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Thread: [Feedback] Dev Diary part 2: Science System

  1. #51
    Pathfinder
    Join Date
    Sep 2012
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    Newfoundland
    Well, could be a lot better, but its more interesting than previous diary at least...

    Btw, I noticed one interesting thing on US diary. There is one more additional picture on which u can see that for every type of book (Manuscript, Tome, Codex) build time is 1d12h30m. For 1 Tome u need 10 manuscripts, and for 1 Codex 10 Tomes, so for one Tome to build u need approximately 5.6 months (111*1d12g30m)
    If i saw it correctly, u can use up to 21 Codex on geologist tree. To use for example just 10 Codexes per skill tree, u'll need like 20 years
    Regarding avg age of players, if that is all like on the pictures, our grand grandsons will have almost fully upgraded islands
    BB, u really look to the future, congratz! :P

    Who understood what i said, has free broken signpost from me!

  2. #52
    Original Serf
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    May 2012
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    Sandycove
    245 licenses (obtained via diamond purchases & 2012 Easter event) are the max licenses you can use for regular non-diamond buildings, when you have diamond buildings, this takes up space but no licenses, so in effect you could have significantly more than 245 buildings and a lot less space to work with.

  3. #53
    Committed Clicker
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    Mar 2012
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    416
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    Northisle
    Quote Originally Posted by MajaFaca View Post
    Well, could be a lot better, but its more interesting than previous diary at least...

    Btw, I noticed one interesting thing on US diary. There is one more additional picture on which u can see that for every type of book (Manuscript, Tome, Codex) build time is 1d12h30m.
    I reckon that is one building that most people will upgrade fully and keep buffed at each cycle end ;o)

    I think 340 licences is maximum btw... easy to fill an island with those plus an assortment of epic or event buildings.
    I once again say though, that those concerned with space or licences should be thinking about just building the Bookbinder and trading for the rest of the materials. If you are that stuck with your refusal to remodel or rebuild then you will likely not have the spare copper*, iron*, gold* and various woods* needed to create the base materials anyway.

    * Speculated material requirements for nibs, letters, bindings and papers based on building roof colours and other factors

  4. #54
    Guide of the Month Ruler of the Land Nogbad's Avatar
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    Newfoundland
    Just can't see this adding to the game at all, yet the obvious stuff has once more been overlooked.

    Now, if it had given you the ability to create new units, like say mounted horsemen, maybe that would have been workable, but as has been covered already, just fiddling with the specialists seems rather dead end.
    We love our new CM.

    Newfoundland: 20th November 2011 to 25th November 2014. RIP
    It was good while it lasted.

  5. #55
    Dedicated Scribe
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    May 2012
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    Newfoundland
    Quote Originally Posted by gerontius View Post
    what a complaint. I don't want any new content because my island is perfect...

    What possible change could they have introduced which would have satisfied you in that case?

    level 51.

  6. #56
    Original Serf
    Join Date
    May 2012
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    Sandycove
    If they want to add something it should be towards the niches where players have found enjoying themselves:

    Eg.
    Resource Management Tree - 3 branches (may only choose 1)

    SPECIALIST (For one production type chain)
    In the case of Ore (increases Ore Deposit Amount found by 30%), in the case of non-Ore (reduces resources consumed by 30%
    Speeds up production by 30%
    Speeds up specialty Ore search by 30%
    Cost of buildings and upgrades related to Specialty Chain reduced by 30%
    Overall amount produced for one type chain is increased, mines last the same duration as previously

    GENERALIST (For several production type chains)
    In the case of Ores (increases Ore Deposit Amount found by 10%), in the case of non-Ores (reduces resources consumed by 10%
    Speeds up production by 10%
    Speeds up ore searches by 10%
    Reduces building cost and upgrades of all production buildings by 10%
    Overall amount produced for all type chains are increased, mines last the same duration as previously

    TRADER
    Increases Free Item slots available from 1 to 6 and stacks from 4 to 12
    Decreases cost for additional slots and stacks by 66.67%
    Increases warehouse storage by 100%
    Duration of trades increased by 100%
    Can micro manage trades via editing without normally removing trade
    Can see trade ratios (ie 20,000 coal for 200 coin would also show a tooltip on mouse over indicating the ratio 100 coal for 1 coin



    Agenda Tree - 2 branches - PVE or PVP (may only choose 1)

    SEEKER
    Chance to find Adventures increased by 15%
    Resource Cost for searches decreased by 20%
    Travel time to adventures only reduced by 30%
    Movement speed on adventures only increased by 30%
    Can choose which Landing Zone in an Adventure for the Generals to appear on
    Can plan/schedule and launch attacks/blocks in a lag free environment; achieved by submitting plan/schedule to server and clicking launch when ready - Adventures only
    Can save adventure specific plans/schedules and locations of generals for repeated attempts.

    COMBATANT
    10% reduced Unit cost
    20% Faster Unit build speed
    10% increased Unit HP & Attack Damage
    20% faster General movement speed (transport to zones remains the same)
    Recovery time is reduced by 30%
    10% increased General capacity... 200 Gen increased to 220; 250 Veteran increased to 275

    Just a science suggestion which has more notable game changes but reflects the identity of the player and his/her unique play style they enjoy the most.
    Obviously percentages are just randomly thought up but its the idea behind them
    Last edited by Proliator; 10.05.13 at 01:36.

  7. #57
    Original Serf
    Join Date
    Aug 2012
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    15
    World
    Northisle
    I have two suggestion on geologist.

    One: How about a skill to refill the deposit? so the geologist not only find a new deposit, but also could refill (I will try find other cool name for the method) the deposit. It is not a problem if refill the deposit only give half the deposit normally got compared if find new one or double the time required to find same quantity as finding new one.

    Two: how about a level for geologist? I call it a field expertise. I suggest every deposit had it's own expertise level. and every time geologist expertise on certain deposit level up, the geologist will find more. and the experience is shared to other geologist but at very low rate (1%-5%, because geologist socialize with other geologist).

  8. #58
    Skilled Student
    Join Date
    Nov 2012
    Posts
    34
    World
    Northisle
    335 is max. I know, I'm maxxed out. I don't have space for even another well.Could easily use another 50 licences, specially if those new buildings comes... not to talk about space, I want to up my population way more..

  9. #59
    Original Serf
    Join Date
    Feb 2012
    Location
    IJmuiden, the Netherlands
    Posts
    13
    World
    Newfoundland
    The new buildings look very nice, but what about the high level players who already used all building licences and also used all free space of their isle to get their economy right? Will they get more space to build and will they get more licences (or will they be able to buy more)? It won't be fair to let them demolish buildings to get space for the new ones (which took a long time before they were there). Did BB ever think of that?

  10. #60
    Treasure Hunter NixMan's Avatar
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    Mar 2012
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    Europe
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    Northisle
    Agree - I have reached my building limit and have a reasonably balanced economy - at least need extra building slots.

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