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Nov 1, 2016, 17:2411/01/16
12/18/14
1835
oracle said:

SlopranoDark said:

Special Unit: The Wizard


Bad idea, it will take time for players to upgrade the wizard, it will just add more feature+ more time. although it sound like a good stuff, but it will take more of our time. 
everything takes time in the game but a lot of us are done with building upgrades etc so another task is not unwelcome to be honest
Nov 1, 2016, 17:3411/01/16
Nov 1, 2016, 17:34(edited)
220451
Jezebel said:

oracle said:

SlopranoDark said:

Special Unit: The Wizard


Bad idea, it will take time for players to upgrade the wizard, it will just add more feature+ more time. although it sound like a good stuff, but it will take more of our time. 
everything takes time in the game but a lot of us are done with building upgrades etc so another task is not unwelcome to be honest
Don't you wish you can go an a killing or BG'ing spree without clicking again and again, or not having to wake up at night every 2.5 hr. 
Nov 1, 2016, 18:5811/01/16
220451

GoGo Knightmare said:


Ranks should be readjusted and a vice-Marshall rank added x2  and commander rank adjusted above the captians 


Diplomats below captians And rangersraAngers above  knights. The rest stays the same.


Declined. We are not planning to change the current Ranking system. You already have a vice-marshall. That's a Captain. Also, many players are already used to the current system, and any changes can negatively affect their gameplay.

A Vice Marshall would be the same as a Marshall in every way except one, not being able to transfer ownership of the league. Any Marshall would welcome the ability to share all the small but time consuming administrative duties that have crept into the game. Please take time to consider this point again

Changing the other ranks around really has no purpose that I can see.   
Nov 1, 2016, 19:3911/01/16
220451
Almericus said:

GoGo Knightmare said:


Ranks should be readjusted and a vice-Marshall rank added x2  and commander rank adjusted above the captians 


Diplomats below captians And rangersraAngers above  knights. The rest stays the same.


Declined. We are not planning to change the current Ranking system. You already have a vice-marshall. That's a Captain. Also, many players are already used to the current system, and any changes can negatively affect their gameplay.

A Vice Marshall would be the same as a Marshall in every way except one, not being able to transfer ownership of the league. Any Marshall would welcome the ability to share all the small but time consuming administrative duties that have crept into the game. Please take time to consider this point again

Changing the other ranks around really has no purpose that I can see.   
A Vice Marshal or Deputy Marshal would be a good addition, especially when a Marshal goes on a vacation or for some reason is not able to be in the game, this would enable a league to have a "leader" at all times - I like it
Nov 1, 2016, 22:1811/01/16
12/18/14
1835

oracle said:


Jezebel said:


oracle said:


SlopranoDark said:


Special Unit: The Wizard


Bad idea, it will take time for players to upgrade the wizard, it will just add more feature+ more time. although it sound like a good stuff, but it will take more of our time. 
everything takes time in the game but a lot of us are done with building upgrades etc so another task is not unwelcome to be honest
Don't you wish you can go an a killing or BG'ing spree without clicking again and again, or not having to wake up at night every 2.5 hr. 

I manage to do those things as well but women are great multi taskers - men are easily distracted :P  


Look!!!! A squirrel .......
Nov 2, 2016, 05:5211/02/16
Nov 2, 2016, 05:54(edited)
08/22/15
245
Jezebel said:

oracle said:


Jezebel said:


oracle said:


SlopranoDark said:


Special Unit: The Wizard


Bad idea, it will take time for players to upgrade the wizard, it will just add more feature+ more time. although it sound like a good stuff, but it will take more of our time. 
everything takes time in the game but a lot of us are done with building upgrades etc so another task is not unwelcome to be honest
Don't you wish you can go an a killing or BG'ing spree without clicking again and again, or not having to wake up at night every 2.5 hr. 

I manage to do those things as well but women are great multi taskers - men are easily distracted :P  


Look!!!! A squirrel .......
Hahaha. Well I never, woman CAN be funny also. ;-)
Nov 2, 2016, 08:5711/02/16
01/31/15
457

Jezebel said:


SlopranoDark said:


Jezebel said:


SlopranoDark said:


Wizards could be obtained in some new kind of tournament perhaps as well!

For example: 

  • Magical PvP Tournament;
  • Magical Battleground Tournament;
  • Magical Experience Exhibition;
  • ...

Enchantments lasts as long as the Wizard who gave the enchantment lives. After his last fight, the enchantment will be gone.

This means, that if the Wizard has been destroyed e.g by a raid, the enchantment still applies to that fight.

You should be able to obtain a maximum amount of 12 Wizards. If one dies, you're always able to revive it, or train another!



the part where if they are destroyed that you need to revive it or retrain it, so not sure if you mean it has a temporary "death" or if you need to buy another 


I think if they are "trained" maybe they should keep their level of training and maybe be temporarily out of service for "x" amount of time before you can use it again?

That sounds good!

So to make sure:

Once a Wizard is incapacitated instead of killed, he'll be temporarily out of service like the Town Guards for example.

Is that what you meant?
yup something like that and if you are allowed to have multiple wizards they could be put out of commission for like 12 hrs or something to prevent inbalance in the game (re: coiners vs non coiners) it would be better for those who cant afford to have as many

I agree on that m'lady!

It's a bummer that it's been declined. But perhaps another time! 
Nov 2, 2016, 13:3111/02/16
220451


Declined. Unfortunately, our developers don't accept suggestions regarding big features that can drastically change the game balance. There are many good ideas that were already passed to them, or invented by them. However, they don't have time to start working on them all. Such features require all dev teams to be involved. server/client/UX/UI/localization/balance/etc. But all teams are already working on big features according to their plans. 

As soon as they have some time, they may start working on player suggestions, but it also takes time and requires several teams to be involved. 

At this moment we are not ready to accept suggestions regarding big features as we have high-priority tasks to be finished. The idea is cool and worthy. But we have too many good ideas in the backlog right now.

Would be bloody usefull if the devs did give us a proper bullet point in what they are working on. You know a proper devblog with what is being worked on for features and when to expect them to hit. It would give us the players time to discuss these new features and maybe give feedback before things get dumped on the server that the players hate and just create more disgruntled players. It can't be that hard to do, it happens in a lot of other mmo games, its a way for them to showcase things befor they land, and keep players interested and vested for the future.

Also when a player put so much thought into a suggestion and get told "our developers don't accept suggestions regarding big features that can drastically change the game balance" Then what suggestions do they accept? Give us another lovely castle skin that cost only 2000 sapphires? Or something that require minimal effort, like move a number in the database?

I don't necessary agree, nor disagree with his suggestion, I just think the response was terrible.


 
Nov 2, 2016, 17:0511/02/16
Nov 3, 2016, 10:18(edited)
220451

Since there are complaints against leagues not keeping required elements to reach a level 20 Fortress why not make Level 20 a safe level so as not to punish those who have achieved it and add 12 levels like you did to Lost Arts?

Declined. It is a new feature, and right now we are not planning to change it. Before making any changes our devs need to analyze the data. Moreover, Fortresses can still be downgraded below level 20.
Nov 3, 2016, 20:5611/03/16
220451

Forces of Balur attack active players .

Most often players invest a lot in their towns defence and is rarely tested . 

Balurs forces should take notice of active players over lvl 20 and regularly send attacks, every 1-2 days, in small amounts

 (random 60 to 100 offence power) x times player lvl. 

A successful defence might even award a small amount of Darkness vials (smaller than beacon) since not all players have access to beacons.


Nov 4, 2016, 05:2611/04/16
Nov 4, 2016, 11:49(edited)
08/22/15
245

Rosconz said:


Maybe I am just missing it but I can not find anywhere that tells us the defensive strength value that our league has in our beacon/s. I can see the number of troops in each but not the total points value of those troops. This would be useful when sending more defense to determine which beacon is the weakest.


We didn't change that part actually. We will also add the information about each player Unit strength on Beacons.

Sorry, I'm a little confused here.You didn't change what part? Also are you saying we will be able to see the total points value in each beacon at a glance? I hope so.

Exactly.
Nov 5, 2016, 17:3011/05/16
12/18/14
1835

Rosconz said:


Rosconz said:


Maybe I am just missing it but I can not find anywhere that tells us the defensive strength value that our league has in our beacon/s. I can see the number of troops in each but not the total points value of those troops. This would be useful when sending more defense to determine which beacon is the weakest.


We didn't change that part actually. We will also add the information about each player Unit strength on Beacons.

Sorry, I'm a little confused here.You didn't change what part? Also are you saying we will be able to see the total points value in each beacon at a glance? I hope so.

Exactly.

we can't atm is this update coming? and will it include legendary bonuses and the level of troops also (ie: level 30 griff vs level 20 griff)?  If so that would be awesome but I won't hold my breath for that one ... 

I do give cudo's for the update in the garrisons for individual players though that helps a lot when an individual player wants to check things at a glance

Nov 6, 2016, 06:2311/06/16
08/22/15
245
Rosconz said:

Rosconz said:


Maybe I am just missing it but I can not find anywhere that tells us the defensive strength value that our league has in our beacon/s. I can see the number of troops in each but not the total points value of those troops. This would be useful when sending more defense to determine which beacon is the weakest.


We didn't change that part actually. We will also add the information about each player Unit strength on Beacons.

Sorry, I'm a little confused here.You didn't change what part? Also are you saying we will be able to see the total points value in each beacon at a glance? I hope so.

Exactly.
Excellent! Thank you very much.
Nov 6, 2016, 13:5911/06/16
Nov 7, 2016, 10:45(edited)
220451

How about allowing us to send stuff (units, resources, equipment for our hero from 'The Dark Plains' to 'The Untamed Lands'? If we can travel back and forth from one server tot the next why not stuff? 

Declined. There's no connection between different servers.


And it would be nice if we could send the equipment from our hero to other people - If I upgrade an uncommon item to a level five it doesn't sell for any more than if I don't so why not let me pass it on to a lower level player when I replace it with a rare or mystical? We can send scrolls and resources why not equiptment?

Declined. it's your personal gain, you can't trade such Items.
Nov 6, 2016, 16:0011/06/16
281
4thewinsomewasp said:

How about allowing us to send stuff (units, resources, equipment for our hero from 'The Dark Plains' to 'The Untamed Lands'? If we can travel back and forth from one server tot the next why not stuff? 


And it would be nice if we could send the equipment from our hero to other people - If I upgrade an uncommon item to a level five it doesn't sell for any more than if I don't so why not let me pass it on to a lower level player when I replace it with a rare or mystical? We can send scrolls and resources why not equiptment?
sure it would be cool to do this but do you not think it would make the imbalances between the players bigger ?
Nov 6, 2016, 20:4711/06/16
Nov 7, 2016, 10:51(edited)
220451

Sorry I didn't read the whole post but have we talked about the ability to combine relics or wands to upgrade them. 

Once we get past level 8 in crystals the wands become useless but are still in the resource package options.

How about letting us combine lovars blessings?

This suggestion was declined. but our devs are aware of the issue with Wands you can't use and they are looking for a solution.

You have obviously noticed the lack of food with the larger armies in stormfall making the farm upgrade with sketches a large increase. Let us combine lovars maybe not use the full 15% but combine two and make the food decrease 20% then another makes 25% etc...

Declined. Allowing this combination could negatively affect the game balance.


To sell them for the pittance of resources we get vs having to win 1st place league or individual is an insult.


Let us drop Hero items like we can drop box's 

You have upped the daily BG amounts in the past but now if we do our 60 BG in a day we can't do them again for a long while out of fear of loss of a good item. If we play 4 hrs a day how long does it take to sell enough to start BG again?

Sure there is a merchant out there but only in a certain pkg, let us get them out of black market if needed

Declined. you can boost the breaking process.

Nov 7, 2016, 15:2511/07/16
Nov 8, 2016, 11:14(edited)
01/31/15
457

Maranian Amulets: Intro


As some of you might've noticed, obtaining Maranian Amulets can be rather difficult ...

Situation 1: You put an amount of defense in Hamlets, but forgot that your enemy's about 12 miles away from your Hamlet, and he attacks it. 'Oops!'

Situation 2: 'Tick, tick, tick ...' DING! "Oh, the Maranian Amulets are done!" you swiftly run to your screen, go on Stormfall, and re-activate the Maranian Amulets. 'Whew.. Just in time! Now time to wait another couple hours.'

Situation 3: Ka-ching! Goes the cash-deck. 'That'd be 40 Sapphires each 1000 Amulets.' You grumble.

Situation 4: 'Finally! Now I have about 100K Amulets I can make new units! Time to make Renegades!' You stare at your screen, noticing you can only make 39 Renegades.

'Nooooooo....!!!!'

The end? Not really!

Maranian Amulets: The Solutions!


Solution 1 - New Buildings

Perhaps buildings that provide a small amount of Maranian Amulets per hour would do!
This should be about the statistics:

Maranian's Jeweler
Max level: 6 (where 2 are available with Sketches)

Construction requirements: Access to Altar of Mara, Level 40+

Upgrade requirements: Gold, Iron, Food & 100 Soulstones + 50 per level up

Provides:
Level 1: 12 Amulets p/h
Level 2: 24 Amulets p/h
Level 3: 48 Amulets p/h
Level 4: 60 Amulets p/h
Level 5: 80 Amulets p/h (Sketches)
Level 6: 100 Amulets p/h  (Sketches)

Max amount of constructions: 3

Declined. You already have a building that produces Amulets. But they can't be produced automatically. You need to activate the production. Maranian Amulets are a rare Resource, and active players have more chances to accumulate them.

We have a building that produces way too few amulets. 500 Amulets for 1 hour which you have to re-click each time can be difficult. The amounts displayed above are really fair in my opinion. If you have 3 buildings at level 6, the max amount per hour you'll make is 300. That's even less than the altar can provide per hour, but it's at least a bit more automatic and you don't need to manually click the Altar of Mara and make a choice between those. For some it can be difficult to assign the right amount of time. Maranian Amulets are rare, indeed, but all we can use the Amulets on are units. And the most powerful unit from that on the offense side is the Renegade which doesn't even pass the Dragon's offense, whilst the Dragon can be freed from BG's, trained and even obtained from achievements and the Renegade can only be trained by those small amount of Amulets. Not a good balance in my honest opinion. Active players have more chances, yes, but that counts for everything.

Solution 2 - New Relics

There's relics reducing the unit cost. Take an example of 'Light of Dana'. It reduces the resource cost for Reavers with 6%.
Perhaps one permanent relic and one or two temporal relics would be helpful. 


I hope these two solutions are being accepted.
I get the point that it's a rare resource, but as explained above in the intro, it's too much of a rare resource.

Declined. We're not planning to reduce the Unit cost. 

Understood.


However, I've heard your feedback. I would like to know if there are many players who also lack Amulets. 

That will possibly not happen, because in this topic it's pretty clear that nobody will read that sentence or will reply. I've seen that happen many times, especially on my own suggestions.

Though I do hope for reactions, so please let the feedback come in everyone!
Nov 8, 2016, 01:1011/08/16
Nov 8, 2016, 10:22(edited)
220451

Hiya folks

I am sure this has been thought of before, but we really need this....

as you can only send out a very few amounts of caravans we need to be able

to split up supplies per trip, such as 10k food, 10k iron, 30k gold

that would make a full load to help one of your fellow players

especially now that we got them asking for it in emergency help

just my thoughts on the matter.

thanks

Magito


You can use a League Help option for this, right?

Nov 8, 2016, 19:3011/08/16
220451

SlopranoDark said:


Maranian Amulets: Intro


As some of you might've noticed, obtaining Maranian Amulets can be rather difficult ...

Situation 1: You put an amount of defense in Hamlets, but forgot that your enemy's about 12 miles away from your Hamlet, and he attacks it. 'Oops!'

Situation 2: 'Tick, tick, tick ...' DING! "Oh, the Maranian Amulets are done!" you swiftly run to your screen, go on Stormfall, and re-activate the Maranian Amulets. 'Whew.. Just in time! Now time to wait another couple hours.'

Situation 3: Ka-ching! Goes the cash-deck. 'That'd be 40 Sapphires each 1000 Amulets.' You grumble.

Situation 4: 'Finally! Now I have about 100K Amulets I can make new units! Time to make Renegades!' You stare at your screen, noticing you can only make 39 Renegades.

'Nooooooo....!!!!'

The end? Not really!

Maranian Amulets: The Solutions!


Solution 1 - New Buildings

Perhaps buildings that provide a small amount of Maranian Amulets per hour would do!
This should be about the statistics:

Maranian's Jeweler
Max level: 6 (where 2 are available with Sketches)

Construction requirements: Access to Altar of Mara, Level 40+

Upgrade requirements: Gold, Iron, Food & 100 Soulstones + 50 per level up

Provides:
Level 1: 12 Amulets p/h
Level 2: 24 Amulets p/h
Level 3: 48 Amulets p/h
Level 4: 60 Amulets p/h
Level 5: 80 Amulets p/h (Sketches)
Level 6: 100 Amulets p/h  (Sketches)

Max amount of constructions: 3

Declined. You already have a building that produces Amulets. But they can't be produced automatically. You need to activate the production. Maranian Amulets are a rare Resource, and active players have more chances to accumulate them.

We have a building that produces way too few amulets. 500 Amulets for 1 hour which you have to re-click each time can be difficult. The amounts displayed above are really fair in my opinion. If you have 3 buildings at level 6, the max amount per hour you'll make is 300. That's even less than the altar can provide per hour, but it's at least a bit more automatic and you don't need to manually click the Altar of Mara and make a choice between those. For some it can be difficult to assign the right amount of time. Maranian Amulets are rare, indeed, but all we can use the Amulets on are units. And the most powerful unit from that on the offense side is the Renegade which doesn't even pass the Dragon's offense, whilst the Dragon can be freed from BG's, trained and even obtained from achievements and the Renegade can only be trained by those small amount of Amulets. Not a good balance in my honest opinion. Active players have more chances, yes, but that counts for everything.

Solution 2 - New Relics

There's relics reducing the unit cost. Take an example of 'Light of Dana'. It reduces the resource cost for Reavers with 6%.
Perhaps one permanent relic and one or two temporal relics would be helpful. 


I hope these two solutions are being accepted.
I get the point that it's a rare resource, but as explained above in the intro, it's too much of a rare resource.

Declined. We're not planning to reduce the Unit cost. 

Understood.


However, I've heard your feedback. I would like to know if there are many players who also lack Amulets. 

That will possibly not happen, because in this topic it's pretty clear that nobody will read that sentence or will reply. I've seen that happen many times, especially on my own suggestions.

Though I do hope for reactions, so please let the feedback come in everyone!

 I read it thru, twice , I liked it, well thought out and explained

I think most people dont bother with amulets simply because they are to much fuss to get an average return (click, wait 2 mins, click again, rinse and repeat) personally I start the process going in the morning and evening (if I remember) and dont really get so very much in return for the 12hrs wait,so whats wrong with automating the process a bit and bringing it in line with other building/training options.

Nov 8, 2016, 23:2111/08/16
311

johanrayne said:


1.  make the option available that when a player leaves the game they can choose to become a vacant lot and not a user deleted farm.


Declined. Vacant Lots are created only by our devs. And there has to be a certain balance between Vacant Lots and active/non-active Castles.

2.  a limit of 100k negative food production.

What do you mean by limit?

3.  the fealty of food collected.  you cannot consume food that has not been collected,  my army has consumed over 10m food yet i will never get past the 8 million left to go mark.  my suggestion is to make the food collected fealty based on food collected and not on your negative p/h.

Declined. Imagine that it's a credit.


.............................................................................................................................................
1.  declining  is just wrong, it is my time and effort,  why should another get to farm me because i don't find value in the game.  those who remain are hard core, let them raid each other.
2.  what i mean is once your food p/h reaches - 100k,  call it a good enough penalty and stop piling on the negative p/h beyond  -100k.
3.  why would i imagine it to be a credit.  my farms grow more food than my mines and townhouses produce iron and gold.  that is production.  not credit.  i have reached the final fealty in iron and in gold.  i should have reached food fov 9 months ago.  the one that states food collected, not food consumed.  once again imagine consuming food at the dinner table that has not been collected first in the fields.

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