.
.
Last edited by topgearfan; 12.01.16 at 11:38.
My only concern with the Guild Quest system is that all of the testing was done with people at level 75 (so in the 66-75 level Guild Quest group). Since I don't believe anyone on my server (Newfoundland) has reached level 66 yet, it seems like we have tested the 66-75 group without testing the 51-65 group. I am looking forward to seeing what the quests are for the 51-65 group, but am cautious in that some of those quests may be difficult/impossible to do for some (depending on what the quest is of course).
I would have preferred if test brought everyone to level 51 or 62 or something, and allowed testing there which for many of us for quite a while will be the group we are in (as level 66 is a long way off for me).
Quote from the November 23 "Sneak Peak":
What are the new quests for level 50+?
Already existing main quests have a new sub quest for the 51 - 65 and 66 - 75 level ranges. Those quests still have the theme of the main quest, but are more challenging than the corresponding sub quests below level 50. More info on those requirements and quests will likely follow in a future dev diary.
Last edited by Paula_Ravenhawk; 12.01.16 at 17:23.
So if we have a DC in a possition that is not "legal" after the patch, what happen to the DC? Will removed?
I ask this because i have about 24 DC in international server kai 32 DC in GR server and maybe some of those are placed in those places
BB should be ensuring these tufts of grass etc DO NOT spawn in the first place. There are many, many places they seem to just spring up in for no apparent reason rendering previous legitimate build spaces redundant.
Sort THIS problem out and you will not have people using flower beds to clear them.
UPDATE: An update about the Stacking feature has been posted here.
i would like an answer to this one
If they do continue with it, i can see problems arise
- what happens to buildings on those spots
- less room to build
- means production will go slower
- means wait for resources longer
- game will go slower and then what happens ?
with the new production lines the need for coal went up. More pine is needed for that.
More do an FT, the need for bows increased and again more pine is needed.
Where can we possibly put all the cutters and foresters if 1 simple shrub takes that many slots away ?
and that's just 1 example
Greatly Reduced places to put buildings.
Both these Sneak Peeks contain the usual disclaimer, so are Dev Diaries forthcoming?Originally Posted by BB_Ravel
Or does this mean we are to treat the Sneak Peeks effectively as such?
Last edited by Madorosu; 14.01.16 at 08:54.
UPDATE: Another Change Log update has been posted here.