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Thread: [Feedback] Summer Edition - Dev Blog

  1. #1
    Ruler of the Land BB_Ravel's Avatar
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    Newfoundland

    [Feedback] Summer Edition - Dev Blog

    Please feel free to leave your thoughts and comments on the Summer Edition Dev Blog below.

    The original post can be found here.

    Happy commenting!
    BB_Ravel

  2. #2
    Erudite Pioneer
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    Mar 2012
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    Northisle
    still no submarines?

  3. #3
    Glorious Graduate
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    Sandycove
    the new sorting of star: possible to group addys or everything also since its a pain at least in my thinking to find right item to use as it is now.

  4. #4
    Nifty
    Join Date
    Jan 2016
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    Great news on reworking Daily Quests, I hope they turn into something useful!
    Come join HOWL one of the best guilds in Northisle. Don't be scared, we don't bite (much)!

  5. #5
    Treasure Hunter
    Join Date
    Aug 2012
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    World
    Newfoundland
    I've been playing this game for many years. And I think it's fair to say I have logged in almost every single day since I started. Quite often I never log out. So it's fair to say I play this a lot

    Over the years, I have noted that there are some aspects of this game that really need to be looked at and improved in order to ensure a much more enjoyable playing atmosphere. Therefore I would like to suggest the following for consideration:


    Automatic Re-Deployment of Explorers / Automatic Re-Buffing Of Buildings.
    Presently there is no way around this. And if you have been here a while you will now have 24 explorers. Plus probably a lot of buildings you would like to buff. Therefore it would be worthwhile to have a mechanism where they will re-do their last order/buff until cancelled (or buff runs out). This could be facilitated through a 'Governor' on the island. In this 'office' you would relay the orders and he would execute them on your behalf. This would obviously come at a cost (and therefore be a good resource sink). The cost could be simply Gold Coins or a decrease in efficiency (2x buff works at 1.9x or 24h search takes 25h).

    Additionally the Governor would not work if the user was not logged in everyday (as normal), so this would encourage players to keep logging in.


    Combat Is Far Too Simple
    This might come off as weird, and maybe not many people know this, but: Almost every single camp can be destroyed *using* only recruits. (Not just loosing only recruits, but only having recruits in the general).
    This applies to Fairy Tale / Ali Baba adventures, and all the easy adventures. I have completed these using only recruits in each attack.

    Of course this is less efficient, but when you have an economy built to mass produce recruits (and they are escorted by *FIVE* MMAs) it certainly makes it an easy /lazy way to do things.

    I really think this should change. Obviously this makes it harder for me, but I think it would also make it more interesting. Hopefully future adventures will have units such as a Catapult: Wipes out all Recruits / First Strike


    Trade
    It is far too easy to be fully self-sufficient. For example, I have an economy where I never need to go to TO and produce everything I could need. This means I do miss out on the aspect of this game being multiplayer (aside from chat). Therefore it would be good if a mechanism was introduced that required me to trade (either through the TO or other means) with other players. Therefore encouraging (perhaps almost forcing) the multiplayer aspects.

    For example, the concept of 'Unique Buffs' could be introduced: Only TotoMok can produce Brew Enhancer that enhances Brew Production by 8x. And this could be traded.


    With improvements like this (UI/Automation, Battle, and Trade) we could see new spins on the same implementation and help us enjoy what's already there even more

    (Note, aside from UI improvements, none of the ideas suggested above would actually be in my benefit ).

  6. #6
    Ruler of the Land lulu10093's Avatar
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    Sandycove
    We want to create a higher resource drain and provide more experience points in exchange, to allow for faster progress and the opportunity to reach level 70 for more than 5% of the players.


    Anyone else read this sentence and think oh no "Balloon gate" gonna happen again or something similar??? that was the biggest resource sink I can remember in all the 4 yrs I've been playing to date

  7. #7
    Committed Clicker
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    Jun 2012
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    Sandycove
    "Why are rewards of unpopular adventures not changed?
    Rebalancing is a very sensitive issue. Unless it is done right, it could negatively impact the in-game economy and value."

    This is a terrible thing to say because the current rewards are so unbalanced we're already seeing most adventures are just not worth doing. The economy and values are being negatively impacted for every day this isn't addressed.
    The amount of time and troops needed for some adventures is unbalanced too, as most adventures can be completed in 1 to 2 hours, while certain adventures take around 12 hours with much higher losses because of walk times, number of camps and the amount of suicide waves needed for some camps.

  8. #8
    Naveed1967
    good day,

    would you may provide one more stuff, just like in Trade Office there are categories like for basic items, advance items ........
    so in same way there may be a category of selling Loot Spots, mean which loot spots available on Trade Office which also indicate
    who is selling and which loot spot one is selling

    regards,
    naveed
    Last edited by Naveed1967; 01.07.16 at 17:10. Reason: some addition

  9. #9
    Treasure Hunter Nihilista's Avatar
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    Newfoundland
    Exciting!

  10. #10
    Ruler of the Land
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    Feb 2013
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    Devon
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    Northisle
    Never have so many words been written to say so little in a dev diary.

    Basic translation is 'we are working on stuff, no we won't improve loot on co-ops, finally realised dq is naff'.

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