Reply to Thread
Page 2 of 9 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 88

Thread: [Feedback] Epic Workyards

  1. #11
    Dedicated Scribe
    Join Date
    Jan 2012
    Posts
    470
    World
    Northisle
    looks ok, I would rather some of the new updates focused on improving the basic interface though, less clicking needed for everything please!

  2. #12
    Wordsmith
    Join Date
    Nov 2011
    Posts
    706
    World
    Newfoundland
    Guild Bank - its very ambiguous as it suggests leader configures it but everyone that wants access will need a building. BB need to confirm who this will work before people get excited.....

    I assumed Guild Leader configures it and enables access levels to different tabs etc and then guildies get access based upon their privileges. Others assumed that everyone that uses it will require a guild bank on their island..... Confused already.

    Name: Guild Bank
    Limit: 1 per player
    Building license required: Yes
    Description: Allows you to access the guild storage interface of your guild.

  3. #13
    Keen Commentor
    Join Date
    May 2012
    Posts
    157
    World
    Sandycove
    hmm. Hmm. There are some nice things, but I'm worried BB is trying to do too many things at once.

    The science-system isn't ready yet, still 2 skilltrees missing (so how to decide what to invest books in?). We're still stuck with useless star-coins. A ton of bugs that are not resolved. The golem-event.... they didnt take enough time to test properly -> bugged.

    But if there is as much time between announcement and implementation as is with the star-coins... no need to worry about possible bugs or start cheering for nice things in this announcement. It could take *a while* before it arrives.

  4. #14
    Quartermaster
    Join Date
    Jun 2012
    Location
    Soggy Ireland
    Posts
    265
    World
    Sandycove
    So... I could demolish 4 to 6 level 5 foresters and replace them with an expensive building that works like 3x level 5 foresters but uses more expensive buffs so that's OK then.

    The thing is 4x5 in size (20 rosebeds), yet works as 3 buildings (12 rosebeds) ~ How does that save space?

    Agrees vociferously with Promethos there ^
    Last edited by Hairy; 23.10.13 at 19:12.

  5. #15
    Keen Commentor
    Join Date
    Feb 2012
    Location
    Barger Compascuum
    Posts
    151
    World
    Northisle
    looks good and interesting. after a full year of not so many improvements BB is doing very well now last half year in keeping the game interesting . keep up the good work i enjoy it

  6. #16
    Glorious Graduate
    Join Date
    Dec 2012
    Posts
    121
    World
    Northisle
    First of all I agree with Promethos, totally.

    Now, the workyard can replace 6 buildings because as you can see at this picture each production slot can replace 2 coking plants/ 2 hardwood sawmills / 2 pinewood sawmills:


    BUT, what use we have if we need beans to buff those 'regular' buildings? a LOT cheaper to keep my regular coking and hw sawmills.
    I thought maybe it would be good to replace building I don't buff anyway like forresters for example but this building is SO huge its hard to fit it near many wood nodes (and leave space to cutters also).

  7. #17
    Ruler of the Land Fexno's Avatar
    Join Date
    Dec 2012
    Location
    The Netherlands
    Posts
    2,100
    World
    Sandycove
    Quote Originally Posted by Hairy View Post
    So... I could demolish 4 to 6 level 5 foresters and replace them with an expensive building that works like 3x level 5 foresters but uses more expensive buffs so that's OK then.

    The thing is 4x5 in size (20 rosebeds), yet works as 3 buildings (12 rosebeds) ~ How does that save space?

    Agrees vociferously with Promethos there ^
    Did you notice that the production time of a resource is much shorter then the ordinary building?
    Pinewood Forrester is normally 2:15, in workyard 35 seconds
    Coker is normally 3:00, in workyard 1:00 minute
    Pinewood Sawmill is normally 3:00, in workyard 1:00 minute

  8. #18
    Battle Hardened Contributor
    Join Date
    Aug 2012
    Posts
    356
    World
    Northisle
    Buff prices make it unusable for exotic planks production so the only choice left is either pine/hwp planks and coal. Now as a lvl 50 i don't need pinewood planks so then am left with hwp and coal. Now hwp consumption is very low and i only need 2 mills for planks so then am left with coal as a choice only... Now why would i bulldoze my lvl 5 manufacturer coal buildings bought with gems in order to build this workyard which costs a huge amount of resources?

    Useless if you ask me...

  9. #19
    Ruler of the Land topgearfan's Avatar
    Join Date
    Aug 2012
    Posts
    1,287
    World
    Newfoundland
    Quote Originally Posted by Promethos View Post
    But if there is as much time between announcement and implementation as is with the star-coins... no need to worry about possible bugs or start cheering for nice things in this announcement. It could take *a while* before it arrives.
    new mail system was first announced over a year ago.
    Was fighting windmills from Aug 2012 to Oct 2019.

  10. #20
    Ruler of the Land lulu10093's Avatar
    Join Date
    Jun 2012
    Location
    North East England
    Posts
    1,408
    World
    Sandycove
    Quote Originally Posted by Benedicter View Post
    First of all I agree with Promethos, totally.

    Now, the workyard can replace 6 buildings because as you can see at this picture each production slot can replace 2 coking plants/ 2 hardwood sawmills / 2 pinewood sawmills:


    BUT, what use we have if we need beans to buff those 'regular' buildings? a LOT cheaper to keep my regular coking and hw sawmills.
    I thought maybe it would be good to replace building I don't buff anyway like forresters for example but this building is SO huge its hard to fit it near many wood nodes (and leave space to cutters also).
    notice on your pic you can make coal out HWL from it that might be a interesting factor then so its not just pwl to make coal it might make me change my mind about not getting one when i can blow rocks up for space as i refuse to demolish any if my lv5 buildings for it

Reply to Thread

Similar Threads

  1. [Feedback] Ali Baba Epic Raids
    By BB_Ravel in forum News Feedback
    Replies: 68
    Last Post: 11.08.15, 11:09
  2. [Dev Diary] Epic Workyards
    By BB_Alpaca in forum Dev Diaries
    Replies: 0
    Last Post: 23.10.13, 13:11
  3. [Feedback] Dev Diary: Epic Raids and more!
    By BB_Alpaca in forum News Feedback
    Replies: 78
    Last Post: 10.08.13, 12:46
  4. Stopping multiple workyards...
    By R1ch in forum Game Suggestions
    Replies: 4
    Last Post: 10.03.13, 12:53
  5. Batch Orders for Workyards
    By firefrog in forum Game Suggestions
    Replies: 2
    Last Post: 13.02.12, 11:52

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.