean that I believe high level players should be allowed to steamroll lower level players in PvP. I just don't think banning the veteran is the right way to prevent it. Rather than banning anything, why not allow players to see what they would be fighting against? We haven't been given any details on how the PvP system would work, but the way I envision it is like this:

1) Player 1 sends a PvP adventure request to player 2.
2) Player 2 'agrees' to the request.
3) Both player select generals and troups.
4) Both players get to see the generals and troups the other selected.
5) Both players have the option to either cancel or accept the PvP.
6) If accepted, both players, the selected generals and their troups are taken to the PvP zone and the PvP 'adventure' begins the moment all armies have arrived. Neither player can send in additional generals or troups.
7) The PvP adventure ends when either one player has lost all generals, either player quit the adventure or the adventure timed out.

This way everybody is allowed to use their full strength, everybody is allowed to use everything they worked hard or paid for, nobody is in for any nasty surprises and nobody is steamrolled by anybody.

Now this, is what I'd call fair for everybody.

Dopey
14.06.12, 00:14
Speculating and discussion over a system that we don’t really know anything about other then its coming along at some point seems pretty pointless….but that ain’t going to stop us it seems :D

If a 200 vs 250 gen situation is allowed to occur in pvp then I would like to think everyone would agree that is just unfair and I would hope BB have the sense to realise this and so its not even worth us talking about. Perhaps a simple system of only a 250 gen can attack a 250 gen might be best? That way if 2 players have them they can still use them against each other.



1) Player 1 sends a PvP adventure request to player 2.
2) Player 2 'agrees' to the request.
3) Both player select generals and troups.
4) Both players get to see the generals and troups the other selected.
5) Both players have the option to either cancel or accept the PvP.
6) If accepted, both players, the selected generals and their troups are taken to the PvP zone and the PvP 'adventure' begins the moment all armies have arrived. Neither player can send in additional generals or troups.
7) The PvP adventure ends when either one player has lost all generals, either player quit the adventure or the adventure timed out.


While this doesn’t seem too bad I don’t think many matches would actually get accepted. Player 1 sends in xxx troops, player 2 sends in yyy troops. Player 2 sees player 1’s troops are better at killing his troops so doesn’t accept. They do it again and this time player 2 puts up the troops needed for him to be better off and so forces player 1 to not accept this time. The battle will happen in a combat sim before either player accepts and if the player doesn’t win they won’t accept.

To make the fights interesting the players either can’t know what’s attacking them or can know but are not allowed to just decline the attack.

Following the above way of play it should be more like: Player 1 selects a group of units they find strong and like for most situations. Player 2 does the same. They accept the match without knowing what each other has then do battle. Whoever comes out on top wins.

The other way I personally would prefer it was if adv maps for pvp were more then just player 1 sends army, player 2 sends army and they fight…but more in line with player 1 sends a special town hall building settler along with up to 400 troops in 2 generals and a max of xxxx res. Player 2 does the same. Then after that it is more like a standard rts game. You can build up a village, get some production going, build a barracks, decided to go for cheap recruits or save up for soldiers or even get another general from the tavern etc. The game play would need to be sped up a bit so a match could be played out within an hour or so and instead of relying on levels to allow access to newer units and buildings it would need to be changed for pvp so it is based more on traditional rts norms of building a building that allows access to the new units etc.

This to me would be far more enjoyable and interesting to play. To make it worth while for both players 10% of all resources produced can come back with them once the adv is over. The winner gets 20% or something like that. I’m not too sure about rewards and stuff but I’m sure there is something good that could get done to make pvp and winning rewarding and not just a massive waste of troops. But this is the kind of system I’m hoping for, if the adv took weeks or months and let more then 2 players on a massive map that would be even better but in this day and age of facebook and 5 minutes here and 5 minutes there game play, I fear that will never happen and even 1 hour battles is a stretch. I can still dream tho.

Cully
14.06.12, 14:32
Games managed this long without Pvp. For a lot of us it can carry on without it and BB can put the time towards developing more adventures and challenges for us

Tierarzt
14.06.12, 14:57
Adding a PvP element will alienate a lot of people. BlueByte have to be very careful about how they do it.

Dopey
15.06.12, 17:50
Not adding a pvp element or adding it in a useless way will alienate a lot of people too. It’s all I’m really waiting for to continue playing the game, without it being something to sink your teeth into there is very little point in playing the game.

Whatever they do I’m sure they will alienate some from both sides of the issue regarding pvp. The trick will be making sure they keep the majority on both sides by giving them both what they want without impacting on each others needs.

Nineworlds
15.06.12, 19:58
It seems obvious that some people will want to opt out of PvP, while others will actively want to participate. Some kind of indication of what you're getting into would be useful, otherwise experienced players will just look for newbies to trounce, but showing each other the troops available is not the way to do this. Perhaps something as simple as displaying the level of the player you're about to engage would suffice.

Genbrua
16.06.12, 12:50
Hmmm... I imagined the PvP 'adventures' to be very similar to the normal adventures, where tactics matter more than raw power. I figured you could randomly give each player a few zones, and tell them to 'conquer' all zones, which should force the gameplay to gravitate towards tactics, but that's probably just wishfull thinking from my side. If it's just one zone versus the other it'd be just one massive brawl, and then I'd agree showing the details of the armies in advance would be... boring. Actually... a dumb raw-power-based brawl would be boring no matter which way you slice it. Where's the fun in it if it all comes down to numbers?
The problem with showing 'just' the levels of both players is that levels don't mean much. Levels don't reflect the raw power players have. And it doesn't show whether or not they have a veteran (which makes a huge difference in tactics & odds). Rather than exact details of the armies, how about just 'which' units they have and the total number of units they have? That way, they'll know if they're up against a veteran or not and they'll have an indication of raw power, but they won't know whether that other player has 99c and 1s or 1c and 99s and anything in between. It'd increase unpredictability and challenge, without throwing players into the brawling pit. Though I still hope it's adventure-like =P.

Westminster
07.07.12, 00:37
liking these updates a lot. Would love to see the time limit removed from trades, or ability to set them manually implemented. Didnt catch that in explanation. only the amount of trades i think.