Alumini
07.10.13, 20:29
Hi all!
I’m here with a big idea: do a collection of the most suggested forum’s ideas to list all things that we, as TSO fan players, hope to see in this amazing game :)
I’ve asked to all my guild mates what they’d like to see/do to improve the game and now, with my own ideas and the help of other players existing post, I show you the list of modifications /suggestions we had thought.
For an easy comprehension I divide all the ideas by Types and I gave 3 different colours to the title: red (high priority, necessary), blue (normal priority), black (interesting) .
I hope you can enjoy and support all ideas with a comment :)
SYSTEM VOTING
First of all, i quote this:
We see many suggestions for new features. Some good, some not quite so good. Some complex to implement, some trivial.
A simple voting system of thumbs up/thumbs down (perhaps next to the "report post" icon) would allow BB to quickly see the most popular ideas.
More importantly, how about some more visibility from BB about whether ideas are being considered, accepted, and put in a developer's queue of work?
There's a recent request for the 25-limit to be increased on certain items e.g. fish deposits, buffs, recruits. Every single reply was supporting it. It is technically simple to implement. If BB were to post that they had accepted the suggestion, and lock the thread, it would save players sending PMs to BB_Alpaca, adding further "+1" requests to the thread, and would make it clear that no further requests were necessary. Yes, it might take a few weeks to actually happen, but at least we would know it is considered a worthwhile idea by BB and we can stop asking.
If other players like this idea they can use the thumbs-up button to vote for it... oh, no you can't.
which is about a system voting :) Reading this post me and my friends had an idea : given that the forum is not followed by the majority of players, we suggest a bimonthly system voting such as the guild market voting poll at login to understand both the opinion about the innovations introducted both what new improvement we prefer. It differs from Dev’s diary and guild market voting, because it’s more or less like email’s poll that Ubi do times ago about our experience on his online games and could be useful to understand our preferences on tso too :)
Hope developers would appreciate this suggestion, let’s start with the list:
MILITARY:
NOTE: this list do not consider the eventual General skill tree, the target is to make the game more interesting and challenging :)
1) Unit Production:
The main core of TSO are the adventure which request a lot of troops :D This can be a little boring if you need to make 1500 recruits by groups of 25, click by click. I know this is one of the hotspots of this game and lot of people ask to see a better implementation for the recruitment as suggested by Dezy's (http://forum.thesettlersonline.com/members/503120-Dezy) image:
http://img854.imageshack.us/img854/5310/inks.png
So with this option we can click how many groups of 25 units we want to recruit and do all in few clicks :)
Moreover we can have a overview of how many troops we have in barracks queue or in popolation overview like Aelneri's (http://forum.thesettlersonline.com/members/507474-Aelneri) idea:
https://imageshack.us/a/img199/9361/settlersbarracks.png
https://imageshack.us/a/img841/6797/settlersmenu.png
2) General Names:
With June’s patch we can rename our generals to make it easier to assign them the troops we need but there’s always a little problem :D We can see their name only if we click on them (both from the star menu as on the battlefield). It would be greater to make generals visible even when they are on the battlefield (you cannot longer see “Garrison” but “General name”) or simply when we put the cursor on them as said by MrBranch (http://forum.thesettlersonline.com/members/609887-MrBranch)
Now that specialists have names, it would be nice to see them displayed more often.
When you send out your Geologist, you still see "Geologist started" instead of "X started" or "Geologist X started"
When you send out your Explorer, you still see "Explorer started" instead of "Y started" or "Geologist Y started"
For the general it's better, but not optimal. When you are using the 'send army back' for example, you need to use the tooltip before you see what general you are sending back.
3) Battle Control System and Combat simulator:
Sending generals and assigning troops are other hotspots of this game. We have to click many times also to send generals from the main island to the adventure one and vice versa and to assign them. The idea is to improve general management, I’ve some ideas since time ago and I’ve found this great post
Battle Control
This exciting new feature allows you to manage all your generals and their armies at the same time. Clicking on the new Army button, you will be greeted with a multi-layered window in which, on your left, you have all your generals in a list along with a radio box next to each and every one of them, more on that later. Click on one of them you can specify each general's army, both in the traditional slider way and by simply typing the number of troops you want to assign to each general. On the far right of the window, there's a counter which shows you the total number of assigned and unassigned troops.
On the bottom, the row contains familiar buttons such as Attack, Combat Preview, Transfer and Retreat but also the Send Army button, the OK and the Cancel buttons and the Assign Target button. The target button allows you to set a target for your General without dispatching him. After setting the target, the button changes into a Attack target button. Clicking the Cancel button now serves two purposes; both to cancel unwanted army assignment changes and to remove a picked target.
Now, the most useful feature in this new UI is the radio boxes. All orders you issue is carried out to all Generals which has the radio box checked. This allows you to assign troops to all Generals and only clicking OK once and to dispatch Generals with different targets simultaneously, effectively removing any issues with blocks that are messed up due to lag. You can also retreat all Generals that are currently in the field, see which General that would fare best against a camp with Combat Preview, dispatch a selected number of Generals to an adventure and so on. Such information would be displayed in a central information area. Of course, when you operate more than one General at once, a dialog box will pop up after issuing an order, asking you to confirm the use of all the checked Generals before the order is carried out.
To sum it up, Battle Control would revolutionize the combat part of the game!
http://img838.imageshack.us/img838/540/battlecontrol.jpg
The Battle Control UI allows you to easily manage all your Generals at once. With the Assign Target system, blocking will never again get ruined by lag. Of course you're able to rename your Generals just like your Geologists.
which explains well what I’m talikng about (Great image Erikber! (http://forum.thesettlersonline.com/members/488121-Erikber)). The concept is simple: we have a battle Control system (a window similar to the economy overview one) through which we can manage our generals in few steps and clicks:
- allocate as many troops as we want by typing the quantity;
- deallocate ALL troops from ALL generals (look chicken35 post (http://forum.thesettlersonline.com/threads/25047-few-changes-on-the-generals) )
- select ALL generals to send ALL together to the adventure island;
- see how many times the general took to arrive without go to adventure or turn back home.
- after the adventure has ended, we can see the overall losses in this battle.
- you can save general configuration for future transfers. (see here (http://forum.thesettlersonline.com/threads/25816-A-collection-of-UI-changes)).
I think this will be really useful and can facilitate some boring parts of the game :)
Another thing that this game should have is an internal combat simulator. The actual combat preview do not let us know how many and which kind of troops we lost in the attack, but only the percentage of unit lost. Lot of military and combat game with troops has an internal simulator which allows player to simulate battle to know how many losses, which attack is best and so on. So the suggestion is to add this tool ingame too and not to use external simulator. In the window you can see in erikber’s post, there can be another bottom “combat simulator”, you click on it, a window appear and you have some option:
- a bottom through which you can select an enemy camp on screen ( you need to be on adventure’s island) and the enemies in it appears in a label;
-a kind of small window where you can select the units to put on general;
-the bottom to simulate battle
- more option to determine garrison setup to find: minimal losses, maximum probability of winning, maximum number of rounds and so on
more or less like others online simulator (http://www.settlersonlinetools.com/en/combat_simulator/).
4) New Troops!
Are you bored of producing Recruits, bowmen and horsemen? Great! As some of you, I would like to produce new troops. In the forum there are lot of suggestions about this theme and I’ve developed my own ideas too :) The main issue is new troops can require new weaponsmith and so on but I’ve found a little compromise: new stronger troops requiring more resources.
Follow me to discover the Royal army!
Royal swordman: it can be thought as a recruit with medium HP, medium damage, medium cost
Hit point: 60
Attack: 25-25
Accuracy: 85%
Initiative: Normal
Cost: 1 Settler - 10 brew - 20-30 bronze sword
Production time: recruit time x 1.5
or
Royal Lancer: (he requires a new structure producing 1 Spears from 2 bronze swords + 2 pinewood logs)
Hit points: 60
Attack 25-25
Accuracy: 85%
Initiative: Normal
Cost : 1 Settler - 10 brew - 10 Spears
Production time: recruit time x 1.5
Royal bowman: it can be thought as a better bowman with less HP and more damage:
Hit points: 5
Attack: 35-35
Accuracy: 85%
Attitude: Normal
Cost: 1 Settler - 20 brew - 20 bow
Production time: bowman time x 1.5
Royal Cavalry or The Knight : a better horseman with more Hp and damage
Hit points: 10
Attack: 15-15
Accuracy: 80%
Initiative: First Strike
Skills: Attack weakest units
Cost: 1 settlers - 80 horses - 10 steel sword or bar
Production time: chivalry time x 1.5
Royal Cannoneer: someone asked for cannoneer with splash damage, so I’ve thought this version of cannoneer (expensive ::coins::)
Hit Points: 60
Attack: 50-100
Accuracy: 90%
Initiative: Last strike
Skills : ignore tower AC bonus, bonus in tower, SPLASH DAMAGE, Bonus damage building
Cost: 2 settlers - 50 brew - 20 cannons
Production time: cannoneers time x 1.5
Someone suggests other units like this ones:
Kamikaze : this is a particular one shoot unit “ their friend call him crazy..but he know he’s really strong and don’t hesitate, he throws himself into the fray and make them BOOOOM!”
Hit Points: 1Hp
Attack: 500-600
Accuracy: 60%
Initiative: First strike
Skills: Splash damage, die after attack
Cost: 1 settlers - 20 iron bar - 20 saltpetre
Production time: 1h
Max 10 Kamikaze per player at same time
More or less like Hairy's post (http://forum.thesettlersonline.com/threads/25306-Petards-New-Battle-Unit).
Shieldman: A special troop, with very high hp, normal intiative and very low attack, only to tank and prevent other troops damage:
Hit Points: 240
Attack: 1-2
Accuracy: 75%
Initiative: normal
Skills : attracts units with “attack weakest unit” skill
Cost: 1 settlers - 50 brew - 20 iron bar
Production time: 30mins each
Max 50 shieldman per player
Similar to Monkeyman's post (http://forum.thesettlersonline.com/threads/25042-New-unit-ideas).
Someone can think that troops are overpowered, but their power is in proportion to their cost, more powerful → high cost (double that their counterpart), so if you want to make less attacks, lose less troops and try new strategies, however you have to spend more resources and time and undertake new challenges ::E:: In fact BB can be implemented new kind of quest through which you can gain access to produce this new units, for example you have to complete an adventure, produce something, obtain something else and you can unlock one of these new troops...and same for the others. So again new more challenges and more fun :)
5) Epic troops!
Do you remember when you were fighting in your island? and fighting against these strong bosses? And if they now can fight with you???
The idea is really simple: we can produce different types of bosses (like Wild Mary, one-eyed bert and so on) to help us in our fights. They can be recruited in the barracks or in a special structure, cannot be assigned to a general (if not when the general is in the adventure island like “hired troops”), can be used for only 1 adventure (if they survive in the adventure, when completed, they expire only if used!) and can be used only 1 boss for adventure (per player). So if you want to be helped by the boss in all your adventures, you have to recruit it over and over again :cool: It can cost a lot : 100 settlers - 1000 brew - 500 sausages or coin or other resources you can find or acquire through adventures (for examples the star coin for lvl50 players) .
I know, it seems a little bit excessive but why not? :D BB can do something similar to add to the game more different challenges in an equilibrated way :)
6) Different Adventure!
Ideas Suggested by this post
Doing an adventure 10-20 times following a guide is a little boring.
If the placement of camps was done a little random, it will demand more thinking by the player.
The armies in the camps could also be random of cource with some boundaries.
spiller01
New adventures? No, we need only more challenge :) An example could be to use the option “challenge mode” as with “adventure cooperation request”. If we put a tick on it and start the adventure, camps are in the same position, but with random or more unit than the normal adventure(except for the leader’s camp), and you have half time than the usual to complete it . In this way you have to recalculate general’s settings and be more prepared. It would be really challenging!
About the loot, the player could receive different resources or a special extraslot with special items, i.e. special buffs, epic items or something similar.
PRODUCTION:
Wandering through the forum I’ve seen some interesting ideas about production and buildings, here below there are some of these ideas:
1) More Bread!:
All of us know that bread is life for settlers :D We need a lot of bakeries to make lot of bread and we need lot of space for all requested bakeries, so, as previously said by Nero34 (http://forum.thesettlersonline.com/members/506882-Nero34)
Produces x4 (and input x4) just like friary but with bread will save much needed space on isle if we could build a couple of these. it would be very useful a new special structure, similar to the friary, which produces x4 bread al lv1 using x4 of all necessaries resources with dimension 2x3, called The Bakery House or the Bread Factory.
Another idea, suggested by Steve1077 (http://forum.thesettlersonline.com/members/450215-Steve1077) :
Or they could make x2 production but incorporate the windmills needed a bakery that includes the Mill too and produce 2x bread :) It would be wonderful! BB can also produce a bread-specific buff like those for friary/brewery (the fermentation accelerator).
2) Enhanced Wheatfarm:
This is my own idea :D Silos are really useful for replenish your wheat field, I’ve collected lot of them to make this process completely automatic, but all these structures need space. So I would like to suggest an enhanced wheat farm :) It would be similar to the normal wheat farm, with same production time, only a little more bigger (2x3) because it includes the silo, so it can replenish the nearest field automatically . Someone can tell me that in this way the game became all automatic and boring, so this structure could be limited in number for each player (as the recycling manufactory) and bought through the shop for gems (for the first time, it could be released through an event :rolleyes: ). Maybe it could also produce 2 wheat from 1 wheat of the wheatfield (as if it would be constantly buffed).
http://thesettlersonlinewiki.com/uploads/2094312620Enhancedfarm.jpg
It would appear like this one. (Photo picked in The valiant little Tailor’s last sector)
3) Fish Factory
It can be seen like deerstalker hut that refills the nearest fish deposit. It would be useful because you do not have to replenish all your deposits’ fish but it does it automatically, maybe using some bread so it can change our economy production and introduce new chain type (bread used is really less than bread used to normal fish refill, instead it became too expensive to maintain). You can read previous ideas here : Dragavon's post (http://forum.thesettlersonline.com/threads/24376-New-Fisherman) and KumeJr's post (http://forum.thesettlersonline.com/threads/23433-Fish-farm).
4) Production tips :
Some other production tips can be seen in Ectorune's post (http://forum.thesettlersonline.com/threads/25816-A-collection-of-UI-changes) :
Economy Overview
The economy overview should have a drop-down box, allowing production values to be shown in other measures than 12 hours. Most importantly, the duration for the most important buffs (with and without premium) should be selectable, to quickly allow determinations regarding buffing values.
It should be possible for players to pause and start work yards directly from the economy overview, without having to close and reopen the window every time a workyard is paused or started.
In cases where a resource is declining, and one of the resource's "parent" resources are also declining, the icon should be shown as red rather than yellow.
The economy overview should include buttons to quickly shut down all versions of a workyard. This would be useful in shutting down and starting up goldmines, coinages and other workyards you only want working when buffed.
All of these are interesting suggestion that can improve our game experience :)
PROVISION HOUSE:
Some of these ideas are similar to military and production:
1) Build Order
Can be very useful if we can rearrange the order of our productions in the provision house without deleting the previous one, more or less like building queue ( it can be applied also to barrack production). If you want to read more, go here: FazCraig's post (http://forum.thesettlersonline.com/threads/15093-Provisions-House-build-order) and here MMMerangue's post (http://forum.thesettlersonline.com/threads/21933-Rearranging-provision-house-barracks)
2) Buff production Time and stock
When you produce something in the provision house or in the barracks you can choose how many buffs, resources or troops produce, but you do not see the time needed to do this until you have started the production.
So the idea is to add, in the production screen, a label indicating the production time for the requested resources :)
http://thesettlersonlinewiki.com/uploads/1179351051Buffs_Time2.jpg
Label show the production time for the requested resources
The stock idea is like barracks idea, for example, when you produce Irma’s aunt basket, you can produce them in stock of 25..now you can decide how many stock of 25 basket you can produce and see how many resources you need to produce them. It can be a nice idea if BB increase also the maximum number of resources produced ( like fish and meat refill), so increase the maximum quantity (2500 to 5000, 25 basket to 40-50) as suggested by Aggamemnon's post (http://forum.thesettlersonline.com/threads/23119-Raise-the-total-caps-for-fish-food-and-musk)...in addition, with the previous point (1) you can rearrange the order of production :)
3) Adventures recycler:
Now, tell me..how many times do you find an adventure you don’t want to do? How many of you are in this situation? :
I suggest reducing the chance of finding Sons of The Veld in adventure searches by at least half. Few like the adventure, it's near impossible to sell and all it does is clog up peoples star menus.
I have 126 of the useless things.
Please reduce the number found in adventure searches!!
I think many of you. I’ve sometimes played Son and other boring adventures and they are not so exciting :D So my idea is to create, through the storehouse, the recycler button :) You could choose what adventure you want to recycle and put it into production of map fragment :) maybe 5-6 map fragment each map you recycle? So you could convert them into resources more useful to trade or to buy adventures through stores ;)
GUILD:
It would be great to increase the cooperation between guild members. So let's start with this idea
Why not a guildisland there all members in the guild take care off the island together!? Maybe some new resurs or something like that!? ::A::
Creating a guild island when player can say “home sweet home” would be a great thing :D
In this island there is the main guild house (guild leader doesn’t need it on his own island, but a small and less space wasting house), and all players who want to have guild’s bonuses need to build this structure ( so if you'are low level, you can already enter a guild without any restriction). In the main guild house all player can click and donate resources: pinewood, stone, hardwood, marble, exotic plank and granite or something similar, with them guild leader can upgrade the structure to unlock more advantages and structures, more or less like Giddran suggests:
Hey guys,
What about making the guild house an upgradable building that also increase the population amount?
1. With this change guild leaders dont get a penalty for having a massive space consuming building on their island.
2. This makes the building a popular investment for all players as it competes with higher tier buildings like the witch tower.
3. This also gives players reason to buy this building for gems to remove the building license for it.
4. It also opens up more possibilites for future guild buffs.
Example:
Lvl 1 - 50
Lvl 2 - 100 - 1500gc
Lvl 3 - 150 - 3000gc
Lvl 4 - 300 - 5000gr
Lvl 5 - 500 - 10000gr
My idea is a little different, with the upgrade guild mates can create or complete some epic building : the castle, the big wall, the prisons, the lighthouse, the big market (why not structures like this ones (http://forum.thesettlersonline.com/threads/25839-*NEW-Content*-for-all-lvls-Special-buildings)?) ...all of them can give some different bonuses like, reduce unit production time by 5%, make ship travel faster ( see miscellaneous #11), give 5% more xp from adventure’s bosses, a bonus on guild coins gained by completing GQ, bonus on buffs you do to another guild member, one more free space on market and so on. To accomplish these targets they have to donate resources, complete X guild quest (the total amount is calculated to the total number of GQ completed, not these for each one), complete X adventures of some type ( 2 player, epic, resources…). In this way we can increase the cooperation between players :) To prevent profiteering players, to obtain all of these bonuses player have to donate at least a determinate amount of resources and play at least 1 adventure and complete at least 1 GQ in the current month.
All these bonuses have a maximum limit (5%?) and they last at least 1 month, after that the bonus decrease to a minimum value (3%?) and guild player has to accomplish some other tasks to have it at 5%. It’s a little bit complicated, so have a look on it:
Star: loot of resources or high request in time/# of adventures/GQ completed to build the structure
Maintainance: some minor requests as paying resources (donated by players), completing some GQ etc.
What happens if guild leader leave? No problem, guild island is associated to the Guild creation and his name, so until the guild will be destroyed, island and his upgrades survive :)
All these features can increase collaboration, socialization and games experience.
MISCELLANEOUS:
1) Less click!!!
a- Resources transfers: As for general, we can open star menu, select more than one buff or resources and then click one time on Mayor’s house to transfer all :) See Ciksi46's post (http://forum.thesettlersonline.com/threads/25188-why-so-many-clicks-to-transfer-stuff-from-the-star-menu).
b- Construction of strctures:
If the user is holding the SHIFT key while placing a new building for construction, the building remains selected for the user to place a new one again. Like in Age of Empires or similar games.
End result:
Open the build menu.
Select the building you want to build.
Locate the location of the new building and SHIFT+CLICK.
Now SHIFT+CLICK in a new location to place a second one.
Now SHIFT+CLICK for a third instance, etc.
No need to keep on selecting from the building menu over and over and over .... as suggested by webjose (http://forum.thesettlersonline.com/members/533090-webJose), BB can expand keyboard commands and let us place more than one well or wheatfield by the combo shift+right click.
c- Multi-select buffs: This thing can be extended to refills :) You open star menu, select how many refill of the same resource you want and then put them all together :)
d- Mines' searches: Utilizing August 2012 dev’s diary (http://forum.thesettlersonline.com/threads/18944-Dev-Diary-July-August-2012) image :
http://thesettlersonlinewiki.com/uploads/1194294247newswindow2.jpg
image taken from dev's diary
Devs can implement a news' window, like the image above, through which we can see also how many mines or deposits are gone depleted (i've evidentiated the depleted wheatfield to underline depleted deposits). Then clicking on the icon of depleted mines will opens a window with all geologist where we can choose which geologist send to do the searches :)
More or less like this idea:
Smart rebuilding
Wheatfields and wells are now able to be rebuilt without going into the building menu and selecting the correct building and then placing it in the correct place.
Instead, just hover the mouse over an exhausted wheatfield or well and a little button pops up. Click on it and the game adds a new construction to the constructing queue. If your queue is full or you don't have the materials to rebuild it, the button is greyed out and unclickable.
In addition, if you hover your mouse over a depleted mine, you can select the small Geologist button. Click it and a dialog box pops up where you are able to select which Geologist you wish to send to rediscover a new deposit. This feature works great with the upcoming Science System.
http://img707.imageshack.us/img707/9836/wheatf.jpg
By clicking the wheat image on the Exhausted field, it's instantly added to the building queue.
http://img12.imageshack.us/img12/3962/marbleu.jpg
Clicking on the Geologist icon brings you to a new menu.
http://img5.imageshack.us/img5/9107/searchfornewdeposit.jpg
Select which Geologist that will search for the new deposit.
2) Settlers Refill
Someone tell me that can be really useful if we can also trade settlers refill, which one we produce in the provision house :) So if I’ve done a bigger adventure and i do not have too much settlers refill, i can buy them from the trade office and make it easier and not have to wait lot of time to produce bread and them in the provision house :)
3) Avatar
Have you ever thinked to change your avatar image? With this idea now you can :)
Simply in the shop you can buy the “Mirror on the wall” who has subtitle “Who is now the fairest one of all ?” :D (it remember me something!!!) , when you put it on the mayor house, a windows appears and you can change your avatar image :), or at the new log in like at the time of the creation. To avoid that people will change it continuously, it can cost gems, more or less 450-600 so, if you do not want to spent money, you need some weeks to change it :)
4) Buff list:
An interesting idea that can be really helpful when we proceed to buff our structures is suggested in Tripi's post (http://forum.thesettlersonline.com/threads/21925-Buff-Lists). The idea is to give us the possibility to make a list of all building we want to buff, so we can buff all this structures only in one click :) Furthermore this idea can be utilized with Drakeen's one
I would like to see some sort of flags, maybe even 3 colours (like blue, red and yellow), you could mark your buildings with.
It could make it easier for you to find certain building you mark, or you could mark building for your friends so they know what you want buffed etc.
P.S. flags would have to be of good visibility so we wouldn't have to search them :)
Infact can be helpful if these structures can also be evidentiated with something (flag or something else) so we can say to our friends who wants to buff our structures: “hey mate, buff all structures with flag tnx ;) “ instead of starting every 9h :”let’s do this buff pls : Sector 1…, Sector 2…Sector 3… etc”. I know someone use the “ZzZ” signal to make them visible...but you have to stop and restart structures every time :(
All this can be seen more or less here:Erikber post's (http://forum.thesettlersonline.com/threads/24250-To-enhance-Your-gaming-experience-A-list-of-helpful-features).
5) Trade office
All resources ingame have their price, you can exchange them for coin, granite, adventures and so on. But sometimes some resources has a really high value and you cannot have all this resources...or sometimes you want to exchange more than one kind of resources for another one. The idea is to make possible to trade more than one resources for another one, for example a maximum of two resources for one : 1k guild coin + 1 pirates for 1k coin, 1500 granite + 2k coin for The valiant little tailor and so on.
6) More colours and personalization!
Do you like settlers but you do not feel it completely yours? Do you dislike blue, yellow and brown colours of the interface? Do you dislike chat, avatar and menu’s position? This suggestion is willing to make available a system through which you can rearrange windows positions and some others interface’s colours to make them like your own style ;) Do you like hello kitty, love that all your world can be pink and like only right side of your life?? now you can rearrange your interface, make them pink and have more fun with your barbie's style settlers :P
7) 30 minutes, 1h, 6h???
I do not remember where is the post but as someone has previously suggested and as my guildmate do, it would be nice if we could switch the economy overview time to 30 minutes, 1h, 6h, 12h, 24h so we could have a better idea of how much time we need to produce something or how many time we have to wait until we get a certain amount of resources ;)
8) Guild Quest Overview
In the Guild panel with the last patch we can see who does or not the guild quests. But this is not enough. In our guild thus we use also an external spreadsheet to evidentiate which guild member does or not his own guild quest, so we can see which one is more active, who is absent and who leaves the guild without any message. It would be useful to add 2 columns, one for the current month and the second one for the overall time: the first column indicates the completed quests on those started in the month (ex: 3/7 -> 3 completed quests/7 started quests); the second column the percentage of those completed on the total number of started quests (ex: 45/74 -> 45 completed quests/74 started quests). In this way we can have a complete control panel.
9) Mail Box
I’m playing also Anno online and, in my opinion, it has a better mail system. The mailbox has “inbox”, “sent mails” and “new mail” so you can create a new one, control old and sent mails. As someone suggested me, it would be great to see the time of every mail in order to know when someone wrote to you. This improvement can also be seen in August 2012 dev’s diary (http://forum.thesettlersonline.com/threads/18944-Dev-Diary-July-August-2012) last section (it talk about mail window).
Moreover the option to send the same mail to more than one player could be very useful as suggested by jerleShannara:
Hi to all that read this post,
I have only been playing this game for a few days, but i have noticed how annoying it is to send a mail to everyone in a guild you are in by having to copy and paste multiple times over, i think wot this game needs is a guild/multi send mailing system that allows you to send 1 mail to either the complete guild or multiple friends at the same time.
I have played a number of MMOs that have this type of mailing system and it works very well. Perhaps this is something the Devs can look into applying over the coming months.
Pls give a thumbs up if you agree with me on this matter and maybe it will be a case of the Devs see this post and try to get this going :)
Thanx in advance
Jerle
Finally (this can be included in Guild Improvement) it would be useful to send a guild mail to all officers (as it happens for all guild members) at same time.
10) Chat
Whisper chat has not a good colour. As suggested by Boromir2012's post (http://forum.thesettlersonline.com/threads/25245-Whisper) lot of people need a better colour to clearly read the messages. The new colour could be blue/pink (yellow is for mods, light blue for BB) or another one that makes easier reading.
Another useful thing is that whisper chat should be more visible because the “knock knock” sound isn’t always audible as said in Garth2079's post (http://forum.thesettlersonline.com/threads/25323-Make-whisper-flashing-more-visible). So we can have a label exiting from the right side of the chat that indicate someone has wrote to us.
http://thesettlersonlinewiki.com/uploads/1929763510chat2.jpg
(The image show a possible label for whisper. It's really bad, forgive me :D thanks to Ectorune for the help)
Finally a really useful improvement could be the multi-chat which allows to create a whisper chat with more than one player, useful for whose who share adventures, attacks and so on.
11) Conquer new islands
Idea suggested by this post
Hi,
My idea is to get a second island when we reach level 50. I found few players that are less often active cause they have less to do.
After seeing video from backstage about development of our game and the part when was talk regarding users on lvl.50 my idea came alive :)
What if, when reached lvl50 we can get second island to develop the same way we have our main one?
We could use either ships to transport, or like we do in adventures just GO TO.
Please all, help me with this subject, I think this will bring much more traffic to this game :)
Thanks,
Peter.
The fairy tale adventure has to grow, maybe with other adventure chains and/or maybe adventures which have as loot a small island to conquer.
After conquering the island you will receive 5 or 10 building licences in order to build the necessary buildings.
Every island has a special characteristic. I list below some ideas about:
- one, two or three bigger or faster deposits of a resource (copper, iron, gold, ...);
- the wheat grows faster, so the farms production time is halved;
- the production of a particular building is halved (bakery, brewery, bowmaker, bronze weaponsmith), or the entire cycle (ex: farm, mill, bakery, silo);
- some islands could have a special building, not removable, like a workyard to produce granite, exotic wood, titanium ore or saltpeter.
In the line below at the right end there are 3 buttons (All, Friends, Guild) and another one that is empty; it would become “Islands” and every square displays a conquered island. Clicking on one of them you can visit it in order to manage all extra buildings.
As for the warehouse, the conquered islands would share it with the main island; otherwise it would be great the trading to main island.
For the geologists, the easiest way is sending them to the islands like the generals do.
Another idea can be this one:
1- We can build a shipyard (maybe Sector 1) through which we can build ships;
2- We can produce 3 kinds of ship: pinewood ship, hardwood ship and exoticwood ships, each one has it’s “mainteinance price” ( they consume some resources every day...maybe 5-10 planks? except for exotic ones that use double planks of pinewood or hardwood planks)
3- Each kind of ship can unlock some different searches: pinewood can search for small islands with resources, hardwood can be utilized only to transport resources through island, exotic can discover big resources islands, and rare islands. Each island has his own life time (1-2 week);
4- When you have found an island, you can conquer it, so you can discover sector through explorers, transport main resources from main island and then start to produce resources until island “finishes” their resources (maybe marble deposits with 3k marble, iron mine with 2,5 iron ore and so on). You can also establish a trade route between the main island and the secondary transport of resources.
5- Small islands could produce marble, copper and wheat; big ones could have marble and iron deposits and/or produce wheat faster. Rare ones could have some kind of granite or saltpetre or titanium ore deposits, strong bandit that could have big loots (buffs and so on).
12) Bookbinder Queue
With the new skill system for the specialists, we have a new structure to use and buff, but all players need to pay attention when the production ends and starts the next one until the buff is active. So as suggested by Isambard (http://forum.thesettlersonline.com/threads/25469-Queue-in-the-library)
it will be nice if we can have some slots, maybe 2 free, the third, the forth and so on buyable through gems or other resources (like also star coins..though they are limited only to lvl 50 players) through which we can add more manuscript or tome or codex to the production queue and make it more simple to maximaze the buff time.
13) Combining Item
My star menù is full of resources and buff, an interesting ideas could be the possibility to combine groups of same resources in a big one. In this way they will need less space and can find them easier. The idea is more or less like this one:
Hi BB,
please could you implement combining items by drag and drop in STAR menu... Like i have 23 Irmas bags and 19 Irams bags in another suit, so because of trading LOTsit would be nice to have possibility of combining those two to get 25 Irmas and 17 Irmas...
Tnx
CONCLUSION:
I know, lot of these ideas can make the game more automatic and I think not all of you can share this idea, but they do not waste the game, they are always optional and if you want to play the game in the current way, you can, they are only an option for people that do not have always too much time to play this game :) because when i have only 30 minutes, it’s a little bit boring enter, search 12987 mines, put down 19876 fields and well, or search someone to exchange 25 buffs or make the troops. It can make it easier and fun...always in ours opinion ^_^
Moreover I’ve tried to make all my suggestions and ideas more realistic, I never said that BB have to gift me all and I can win it easy, but suggested some improvement taking into account also they are not a charity industry and they have to make money. Then I’ve suggested that something can have gem price, or can only be purchased through gems to make all more realistic and answer to those who thing I do not take it into account (read it in some posts).
Important: be sure that you have understood the purpose of this post before commenting: the goal is to make a collection of the deepest ideas about the game and make it more obvious to all, that's why I mentioned the posts of other players and put the references.
Well, I hope you found it interesting and you like it, commented with your opionions in order to make our ideas and requests more visible.
Special thanks to my friends NellaCocci and Telemaco for help and grammar correction :P
Thanks to Harwy, Ivory, Brontholo, Meridiana, D4ng3r0 and all my Guild Mates with their ideas.
Thanks to all who have posted their ideas, and who will visit and rate this post :)
Finally special thanks to Ectorune and Erikber. Please check also their posts:
Ectorune's post (http://forum.thesettlersonline.com/threads/25816-A-collection-of-UI-changes) (he has anticipated my own just for few days :P )
Erikber's post (http://forum.thesettlersonline.com/threads/24250-To-enhance-Your-gaming-experience-A-list-of-helpful-features)
Cheers,
Alumini :cool:
I’m here with a big idea: do a collection of the most suggested forum’s ideas to list all things that we, as TSO fan players, hope to see in this amazing game :)
I’ve asked to all my guild mates what they’d like to see/do to improve the game and now, with my own ideas and the help of other players existing post, I show you the list of modifications /suggestions we had thought.
For an easy comprehension I divide all the ideas by Types and I gave 3 different colours to the title: red (high priority, necessary), blue (normal priority), black (interesting) .
I hope you can enjoy and support all ideas with a comment :)
SYSTEM VOTING
First of all, i quote this:
We see many suggestions for new features. Some good, some not quite so good. Some complex to implement, some trivial.
A simple voting system of thumbs up/thumbs down (perhaps next to the "report post" icon) would allow BB to quickly see the most popular ideas.
More importantly, how about some more visibility from BB about whether ideas are being considered, accepted, and put in a developer's queue of work?
There's a recent request for the 25-limit to be increased on certain items e.g. fish deposits, buffs, recruits. Every single reply was supporting it. It is technically simple to implement. If BB were to post that they had accepted the suggestion, and lock the thread, it would save players sending PMs to BB_Alpaca, adding further "+1" requests to the thread, and would make it clear that no further requests were necessary. Yes, it might take a few weeks to actually happen, but at least we would know it is considered a worthwhile idea by BB and we can stop asking.
If other players like this idea they can use the thumbs-up button to vote for it... oh, no you can't.
which is about a system voting :) Reading this post me and my friends had an idea : given that the forum is not followed by the majority of players, we suggest a bimonthly system voting such as the guild market voting poll at login to understand both the opinion about the innovations introducted both what new improvement we prefer. It differs from Dev’s diary and guild market voting, because it’s more or less like email’s poll that Ubi do times ago about our experience on his online games and could be useful to understand our preferences on tso too :)
Hope developers would appreciate this suggestion, let’s start with the list:
MILITARY:
NOTE: this list do not consider the eventual General skill tree, the target is to make the game more interesting and challenging :)
1) Unit Production:
The main core of TSO are the adventure which request a lot of troops :D This can be a little boring if you need to make 1500 recruits by groups of 25, click by click. I know this is one of the hotspots of this game and lot of people ask to see a better implementation for the recruitment as suggested by Dezy's (http://forum.thesettlersonline.com/members/503120-Dezy) image:
http://img854.imageshack.us/img854/5310/inks.png
So with this option we can click how many groups of 25 units we want to recruit and do all in few clicks :)
Moreover we can have a overview of how many troops we have in barracks queue or in popolation overview like Aelneri's (http://forum.thesettlersonline.com/members/507474-Aelneri) idea:
https://imageshack.us/a/img199/9361/settlersbarracks.png
https://imageshack.us/a/img841/6797/settlersmenu.png
2) General Names:
With June’s patch we can rename our generals to make it easier to assign them the troops we need but there’s always a little problem :D We can see their name only if we click on them (both from the star menu as on the battlefield). It would be greater to make generals visible even when they are on the battlefield (you cannot longer see “Garrison” but “General name”) or simply when we put the cursor on them as said by MrBranch (http://forum.thesettlersonline.com/members/609887-MrBranch)
Now that specialists have names, it would be nice to see them displayed more often.
When you send out your Geologist, you still see "Geologist started" instead of "X started" or "Geologist X started"
When you send out your Explorer, you still see "Explorer started" instead of "Y started" or "Geologist Y started"
For the general it's better, but not optimal. When you are using the 'send army back' for example, you need to use the tooltip before you see what general you are sending back.
3) Battle Control System and Combat simulator:
Sending generals and assigning troops are other hotspots of this game. We have to click many times also to send generals from the main island to the adventure one and vice versa and to assign them. The idea is to improve general management, I’ve some ideas since time ago and I’ve found this great post
Battle Control
This exciting new feature allows you to manage all your generals and their armies at the same time. Clicking on the new Army button, you will be greeted with a multi-layered window in which, on your left, you have all your generals in a list along with a radio box next to each and every one of them, more on that later. Click on one of them you can specify each general's army, both in the traditional slider way and by simply typing the number of troops you want to assign to each general. On the far right of the window, there's a counter which shows you the total number of assigned and unassigned troops.
On the bottom, the row contains familiar buttons such as Attack, Combat Preview, Transfer and Retreat but also the Send Army button, the OK and the Cancel buttons and the Assign Target button. The target button allows you to set a target for your General without dispatching him. After setting the target, the button changes into a Attack target button. Clicking the Cancel button now serves two purposes; both to cancel unwanted army assignment changes and to remove a picked target.
Now, the most useful feature in this new UI is the radio boxes. All orders you issue is carried out to all Generals which has the radio box checked. This allows you to assign troops to all Generals and only clicking OK once and to dispatch Generals with different targets simultaneously, effectively removing any issues with blocks that are messed up due to lag. You can also retreat all Generals that are currently in the field, see which General that would fare best against a camp with Combat Preview, dispatch a selected number of Generals to an adventure and so on. Such information would be displayed in a central information area. Of course, when you operate more than one General at once, a dialog box will pop up after issuing an order, asking you to confirm the use of all the checked Generals before the order is carried out.
To sum it up, Battle Control would revolutionize the combat part of the game!
http://img838.imageshack.us/img838/540/battlecontrol.jpg
The Battle Control UI allows you to easily manage all your Generals at once. With the Assign Target system, blocking will never again get ruined by lag. Of course you're able to rename your Generals just like your Geologists.
which explains well what I’m talikng about (Great image Erikber! (http://forum.thesettlersonline.com/members/488121-Erikber)). The concept is simple: we have a battle Control system (a window similar to the economy overview one) through which we can manage our generals in few steps and clicks:
- allocate as many troops as we want by typing the quantity;
- deallocate ALL troops from ALL generals (look chicken35 post (http://forum.thesettlersonline.com/threads/25047-few-changes-on-the-generals) )
- select ALL generals to send ALL together to the adventure island;
- see how many times the general took to arrive without go to adventure or turn back home.
- after the adventure has ended, we can see the overall losses in this battle.
- you can save general configuration for future transfers. (see here (http://forum.thesettlersonline.com/threads/25816-A-collection-of-UI-changes)).
I think this will be really useful and can facilitate some boring parts of the game :)
Another thing that this game should have is an internal combat simulator. The actual combat preview do not let us know how many and which kind of troops we lost in the attack, but only the percentage of unit lost. Lot of military and combat game with troops has an internal simulator which allows player to simulate battle to know how many losses, which attack is best and so on. So the suggestion is to add this tool ingame too and not to use external simulator. In the window you can see in erikber’s post, there can be another bottom “combat simulator”, you click on it, a window appear and you have some option:
- a bottom through which you can select an enemy camp on screen ( you need to be on adventure’s island) and the enemies in it appears in a label;
-a kind of small window where you can select the units to put on general;
-the bottom to simulate battle
- more option to determine garrison setup to find: minimal losses, maximum probability of winning, maximum number of rounds and so on
more or less like others online simulator (http://www.settlersonlinetools.com/en/combat_simulator/).
4) New Troops!
Are you bored of producing Recruits, bowmen and horsemen? Great! As some of you, I would like to produce new troops. In the forum there are lot of suggestions about this theme and I’ve developed my own ideas too :) The main issue is new troops can require new weaponsmith and so on but I’ve found a little compromise: new stronger troops requiring more resources.
Follow me to discover the Royal army!
Royal swordman: it can be thought as a recruit with medium HP, medium damage, medium cost
Hit point: 60
Attack: 25-25
Accuracy: 85%
Initiative: Normal
Cost: 1 Settler - 10 brew - 20-30 bronze sword
Production time: recruit time x 1.5
or
Royal Lancer: (he requires a new structure producing 1 Spears from 2 bronze swords + 2 pinewood logs)
Hit points: 60
Attack 25-25
Accuracy: 85%
Initiative: Normal
Cost : 1 Settler - 10 brew - 10 Spears
Production time: recruit time x 1.5
Royal bowman: it can be thought as a better bowman with less HP and more damage:
Hit points: 5
Attack: 35-35
Accuracy: 85%
Attitude: Normal
Cost: 1 Settler - 20 brew - 20 bow
Production time: bowman time x 1.5
Royal Cavalry or The Knight : a better horseman with more Hp and damage
Hit points: 10
Attack: 15-15
Accuracy: 80%
Initiative: First Strike
Skills: Attack weakest units
Cost: 1 settlers - 80 horses - 10 steel sword or bar
Production time: chivalry time x 1.5
Royal Cannoneer: someone asked for cannoneer with splash damage, so I’ve thought this version of cannoneer (expensive ::coins::)
Hit Points: 60
Attack: 50-100
Accuracy: 90%
Initiative: Last strike
Skills : ignore tower AC bonus, bonus in tower, SPLASH DAMAGE, Bonus damage building
Cost: 2 settlers - 50 brew - 20 cannons
Production time: cannoneers time x 1.5
Someone suggests other units like this ones:
Kamikaze : this is a particular one shoot unit “ their friend call him crazy..but he know he’s really strong and don’t hesitate, he throws himself into the fray and make them BOOOOM!”
Hit Points: 1Hp
Attack: 500-600
Accuracy: 60%
Initiative: First strike
Skills: Splash damage, die after attack
Cost: 1 settlers - 20 iron bar - 20 saltpetre
Production time: 1h
Max 10 Kamikaze per player at same time
More or less like Hairy's post (http://forum.thesettlersonline.com/threads/25306-Petards-New-Battle-Unit).
Shieldman: A special troop, with very high hp, normal intiative and very low attack, only to tank and prevent other troops damage:
Hit Points: 240
Attack: 1-2
Accuracy: 75%
Initiative: normal
Skills : attracts units with “attack weakest unit” skill
Cost: 1 settlers - 50 brew - 20 iron bar
Production time: 30mins each
Max 50 shieldman per player
Similar to Monkeyman's post (http://forum.thesettlersonline.com/threads/25042-New-unit-ideas).
Someone can think that troops are overpowered, but their power is in proportion to their cost, more powerful → high cost (double that their counterpart), so if you want to make less attacks, lose less troops and try new strategies, however you have to spend more resources and time and undertake new challenges ::E:: In fact BB can be implemented new kind of quest through which you can gain access to produce this new units, for example you have to complete an adventure, produce something, obtain something else and you can unlock one of these new troops...and same for the others. So again new more challenges and more fun :)
5) Epic troops!
Do you remember when you were fighting in your island? and fighting against these strong bosses? And if they now can fight with you???
The idea is really simple: we can produce different types of bosses (like Wild Mary, one-eyed bert and so on) to help us in our fights. They can be recruited in the barracks or in a special structure, cannot be assigned to a general (if not when the general is in the adventure island like “hired troops”), can be used for only 1 adventure (if they survive in the adventure, when completed, they expire only if used!) and can be used only 1 boss for adventure (per player). So if you want to be helped by the boss in all your adventures, you have to recruit it over and over again :cool: It can cost a lot : 100 settlers - 1000 brew - 500 sausages or coin or other resources you can find or acquire through adventures (for examples the star coin for lvl50 players) .
I know, it seems a little bit excessive but why not? :D BB can do something similar to add to the game more different challenges in an equilibrated way :)
6) Different Adventure!
Ideas Suggested by this post
Doing an adventure 10-20 times following a guide is a little boring.
If the placement of camps was done a little random, it will demand more thinking by the player.
The armies in the camps could also be random of cource with some boundaries.
spiller01
New adventures? No, we need only more challenge :) An example could be to use the option “challenge mode” as with “adventure cooperation request”. If we put a tick on it and start the adventure, camps are in the same position, but with random or more unit than the normal adventure(except for the leader’s camp), and you have half time than the usual to complete it . In this way you have to recalculate general’s settings and be more prepared. It would be really challenging!
About the loot, the player could receive different resources or a special extraslot with special items, i.e. special buffs, epic items or something similar.
PRODUCTION:
Wandering through the forum I’ve seen some interesting ideas about production and buildings, here below there are some of these ideas:
1) More Bread!:
All of us know that bread is life for settlers :D We need a lot of bakeries to make lot of bread and we need lot of space for all requested bakeries, so, as previously said by Nero34 (http://forum.thesettlersonline.com/members/506882-Nero34)
Produces x4 (and input x4) just like friary but with bread will save much needed space on isle if we could build a couple of these. it would be very useful a new special structure, similar to the friary, which produces x4 bread al lv1 using x4 of all necessaries resources with dimension 2x3, called The Bakery House or the Bread Factory.
Another idea, suggested by Steve1077 (http://forum.thesettlersonline.com/members/450215-Steve1077) :
Or they could make x2 production but incorporate the windmills needed a bakery that includes the Mill too and produce 2x bread :) It would be wonderful! BB can also produce a bread-specific buff like those for friary/brewery (the fermentation accelerator).
2) Enhanced Wheatfarm:
This is my own idea :D Silos are really useful for replenish your wheat field, I’ve collected lot of them to make this process completely automatic, but all these structures need space. So I would like to suggest an enhanced wheat farm :) It would be similar to the normal wheat farm, with same production time, only a little more bigger (2x3) because it includes the silo, so it can replenish the nearest field automatically . Someone can tell me that in this way the game became all automatic and boring, so this structure could be limited in number for each player (as the recycling manufactory) and bought through the shop for gems (for the first time, it could be released through an event :rolleyes: ). Maybe it could also produce 2 wheat from 1 wheat of the wheatfield (as if it would be constantly buffed).
http://thesettlersonlinewiki.com/uploads/2094312620Enhancedfarm.jpg
It would appear like this one. (Photo picked in The valiant little Tailor’s last sector)
3) Fish Factory
It can be seen like deerstalker hut that refills the nearest fish deposit. It would be useful because you do not have to replenish all your deposits’ fish but it does it automatically, maybe using some bread so it can change our economy production and introduce new chain type (bread used is really less than bread used to normal fish refill, instead it became too expensive to maintain). You can read previous ideas here : Dragavon's post (http://forum.thesettlersonline.com/threads/24376-New-Fisherman) and KumeJr's post (http://forum.thesettlersonline.com/threads/23433-Fish-farm).
4) Production tips :
Some other production tips can be seen in Ectorune's post (http://forum.thesettlersonline.com/threads/25816-A-collection-of-UI-changes) :
Economy Overview
The economy overview should have a drop-down box, allowing production values to be shown in other measures than 12 hours. Most importantly, the duration for the most important buffs (with and without premium) should be selectable, to quickly allow determinations regarding buffing values.
It should be possible for players to pause and start work yards directly from the economy overview, without having to close and reopen the window every time a workyard is paused or started.
In cases where a resource is declining, and one of the resource's "parent" resources are also declining, the icon should be shown as red rather than yellow.
The economy overview should include buttons to quickly shut down all versions of a workyard. This would be useful in shutting down and starting up goldmines, coinages and other workyards you only want working when buffed.
All of these are interesting suggestion that can improve our game experience :)
PROVISION HOUSE:
Some of these ideas are similar to military and production:
1) Build Order
Can be very useful if we can rearrange the order of our productions in the provision house without deleting the previous one, more or less like building queue ( it can be applied also to barrack production). If you want to read more, go here: FazCraig's post (http://forum.thesettlersonline.com/threads/15093-Provisions-House-build-order) and here MMMerangue's post (http://forum.thesettlersonline.com/threads/21933-Rearranging-provision-house-barracks)
2) Buff production Time and stock
When you produce something in the provision house or in the barracks you can choose how many buffs, resources or troops produce, but you do not see the time needed to do this until you have started the production.
So the idea is to add, in the production screen, a label indicating the production time for the requested resources :)
http://thesettlersonlinewiki.com/uploads/1179351051Buffs_Time2.jpg
Label show the production time for the requested resources
The stock idea is like barracks idea, for example, when you produce Irma’s aunt basket, you can produce them in stock of 25..now you can decide how many stock of 25 basket you can produce and see how many resources you need to produce them. It can be a nice idea if BB increase also the maximum number of resources produced ( like fish and meat refill), so increase the maximum quantity (2500 to 5000, 25 basket to 40-50) as suggested by Aggamemnon's post (http://forum.thesettlersonline.com/threads/23119-Raise-the-total-caps-for-fish-food-and-musk)...in addition, with the previous point (1) you can rearrange the order of production :)
3) Adventures recycler:
Now, tell me..how many times do you find an adventure you don’t want to do? How many of you are in this situation? :
I suggest reducing the chance of finding Sons of The Veld in adventure searches by at least half. Few like the adventure, it's near impossible to sell and all it does is clog up peoples star menus.
I have 126 of the useless things.
Please reduce the number found in adventure searches!!
I think many of you. I’ve sometimes played Son and other boring adventures and they are not so exciting :D So my idea is to create, through the storehouse, the recycler button :) You could choose what adventure you want to recycle and put it into production of map fragment :) maybe 5-6 map fragment each map you recycle? So you could convert them into resources more useful to trade or to buy adventures through stores ;)
GUILD:
It would be great to increase the cooperation between guild members. So let's start with this idea
Why not a guildisland there all members in the guild take care off the island together!? Maybe some new resurs or something like that!? ::A::
Creating a guild island when player can say “home sweet home” would be a great thing :D
In this island there is the main guild house (guild leader doesn’t need it on his own island, but a small and less space wasting house), and all players who want to have guild’s bonuses need to build this structure ( so if you'are low level, you can already enter a guild without any restriction). In the main guild house all player can click and donate resources: pinewood, stone, hardwood, marble, exotic plank and granite or something similar, with them guild leader can upgrade the structure to unlock more advantages and structures, more or less like Giddran suggests:
Hey guys,
What about making the guild house an upgradable building that also increase the population amount?
1. With this change guild leaders dont get a penalty for having a massive space consuming building on their island.
2. This makes the building a popular investment for all players as it competes with higher tier buildings like the witch tower.
3. This also gives players reason to buy this building for gems to remove the building license for it.
4. It also opens up more possibilites for future guild buffs.
Example:
Lvl 1 - 50
Lvl 2 - 100 - 1500gc
Lvl 3 - 150 - 3000gc
Lvl 4 - 300 - 5000gr
Lvl 5 - 500 - 10000gr
My idea is a little different, with the upgrade guild mates can create or complete some epic building : the castle, the big wall, the prisons, the lighthouse, the big market (why not structures like this ones (http://forum.thesettlersonline.com/threads/25839-*NEW-Content*-for-all-lvls-Special-buildings)?) ...all of them can give some different bonuses like, reduce unit production time by 5%, make ship travel faster ( see miscellaneous #11), give 5% more xp from adventure’s bosses, a bonus on guild coins gained by completing GQ, bonus on buffs you do to another guild member, one more free space on market and so on. To accomplish these targets they have to donate resources, complete X guild quest (the total amount is calculated to the total number of GQ completed, not these for each one), complete X adventures of some type ( 2 player, epic, resources…). In this way we can increase the cooperation between players :) To prevent profiteering players, to obtain all of these bonuses player have to donate at least a determinate amount of resources and play at least 1 adventure and complete at least 1 GQ in the current month.
All these bonuses have a maximum limit (5%?) and they last at least 1 month, after that the bonus decrease to a minimum value (3%?) and guild player has to accomplish some other tasks to have it at 5%. It’s a little bit complicated, so have a look on it:
Star: loot of resources or high request in time/# of adventures/GQ completed to build the structure
Maintainance: some minor requests as paying resources (donated by players), completing some GQ etc.
What happens if guild leader leave? No problem, guild island is associated to the Guild creation and his name, so until the guild will be destroyed, island and his upgrades survive :)
All these features can increase collaboration, socialization and games experience.
MISCELLANEOUS:
1) Less click!!!
a- Resources transfers: As for general, we can open star menu, select more than one buff or resources and then click one time on Mayor’s house to transfer all :) See Ciksi46's post (http://forum.thesettlersonline.com/threads/25188-why-so-many-clicks-to-transfer-stuff-from-the-star-menu).
b- Construction of strctures:
If the user is holding the SHIFT key while placing a new building for construction, the building remains selected for the user to place a new one again. Like in Age of Empires or similar games.
End result:
Open the build menu.
Select the building you want to build.
Locate the location of the new building and SHIFT+CLICK.
Now SHIFT+CLICK in a new location to place a second one.
Now SHIFT+CLICK for a third instance, etc.
No need to keep on selecting from the building menu over and over and over .... as suggested by webjose (http://forum.thesettlersonline.com/members/533090-webJose), BB can expand keyboard commands and let us place more than one well or wheatfield by the combo shift+right click.
c- Multi-select buffs: This thing can be extended to refills :) You open star menu, select how many refill of the same resource you want and then put them all together :)
d- Mines' searches: Utilizing August 2012 dev’s diary (http://forum.thesettlersonline.com/threads/18944-Dev-Diary-July-August-2012) image :
http://thesettlersonlinewiki.com/uploads/1194294247newswindow2.jpg
image taken from dev's diary
Devs can implement a news' window, like the image above, through which we can see also how many mines or deposits are gone depleted (i've evidentiated the depleted wheatfield to underline depleted deposits). Then clicking on the icon of depleted mines will opens a window with all geologist where we can choose which geologist send to do the searches :)
More or less like this idea:
Smart rebuilding
Wheatfields and wells are now able to be rebuilt without going into the building menu and selecting the correct building and then placing it in the correct place.
Instead, just hover the mouse over an exhausted wheatfield or well and a little button pops up. Click on it and the game adds a new construction to the constructing queue. If your queue is full or you don't have the materials to rebuild it, the button is greyed out and unclickable.
In addition, if you hover your mouse over a depleted mine, you can select the small Geologist button. Click it and a dialog box pops up where you are able to select which Geologist you wish to send to rediscover a new deposit. This feature works great with the upcoming Science System.
http://img707.imageshack.us/img707/9836/wheatf.jpg
By clicking the wheat image on the Exhausted field, it's instantly added to the building queue.
http://img12.imageshack.us/img12/3962/marbleu.jpg
Clicking on the Geologist icon brings you to a new menu.
http://img5.imageshack.us/img5/9107/searchfornewdeposit.jpg
Select which Geologist that will search for the new deposit.
2) Settlers Refill
Someone tell me that can be really useful if we can also trade settlers refill, which one we produce in the provision house :) So if I’ve done a bigger adventure and i do not have too much settlers refill, i can buy them from the trade office and make it easier and not have to wait lot of time to produce bread and them in the provision house :)
3) Avatar
Have you ever thinked to change your avatar image? With this idea now you can :)
Simply in the shop you can buy the “Mirror on the wall” who has subtitle “Who is now the fairest one of all ?” :D (it remember me something!!!) , when you put it on the mayor house, a windows appears and you can change your avatar image :), or at the new log in like at the time of the creation. To avoid that people will change it continuously, it can cost gems, more or less 450-600 so, if you do not want to spent money, you need some weeks to change it :)
4) Buff list:
An interesting idea that can be really helpful when we proceed to buff our structures is suggested in Tripi's post (http://forum.thesettlersonline.com/threads/21925-Buff-Lists). The idea is to give us the possibility to make a list of all building we want to buff, so we can buff all this structures only in one click :) Furthermore this idea can be utilized with Drakeen's one
I would like to see some sort of flags, maybe even 3 colours (like blue, red and yellow), you could mark your buildings with.
It could make it easier for you to find certain building you mark, or you could mark building for your friends so they know what you want buffed etc.
P.S. flags would have to be of good visibility so we wouldn't have to search them :)
Infact can be helpful if these structures can also be evidentiated with something (flag or something else) so we can say to our friends who wants to buff our structures: “hey mate, buff all structures with flag tnx ;) “ instead of starting every 9h :”let’s do this buff pls : Sector 1…, Sector 2…Sector 3… etc”. I know someone use the “ZzZ” signal to make them visible...but you have to stop and restart structures every time :(
All this can be seen more or less here:Erikber post's (http://forum.thesettlersonline.com/threads/24250-To-enhance-Your-gaming-experience-A-list-of-helpful-features).
5) Trade office
All resources ingame have their price, you can exchange them for coin, granite, adventures and so on. But sometimes some resources has a really high value and you cannot have all this resources...or sometimes you want to exchange more than one kind of resources for another one. The idea is to make possible to trade more than one resources for another one, for example a maximum of two resources for one : 1k guild coin + 1 pirates for 1k coin, 1500 granite + 2k coin for The valiant little tailor and so on.
6) More colours and personalization!
Do you like settlers but you do not feel it completely yours? Do you dislike blue, yellow and brown colours of the interface? Do you dislike chat, avatar and menu’s position? This suggestion is willing to make available a system through which you can rearrange windows positions and some others interface’s colours to make them like your own style ;) Do you like hello kitty, love that all your world can be pink and like only right side of your life?? now you can rearrange your interface, make them pink and have more fun with your barbie's style settlers :P
7) 30 minutes, 1h, 6h???
I do not remember where is the post but as someone has previously suggested and as my guildmate do, it would be nice if we could switch the economy overview time to 30 minutes, 1h, 6h, 12h, 24h so we could have a better idea of how much time we need to produce something or how many time we have to wait until we get a certain amount of resources ;)
8) Guild Quest Overview
In the Guild panel with the last patch we can see who does or not the guild quests. But this is not enough. In our guild thus we use also an external spreadsheet to evidentiate which guild member does or not his own guild quest, so we can see which one is more active, who is absent and who leaves the guild without any message. It would be useful to add 2 columns, one for the current month and the second one for the overall time: the first column indicates the completed quests on those started in the month (ex: 3/7 -> 3 completed quests/7 started quests); the second column the percentage of those completed on the total number of started quests (ex: 45/74 -> 45 completed quests/74 started quests). In this way we can have a complete control panel.
9) Mail Box
I’m playing also Anno online and, in my opinion, it has a better mail system. The mailbox has “inbox”, “sent mails” and “new mail” so you can create a new one, control old and sent mails. As someone suggested me, it would be great to see the time of every mail in order to know when someone wrote to you. This improvement can also be seen in August 2012 dev’s diary (http://forum.thesettlersonline.com/threads/18944-Dev-Diary-July-August-2012) last section (it talk about mail window).
Moreover the option to send the same mail to more than one player could be very useful as suggested by jerleShannara:
Hi to all that read this post,
I have only been playing this game for a few days, but i have noticed how annoying it is to send a mail to everyone in a guild you are in by having to copy and paste multiple times over, i think wot this game needs is a guild/multi send mailing system that allows you to send 1 mail to either the complete guild or multiple friends at the same time.
I have played a number of MMOs that have this type of mailing system and it works very well. Perhaps this is something the Devs can look into applying over the coming months.
Pls give a thumbs up if you agree with me on this matter and maybe it will be a case of the Devs see this post and try to get this going :)
Thanx in advance
Jerle
Finally (this can be included in Guild Improvement) it would be useful to send a guild mail to all officers (as it happens for all guild members) at same time.
10) Chat
Whisper chat has not a good colour. As suggested by Boromir2012's post (http://forum.thesettlersonline.com/threads/25245-Whisper) lot of people need a better colour to clearly read the messages. The new colour could be blue/pink (yellow is for mods, light blue for BB) or another one that makes easier reading.
Another useful thing is that whisper chat should be more visible because the “knock knock” sound isn’t always audible as said in Garth2079's post (http://forum.thesettlersonline.com/threads/25323-Make-whisper-flashing-more-visible). So we can have a label exiting from the right side of the chat that indicate someone has wrote to us.
http://thesettlersonlinewiki.com/uploads/1929763510chat2.jpg
(The image show a possible label for whisper. It's really bad, forgive me :D thanks to Ectorune for the help)
Finally a really useful improvement could be the multi-chat which allows to create a whisper chat with more than one player, useful for whose who share adventures, attacks and so on.
11) Conquer new islands
Idea suggested by this post
Hi,
My idea is to get a second island when we reach level 50. I found few players that are less often active cause they have less to do.
After seeing video from backstage about development of our game and the part when was talk regarding users on lvl.50 my idea came alive :)
What if, when reached lvl50 we can get second island to develop the same way we have our main one?
We could use either ships to transport, or like we do in adventures just GO TO.
Please all, help me with this subject, I think this will bring much more traffic to this game :)
Thanks,
Peter.
The fairy tale adventure has to grow, maybe with other adventure chains and/or maybe adventures which have as loot a small island to conquer.
After conquering the island you will receive 5 or 10 building licences in order to build the necessary buildings.
Every island has a special characteristic. I list below some ideas about:
- one, two or three bigger or faster deposits of a resource (copper, iron, gold, ...);
- the wheat grows faster, so the farms production time is halved;
- the production of a particular building is halved (bakery, brewery, bowmaker, bronze weaponsmith), or the entire cycle (ex: farm, mill, bakery, silo);
- some islands could have a special building, not removable, like a workyard to produce granite, exotic wood, titanium ore or saltpeter.
In the line below at the right end there are 3 buttons (All, Friends, Guild) and another one that is empty; it would become “Islands” and every square displays a conquered island. Clicking on one of them you can visit it in order to manage all extra buildings.
As for the warehouse, the conquered islands would share it with the main island; otherwise it would be great the trading to main island.
For the geologists, the easiest way is sending them to the islands like the generals do.
Another idea can be this one:
1- We can build a shipyard (maybe Sector 1) through which we can build ships;
2- We can produce 3 kinds of ship: pinewood ship, hardwood ship and exoticwood ships, each one has it’s “mainteinance price” ( they consume some resources every day...maybe 5-10 planks? except for exotic ones that use double planks of pinewood or hardwood planks)
3- Each kind of ship can unlock some different searches: pinewood can search for small islands with resources, hardwood can be utilized only to transport resources through island, exotic can discover big resources islands, and rare islands. Each island has his own life time (1-2 week);
4- When you have found an island, you can conquer it, so you can discover sector through explorers, transport main resources from main island and then start to produce resources until island “finishes” their resources (maybe marble deposits with 3k marble, iron mine with 2,5 iron ore and so on). You can also establish a trade route between the main island and the secondary transport of resources.
5- Small islands could produce marble, copper and wheat; big ones could have marble and iron deposits and/or produce wheat faster. Rare ones could have some kind of granite or saltpetre or titanium ore deposits, strong bandit that could have big loots (buffs and so on).
12) Bookbinder Queue
With the new skill system for the specialists, we have a new structure to use and buff, but all players need to pay attention when the production ends and starts the next one until the buff is active. So as suggested by Isambard (http://forum.thesettlersonline.com/threads/25469-Queue-in-the-library)
it will be nice if we can have some slots, maybe 2 free, the third, the forth and so on buyable through gems or other resources (like also star coins..though they are limited only to lvl 50 players) through which we can add more manuscript or tome or codex to the production queue and make it more simple to maximaze the buff time.
13) Combining Item
My star menù is full of resources and buff, an interesting ideas could be the possibility to combine groups of same resources in a big one. In this way they will need less space and can find them easier. The idea is more or less like this one:
Hi BB,
please could you implement combining items by drag and drop in STAR menu... Like i have 23 Irmas bags and 19 Irams bags in another suit, so because of trading LOTsit would be nice to have possibility of combining those two to get 25 Irmas and 17 Irmas...
Tnx
CONCLUSION:
I know, lot of these ideas can make the game more automatic and I think not all of you can share this idea, but they do not waste the game, they are always optional and if you want to play the game in the current way, you can, they are only an option for people that do not have always too much time to play this game :) because when i have only 30 minutes, it’s a little bit boring enter, search 12987 mines, put down 19876 fields and well, or search someone to exchange 25 buffs or make the troops. It can make it easier and fun...always in ours opinion ^_^
Moreover I’ve tried to make all my suggestions and ideas more realistic, I never said that BB have to gift me all and I can win it easy, but suggested some improvement taking into account also they are not a charity industry and they have to make money. Then I’ve suggested that something can have gem price, or can only be purchased through gems to make all more realistic and answer to those who thing I do not take it into account (read it in some posts).
Important: be sure that you have understood the purpose of this post before commenting: the goal is to make a collection of the deepest ideas about the game and make it more obvious to all, that's why I mentioned the posts of other players and put the references.
Well, I hope you found it interesting and you like it, commented with your opionions in order to make our ideas and requests more visible.
Special thanks to my friends NellaCocci and Telemaco for help and grammar correction :P
Thanks to Harwy, Ivory, Brontholo, Meridiana, D4ng3r0 and all my Guild Mates with their ideas.
Thanks to all who have posted their ideas, and who will visit and rate this post :)
Finally special thanks to Ectorune and Erikber. Please check also their posts:
Ectorune's post (http://forum.thesettlersonline.com/threads/25816-A-collection-of-UI-changes) (he has anticipated my own just for few days :P )
Erikber's post (http://forum.thesettlersonline.com/threads/24250-To-enhance-Your-gaming-experience-A-list-of-helpful-features)
Cheers,
Alumini :cool: