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Thread: give us the possibility to make 250 troops in one shot

  1. #81
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    Or there could be x25 icons for units in the barracks and provision house when producing deposits. Like now when producing settlers. Theoretically x5 icons could be added for buffs as well as there is a lot of free space in the menu and there is occasionally a need for a ton of buffs to be queued

  2. #82
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    It's simply dazzling how nothing is done about this? I'm no game developer, but common sense dictates that having an arbitrary item number limit can just as well be 25 or 250, and NOTHING changes except the fact that items can be produced with 90% less clicking. +1 to every suggestion in this thread so far, and free ice cream to all if someone from BB actually reads and responds what they'll do about this (or give a decent explanation why nothing is done).

    A little history for those who haven't been around in TSO for as long as I have:

    The original trade system was a chat-like tab where trades could be posted, and the item cap was 200. On a starting server, that's fine as production is slow and there's not much to trade with anyway. Over time, however, buildings get upgraded and the economies strengthen, making players produce 1000's if not 10.000's of excess resources daily. It'd be sensible to sell the surplus production, but who will sell e.g. 50 000 coal from their storage in batches of 200? This became an issue and a source of constant complaint. When servers matured further, the value of such resources as water, fish and pine logs dropped to a point they became impossible to sell, as you couldn't find a buyer for 200 water even for 1 coin. Having to pay 5 coins for the contents of one cheap well, and having to do 5 trades to get it was just not worth it.

    When players were just about boiling with frustration, BB launched a 'solution' to the trade issue: the trade cap was raised from 200 to 400. That is the single most worthless fix implemented to the game in the history of TSO as far as I can recall. Not only did it fail to solve a single problem the players were experiencing, it also showed how little the developers were in touch with the issues the trade cap was causing. It still blows my mind that, since they did take the effort to fix the limit, why did it not get fixed to e.g. 4000 in stead of 400? It would be the same effort from the developers' part, but would actually solve the problems the players were experiencing. But that's what we had to make do with for ages before BB eventually launched the Trade Office currently in use.


    The point I'm making with this story is that there is a missing link between the players' needs and the developers' actions. Has been for as long as I can remember, and still is to date. I can understand that a complex, huge feature like PvP gets postponed because the development of it may actually face some real challenges. But these utterly simple things, like item limits in provision house or barracks, or stacking items in star menu, that already exist in the game should not have such problems. All that's really needed is to increase the limiting number by tenfold, or so high that it stops being a 'limit', and everyone is happy.

    I don't see how someone would have a need to only produce 100 fish food after one day of game play. But every day after the first day they'll produce thousands. So why can't it be a 1000 in stead of a 100? What possible factor could inhibit the implementation of a bigger number to stack and queue sizes? It doesn't matter that there's possibly a new game feature planned to fix this if it will be launching months if not years later (like it was with the trade system). Just change the number to a bigger one, you can still implement the more polished fix later on. But I fear these concerns will yet again be lost, never reaching the devs, or reaching them in such a form that they won't grasp the actual issue. Maybe we will see that after fighting long and hard for this, BB will eventually change fish food to be 200 per lot...

  3. #83
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    Exclamation If you want a change

    You need put some effort for getting something from BB - at least by voting and writing reviews, there is good tread: http://forum.thesettlersonline.com/t...VE-for-players

  4. #84
    Glorious Graduate IMarduk's Avatar
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    something tells me this isnt first time this thread pops up....

    i sign up on this idea, im sure BB realises that some people use like, 3k+ troops per day.. making them is 25 units stacks is... annoying

    ♥♥♥ Thank You BB_Ravel and Dantesama! ♥♥♥

  5. #85
    Flesh Eating Mushroom Keen Commentor SwampHen's Avatar
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    Lightbulb Barracks - increase number of recruits produced in one click

    I have hit level 42, and am finding that although I enjoy doing adventures, the amount of time you spend in the barracks recreating your troops is a real deterrent to me doing more adventures.

    For instance, if an adventure loses 600 recruits, to replace them, you need to create recruits 4 x 6 times (24).

    But if an adventure loses 1000 recruits, to replace them, it's 4 x 10 lots of recruits (40 times).

    This is such an annoying part of the user interface of the game. Even if you could change all units to 100 at a time, that would not be so bad.

    I know this has all been said before. I am about to take a break from the game because I am not enjoying it so much at this stage. All the upgrades I have left to do cost loads of gold coins or granite. Leveling up costs loads of troops (time to accumulate bread/swords/brew), rewards often don't pay off (titanium, saltpeter). It has become tiresome.

    However, I will make a push to see if the recruits production can be improved! Please add your +1 if you agree. I know this has been mentioned before, but it can't hurt to try again.

  6. #86
    Erudite Pioneer
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    It's not so bad. The bad part is the huge performance problem.

  7. #87
    Pathfinder
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    i agree

  8. #88
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    How about adding a simple modifier to the troop build screen allowing a certain number of blocks of 25 to be requested instead of one big batch
    In this example 10 sets of 25 recruits are requested to be Q'ed up

    as the 10 sets would be requested at the same time I sure this would save a lot of repeated requests and acks from the server doing it manually
    This could also be applied to the provision house as Q'ing up 2 million fish food for guild members once a month can drive u insane


  9. #89
    Ruler of the Land lulu10093's Avatar
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    im sure i seen something like this mentioned before in forum but still think its a good idea

  10. #90
    Nifty
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    Quote Originally Posted by Dezy View Post
    How about adding a simple modifier to the troop build screen allowing a certain number of blocks of 25 to be requested instead of one big batch
    In this example 10 sets of 25 recruits are requested to be Q'ed up

    as the 10 sets would be requested at the same time I sure this would save a lot of repeated requests and acks from the server doing it manually
    This could also be applied to the provision house as Q'ing up 2 million fish food for guild members once a month can drive u insane
    It's a pain to queue 2 million fish food, but it's just as much pain to use them.

    Much rather, just increase the production slider max from 25 to 1000. Both Barracks and Provision House. 1000 is just enough. If it was just a change of UI slider max value, it would take 10 seconds to fix. I'm guessing though that server side will check for maximum stacks queued, so that needs 25->1000 change as well. Find and replace should be quite enough.

    Overall: 25->1000 change is less work for the coders to do, and it's much better solution for players (so we get one 100k stack of fish food instead of 40 stacks of 2500). It also solves the current TO problem where you can't sell buffs or fishfoods in stacks bigger than 25.

    And yes, this has been suggested so many times. BB never replies on any suggestions so we can just keep suggesting and hope they'll do it one day. This one at least would be so little work to do and give so much better game experience.
    Last edited by Borotaur; 15.07.13 at 21:52.

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