+1
+1
All the changes are more than welcomed but, as the users above me say, what about the end-game content? (by end-game I refer to 45+, not necessarily 50). I personally lost interest a loooong time ago, and just come back for the "special" events, otherwise I log-in to replenish my mines/fields, daily quests (all-in-all 2-3 minutes/day) and when the island "froze" itself (a feature that I dearly miss) I was skipping even the daily activities. Given the fact that I don't even read the forums anymore some of the following might be already said and I apologize for repeating them.
1) increasing the level cap; I remember reading about this some time ago but I haven't seen anything new (or you have done it and renounced the idea of removing the messages older than two weeks; case in which I apologize again); this won't be just "another limit" because players will have things to do in this new levels ⇓
2) expanding the useful available terrain; from my point of view this can be achieved in one of two ways:
-another 3*3 island with required levels from 36-60 for each new patch (one patch every 3 levels);
-expanding the home island to a 4*4, thus adding 7 new areas (eg. by creating a volcano eruption in the NE 41 area), with the ability to explore a new area at levels 36-60 (one patch every 4 levels); to decrease server load you could keep the island as it is, and add the "expanding" event at level 36. As enemy camps there could be something like lava fiends, demons and stuff (if "the settlers" already made some step towards surreal beings -easter bunny, santa- I don't see were's the harm in some demons .
I don't know which one would have a lesser influence on the servers, but that's why the test servers exist
In both cases the enemy camps should be VERY HARD (but NOT almost impossible for a F2P-er) to beat at the minimum required level, and, most important, the enemy camp must have randomized troops (maintaining them at a certain over-all power level for each camp) thus making the players to make some calculations by themselves and not just open a "best army composition for camp x" page. Not to influence the actual gameplan to heavily, each new area could give only 5 new building slots.
3)"moar" periodic events; I noticed that you're trying to aim for a every "2 month-ish" event, which is certainly a good thing. But wouldn't it be possible for more? I don't mean Farmville weekly event+questline, but 1-2 events/month would be great. You could use some actual "low level " holiday (like the upcoming mother's day) or you could do some research into the medieval holidays/celebrations, given the game thematic. As rewards go, I guess that even a building like the silo would please most players (something that doesn't influence the game that heavily, but it will make the players feel that they've gained something useful).
4)the hardwood/granite/salpeter/titanium mines; the geologists had them for so long that I took them as granted in the following patches, but I see that they've disappeared;
5)a few adventures; the idea with the randomized camp can also be used here; they should not give many "actual" resources, but they should be the only way to get the ⇓
6)new resources (basically the idea behind the hardwood->titanium, only that they will be harder to get); these can be used in the new skill system and they can also make ⇓
7)a new tier of units+buildings; the new units don't necessarily need to be the bigger version of the actual units, just better(with abilities like splash) or combo units (the other combinations for the cannoneers: a cheap tank for the first strikers, a first striker with high damage -eg. mounted crossbowman: 30-40 dmg-, a meleer with bigger damage...); a couple of new abilities (stun, armor, pierce) could also add to the diversity of the combat system (I don't know what type of skills the generals will have, if any; at least I don't remember seeing/reading anything more detailed); obviously they should have a high cost in very rare materials
I'm stopping here because you guys already have a ton of things to do and I wish you happy coding!
Last edited by Volaxad; 30.04.13 at 18:33.
Hello,
I also reached lvl50 a few months ago, did all my quests and in all this time, there was not even a word about increasing levels, implementing some new stuff that would keep players at lvl50 busy and interested in playing this game further.
So today I decided, that if there is nothing new about about adding levels within a month, on 1st of June, I will quit the game and never return.
It is a fun game, especially becouse of the people playing it and this is the only reason I am still around, running my production and doing some adventures every now and then.
Hope that BBs will do something, becouse I have a feeling I wont be the only one quiting the game.
cheers
I hope that in Dev Diary part 2 will be included news about info in the guild, that is who's completed guild quests or who is inactive. It is very difficult to follow all guild members!
good to hear we will be getting new g/quests
could do with some new quests all round,
people do get bored with the same thing day in day out
the new buildings, probably cost a fortune but we will have to wait and see.
Some good stuff to look forward to but 'A lot of New Daily Guild Quests' is of no use to a guild who aren't receiving any at all at the moment, particularly when no one seems to have any answers to how or when this might be fixed :-(
looking forward to new stuff but level 50's aint very happy and i can see why.. something big needs to happen or BB/ubi are going to loose players very quickly