No. I dont need more frustration.
Demolishing the collapsed quarry allowed access to the deposit in the wrong place.
Oh and the collapsed quarry had the image of a collapsed mine not of a quarry.
Last edited by topgearfan; 14.04.16 at 12:24.
Was fighting windmills from Aug 2012 to Oct 2019.
Dear BB_Ravel,
Would you kindly let "The Settlers Online" team know that some time ago "The Settlers Online" team implemented an improvement that removed the weekly maintenance.
Since that time "The Events that start instantly after the Game Update deployment is complete" seem to have been running for about 12 hours by the time game servers are available again. This is due to the fact that the start time for the event is set to the start of the day on which the Game Update deployment takes place. So even if the popularly demanded real life time machine improvement were to be deployed it would not be of any use because 12 hours ago the Game Update deployment would not even have started yet.
Would it be possible for "The Settlers Online" team to schedule the start of "The Events that start instantly after the Game Update deployment is complete" to start instantly after the Game Update deployment is complete?
Or if the event has to start at 00:00 deploy the Game Update on the morning of the day before the Event start?
You know so the players dont have to travel to some other dimension (aka France) where the Game Update is already deployed to be able to enjoy the whole event.
Could you also remind "The Settlers Online" team that time does not actually freeze when they delay the deployment of a Game Update.
If you delay a Game Update 24 hours and dont change the dates of Event deployment the players lose those 24 hours of the Event.
If you take the current "Move Building" Event as an example:
12h lost cause Event start was set in the past;
24h lost cause of delayed Game Update deployment;
36h total lost.
Thats 36/168=21.4% of event gone before the Event was even made available to players.
Thank you!
Was fighting windmills from Aug 2012 to Oct 2019.
You can still block, on SA the only difference is you have to block one more camp, it's hardly a huge issue.So we now have to kill all 4 camps before the leader "as intended" and can't block them?
Nords isn't quick to do, that's my main issue with it (the long walking distances) and the new changes does make it worse timewise as there's 4 more camps that needs to be killed (can do blocks on some of them if you prefer) - With crossbows, however, all are casualty free(*). There's also an additional block needed.Ruining the only adventure (Nords) who is actually quick to do and wiht not an exagerate lost of troops is not the solution to the above problem but just make it worst!
So for anyone above level 36 the losses are going to be the same as before, it's just going to take a bit longer to do on account of the extra killings.
(*)well a 1 in 2000 risk of loosing 1S or 1C if you only have Tavern Generals).
Note: I have no clue as to the impact on Artic Explorations, because why would anyone play that one anyhow.
Further note: In no way should this be understood as support for the idea of 'fixing' a 4 year old bug, I quite like to see them go back.
Make Nords/SA Generals Great Again.
Last edited by Vopicus; 16.04.16 at 22:21.
Last edited by Dorotheus; 17.04.16 at 10:33.
When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's
Please keep your feedback constructive. Rather than just claiming another player is incorrect, please contribute new information to progress the discussion.
Well, this "Move Building" Event is ending Tuesday 19th of April 2016 at 1:00am BST.
It was deployed Wednesday 13th April Approx. 11:00am BST - giving us about 5 days 14 hours.
Actually, if you check the News Archive, you will see that the downtime was extended and the update didn't finish until midday.
When I logged in, a few minutes later, the counter displayed 5 days, 12 hours and 50-odd minutes.