Please feel free to leave your thoughts and comments on the Mayor Update - First Edition.
The original post can be found here.
Happy commenting!
BB_Trafffer
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Please feel free to leave your thoughts and comments on the Mayor Update - First Edition.
The original post can be found here.
Happy commenting!
BB_Trafffer
updates are welcome, but a bit more details and specifics would be helpful- Basically this is what some already know from info shared in chats by BB employees or on forums - usefull to have in 1 place and there for future reference, but updates on specific projects/plans or bugs would be appreciated
updates are fantastic but can we have more land and levels so we can build all the buildings you are giving us on the events and more levels say upto 100 or is that not possible do you want to lose more members
I would like to see two improvements in future:
- new levels for players that are on lvl 80 for few years already and really don't play because they reached maximum
- being able to multi-select explorers and send them in batch for treasure search. When you have to click 200 x 3 clicks it's a pain
Yes, I would agree with Old Boot; more land is needed, and the point raised by Sirandrew regarding the explorers is also very valid.
Agree on this very much. Specilist in generelly should just be more adjustable, so u could multi-select, multi-send or whatever (as u've promised to do for serveral years now) - but an add to this would be "remove" or "park" specilist u dont want to use or dont use anymore to a building, a menu or whatever. So it doesnt blure the picture of the heavy amount of specilist one gathers troughout the game. By playing less than 6 months, i've generatered 49 already. Many in my guild have serveral hundres of just explorers, then add geologs and generels, it adds up.
You could also make it so u could "group" explorers up, and then send the "group" as a cluster to do a search. Or simliar. Many options and varits that would make the specilist part more awesome!
Else i could add some nice features:
- Building grid / planning, so u can do a better placement of your buildings.
- Add meta-data pr. building when u "info"-click them. Many of the storagebuildings dont tell how much storage they add.
- Add meta-data to all specilist on task-speed etc., some them dont have this in the description when bought, but only before buying.
Positive stuff thats alrdy going on:
- The theme it self is very nice.
- Daily, weekly and guildquests. Varities of them.
- Many quests, many goals in the game.
1 big con:
- Very event & explorer heavy game. If u dont do events or have tons of explorer u barly move forward, as its where u get all the best items, buildings and specilists. You cant get any by just regulary play the game.
Great to hear that new content is coming, When introducing new levels maybe have a system in place that penalises any players who are just flat out killing troops for huge xp gain, no settler would want to live on that island.
Many have spoke about an explorer mass send which hopefully will be introduced, rather than increase space on island have something new where multiple of same buildings with each one increasing production speed can now be placed on top of each other in the same footprint. Also a building that can own every general so they are not scattered in the spare spaces on the isle.
Time for new land to colonise...overdue in fact.....
Regarding more space on the island: If you could make single non upgrade building stack (eg. gift christmas tree, laboratory, snack stand, oil mill, refinery etc) so every time you place e.g. a christmas tree on top of the other, it would increase the level of the tree and use same rules as now.. I have some space that could be cleared up that way.
Pontoons so armys have space to wait on water.....I always have a struggle finding room for army camps.
Nice to hear of a different mechanism of providing content - a nice new piece of creativity. I value this a lot more than just adding levels (which does nothing for the player experience IMO). :-)
So trying to back to what this thread is for - do you like the way a monthly update is planned, the depth of content, and some pointers to new features and functionaility !
Yes - works for me.
Reminder of what I may have/should have/did not read in the dev diary updates and spoilers for proposed changes in the pipeline.
Simple and effective.
This is the "management overview" ...... we did stuff, we still need to do stuff, and this could become new stuff.
What could help is links to dev diary or other news articles where more details have already been provided, if I am interesetd.
Really enjoying that management have wasted so much time and our money holding meetings on how to do what you was already doing. Your so incompetent that you think more of the same old recycled blandness meets the demand for something new.
I am not sure why BB never seems to listen to players and what they really want for this game. How long have players been calling out for an easier way to send out explorers? Years! It is far too time consuming, especially if you have been playing this game for a long time and have 100+ explorers. More space, plese add more Islands with a bit more interest, this has already been mentioned. Decrease the size of some of the buildings like Magnificent residence, they are far too big and take up too much room. One of our Guild members has already wrote regarding the endless number of generals that are just gathering dust in star,could there be any way to sell these Generals to lower level Guild members or on TO, alternatively just send them back. I am never going to use Reaper and many others. Many events are also just the same year in year out, with no change. I will concur with others that have posted that ore details need to be given as to what is actually in the pipeline, that would be helpful. Why cant we have ships that we own and we can send out to gain more supplies? we have a harbour and you should have the ability to upgrade it and build ships to explore new lands. I have been playing this gamme for 12 years and these were mentioned years ago and still nothing.
I don't think the feedback the developers are following comes from the players :(
The weekly quests got a fairly negative feedback when they were added with people wanting a way to turn them off, the developers are adding more of this? instead of a fix for space or explorer RSI? We also still have that building that needs 500 manuscripts to activate which shows a clear lack of balance understanding, I certainly hope this new content isnt going to be 5 gems a week for 1000 tomes.
I don't see the point in requesting more levels without new content to go with it.
We just have to face the fact the game went into maintenance mode years ago and there is only likely to be copy+paste from previous content going into the future.
Well, right now one of the quests at the beginning of the second part requires you to spend 180 advanced tools to produce 1 item to collect 1 collectible off the map, and it looks like you'll be repeating this hundreds of times.
But no need to worry about that, because this deploy has all sorts of bugs that can completely block you from finishing the quests, like tabs not appearing in certain buildings where you should be able to produce quest items, or one of the ways of collecting resources from the map not working because the game says you dont have spare settlers to work even if you have thousands. So the upside is if they dont fix it quick you wont even get to the costly quests.
The icing on the cake is the fact that you can complete some parts with gems to avoid some bugs, but in the following parts you'll be missing resources/ items you'd have produced earlier, and some of the quests have a time limit so if you accidentally bricked your account for that questline theres a very good chance you'll have to cancel the entire questline, and only after few days from now we will know if the questline appears again after cancellation.
Oh, and .. the fixes to some bugs dont work retroactively (at least on the test server they dont) so right now if you were stuck at any point the solution is to .. create a new account :)
But hopefully all that gets you hyped enough for a new content.
It is not entirely correct to compare content on test to live servers - The bugs you are referring to are exactly why it is on test as some issues are design issues more than bugs (like spawns in the wrong place) Having new stuff on test to find these problems is what test should be for- The content is now being reviewed/redesigned
Which now gets us to the next problem: people complaining we were promissed new content in January which they arent pushing to live now - But if they did with the fatal flaws in it, would cause a greater uproar )
They wont fix the accounts on test as the easiest way to fix it, is to redeploy test server when they re release the new content and solve all instances in one easy go - That has happened in the past as well - all part and parcel of playing/testing on test
Funny how you get things backwards.
No, thats what internal testing is for, and why any company with a little bit of respect to themselves and their customers employs competent people to do it.
Thats why in any company that has (I hate repeating myself) a little bit of respect to their customers critical bugs are found and fixed prior to announcing the deployment to live servers, not after.Quote:
Which now gets us to the next problem: people complaining we were promissed new content in January which they arent pushing to live now - But if they did with the fatal flaws in it, would cause a greater uproar )
Its not the accounts that need fixing, its the content that is supposed to be delivered to you from the server side. If they cant do it, it doesnt serve as an excuse to not fixing something on test server, it is instead an exposure of critical architecture flaws, but I guess thats old news at this point.Quote:
They wont fix the accounts on test as the easiest way to fix it, is to redeploy test server
Hi,
Following up on the post regarding more space/land, etc. One solution besides giving a chance to populate more new islands would be to take the approach in another online game(dare I say FOE) whereby you can move your buildings to a clipboard and then remove them back to another configuration at no cost.
Also, what is happening to the harbour building? It's been stagnant now for a few years; surely this would be the ideal place for ships to go out and find new land(as in a similar Ubisoft game)
I'd say I like the game. It is messed up, but I still like it. Bring some good new stuff. Hope you have creative peeps in your company that can think of content which will actually enhance the game.
As to expensive quests - end game players have tons of resources. Hardly anything is too expensive, we need a resource sink. I am happy to spend a lot of resources on something interesting which opens something new for me. I need a challenge in the game. Something I can work on long-term and that brings some significant change as a result. Crying for all kinds of automation services, however much needed for long term players, is not gonna fix the game or make it more interesting. If there is automation provided should cost something so there is a balance. Cost something manageable, nto gems or crystals, something we can afford to spend on automation, but it should be resource paid service. Just like moving buildings is. The better the building, the higher the cost of moving it. Otherwise you get peeps shouting for joy first week after introduction, and then complaining next week that they have too much free resources from all those explorers. Developers need to think how to make the game more interesting or potentially challenging for old timers, not just easier or simpler. Stuff that will make high end players work for it, which low and players can't do and have to develop their economy etc. to be able to do that. Otherwise there is no progress in the game, no challenge, when everything is too easy. There must be stuff which you have to work for yourself, which you can't get in tons from other players. Exclusive buildings, chains, productions, resources, places to visit ..... whatever, that cannot be gifted or traded, that are only available through specific endeavor, like epic work-yards with levels of development included which nobody can bypass unless they work for it. More of such content with more variation is needed to keep the end-gamer busy. Excluding those who will be unhappy no matter what you do, little or much.
well BB could start making the game work with no refreshes all the time : (
will you fix that annoying micro freezing when questbook is used,it last almost 1y,please fix that for god sake
ah yes and what abou more islands,no space or room anymore at least for higher lvl players
Automating explorers is a very bad idea. High value resources and buffs will immediately become worthless and the gap between old and new players will increase exponentially.
If you can't be bothered to send out hundreds of explorers during events, don't send them. Be content with a few less eggs/presents/etc. If you do have hundreds of explorers you don't need them anyway. Events are already too easy for high level players.
Making the game 'easier' will destroy it.
This isn't a pvp based game so who cares on the gap between old and new? Whatever gap there might be is already so big that nothing will make any difference, piles of stuff that had limited availability and "starring" resources means a mass send function is unlikely to make a difference from the point you made. The devs also switched from gems being used to catch up on missed stuff to pay to win, whoever has the biggest wallet is going to be furthest ahead these days. An aggressive gem buyer could easily have 800+ explorers by now.
Calling it automation makes it sound like an auto send function is being requested and that isn't the case, people want the ability to send multiple explorers out on the same mission, they are not asking for explorers to automatically go on missions once their current one finishes (which would fit the automation description more).
You are the best and the most beautiful BB in the world.
We need to speed up doing adventure. Faster general movement and attacks.
Each kind of explorer should send with 1 click.
Thank you for your kind efforts.
The gap between old and new is VERY important. If new players see the game is inherently unfair to them, they will give up - which benefits nobody.
Also, in events where prizes are gained from adventures, there is no incentive to play them, as a gazillion prizes can be got from explorers. This makes the game boring and anti-social
The price for, say, 24 presents, is to send an explorer out. If you are lucky enough to have 150 explorers ALL you have to do to get a huge wedge of presents is to send them out. It's time-consuming, but the reward for your time is the presents.
Dunno about the gems thing, it's a different issue. I'm level 80 with all the generals and explorers I could ever need and have never bought a gem the whole time I've been playing. And, as far as I can see, all the different explorers available to purchase for gems have a limit. I doubt if anyone playing has many more than 250 explorers, if that.
Anyway, it will never happen. It's a somewhat complex task with dubious benefit to BB. And contrary to what is being claimed, I have never seen BB promise this function.
https://i.imgflip.com/8ciy9t.jpg
What you fear, already exists...
What these players are requesting is a legit way to do it. It surely will be a huge leap forward.
There were players collecting 4000+ presents every single day.
There were guilds (yes, guild's' and not just one random guild) gathering a pool of 100,000+ presents just for distributing among the lower level players.
And we are talking about Sandycove here, the realm most of you have already concluded as having a low-player base & inactive.
This argument doesn't make sense .. BB have actually made something easier: When I started you could only make 25 units or resources at a time. It was an annoying clicking bananza to get 500 units. After a lot of requests they made the system as it is now: you can make 25 and then a slider can multiply that up.
According to your logic they shouldn't have done that since if you don't want the resources from adventure then don't make units. Well ... it didn't ruin the game, people just got happier that they could concentrate on the fun aspects of the game instead of clicking for way too long time. The same will be true here: A "click to win" game is just boring in the long run.
The help low level get's now compared to when I started is quite different. For the last 5 years, if a low level have a problem with resources, the high level is quick to help so they can get to the fun stuff. At the guild I've been part of for the last many years, at any event all event resources (presents, pumpkin etc) is pooled and used to help the low level to get the important generals, explorers and buildings, so no .. this will no push the low level out - in my experience it will make them play longer. (unless you are a stingy guild that demands they do things themself)
How do you fathom that the task is complex??? They already have a unit container class (quarter meister) - they basically need to change the units that is allowed to explorer and then - when the finite number of units (explorers) have been added - do a batch send given the requested action (e.g. prolonged treasure search). Not saying it's a 2 hours task, but complex ...
it all boils down to does BB want an important part of the game to continue being mind numbing spirit crushing injury and leave inducing nightmare or do they want it to have a semblance of fun.
i am a living example of this - i quit for 4 years because this feature was missing (there were a lot less explorers back then) and am only back because im a masochist at mental low point. is this kind of player BBs target audience?
the amount of time i put in to help keep this game going and fun for others was considerable. do they want to lose players like these?
wont be helpful again though because these days you get banned for it.
I have little confidence there will be multi-explorer send or for that matter any real improvements again. I used to be against any sort of easy button, but sending explorers, while it may give you something to do, is a tedious test of patience that does not respect your time.
@ Everyone
Blabla automating is a bad idea...
Do you want RSI?
I'm bored with thousands of clicks.
200 buildings on island: 200 clicks to buff.
400 clicks to start...
400 clicks to stop...
100 explorers send out: 400 clicks..
I am also bored with getting buildings that there is no room for.
Initial island design was made in 2011, there were more then 100 new buildings introduced after that and we got a few more building spots on the peninsula's.
Yaj. Another ice palace in star menu... How can we be excited about that?
Say next Halloween event, you get 3 more sunflower fields, that is 3x3 times building space each. Times 3. that already takes up 18 of the few that are available...
Why even get those if there is no space?
https://settlersonlinewiki.eu/images...yspysiatka.jpg
Or another geo. What do you need 10 geo's for if you have say 11 marble deposits or 4 saltpeter deposits?
And also another thing:
A lot of the suggestions have already been made and ignored over the years.
We get something like shady deals. That nobody asked for and isn't working.
Why?
Because it is not thought out.
It doesn't matter who is the highest bidder or richest it is the one with highest storage capacity. If an item is of your liking and you want to bid and you have 10 million coins (or whatever is the price) and I have only 2 million, good luck bidding on it if I have 1.5 M storage capacity and you have 1 M....
You may be richer but you cannot bid...
And you cannot have that if you want to adventure, then you need population buildings.
And shady dealings end at a time that you MUST be online to bid otherwise someone might outbid you. I don't plan my life around some auction ending. I (and manye people like me) want to play whenever I / we feel like it, be it 4 in the morning or during lunch break.
So will that shady dealings be removed or will it stay? There is no update on THAT issue either. Like many issues.
One last feedback that has also been addressed many times:
We want to go to test server to try the new feature, you have to be over level (50 or whatever) and test server starts at lvl 1.. I am not grinding there to reach new level and then are able to see new features...
I just took a peek, clicked all the select geo , select tavern etc, till lvl 5.. no mail or nothing in starmenu like test server has had before.
But that is just my 2 cents....
Would also like to know what's going on with Shady dealings. It needs redesigning for sure, there is also an achievement linked to it that most players can't get.
Have maybe 4 or 5 auctions per day in 5 hr intervals. Keep maybe 2 of the deals per day to 1 player buy only so eventually the giant storage players can't bid anymore in that particular auction.
Also unlock some items that can be added to the auction that players can auction off like certain pop buildings, village schools & recyclers, There's a place where the multiples of Generals players have achieved can maybe be put up for sale like a Grim Reaper or Martial Artist that new players would love to have that can be sold for gems or resources to other players, unlikely idea I know but it would add some excitement to that part of the game.
Level 80 is the maximum, you should increase it to 100, that's why a lot of lvl 80 members no longer play as there's not much point.
Not have space to put armies on my own land has become exceedingly tiresome - new land or something please its useless trying to play without free land.