DeletedUser3032
Guest
1. Many players are cheating, it is not just isolated on EN servers.
2. Hot subject, currently work is being done on removing inactive accounts but there are still many 1000's of players who are inactive at every stage of the game research, which the removal system does not cater for. Thus loads of inactive accounts, diamond players and those passed chapter 3.
3. Rules are rules and should be enforced. However, they are very vaguely written, so players who cheat knowingly or not get a way from being punished. Players get the benefit of the doubt regardless of how obvious it is. Example pushing accounts.
4. Many fan sites have asked this before so I'm told. They have bigger followings than the official communities for the game. It makes sense to me.
5. Always a favourite of the live video sessions, but is it relevant? There are a countless amount of questions being asked before they start and during the live feed, but very few if any get answered.
6. Goes hand in hand with number 5. Maybe developers every so often can give direct feedback on the hot ideas/suggestions on the forums.
7. It costs a lot of money to run game servers, browser game or not. But wouldn't it be more financially beneficial to have lower prices throughout the year, possibly reducing the amount of 100% days. A lot of people miss these because they appear randomly dependent on several factors so I'm told, and not everyone comes online every day. £74.99 for the largest diamond pack is extremely expensive. A lower price will potentially produce more frequent and steady sales around the year, and not just when the bonus ones come up.
8. Copying, massive bug bear for most. Especially when posting links to content to help users. Must be an easy solution for this. You need to post a link to explain to them how to copy in the first place
9. One big server, with x2/3 building and production speeds. This is done in many games to allow the slightly impatient players to advance through the game quicker. One account only though, as you'd be full within days from everyone currently playing in other worlds. Do not want 100k unique players with 5 accounts each on it.
10. Everyone loves cats unless you are a cat, in which case you should move to China.
11. Sort of a global chat. 20x20 provinces for example. One improvement would be with trading. Example,
Player A wants 2k marble for 2k planks
Player A speaks to Player B who is 20 cities a way.
Player B checks his trade window.
Player B sees that Player C 20 cities a way has 2k marble for 2k planks.
Player B buys 2k marble for 2k planks from Player C.
Player B sells Player A 2k marble for 2k planks.
Player A has the marble, Player B has the planks back and Player C is a happy bunny because the marble is picked up and now has planks.
This would especially help big players who are trading huge amounts instead of splitting things up into small pieces.
12. Mini-game: Could be anything. Example, a unique item which needs to be constantly traded amongst players. It has an initial fee of 50k coins and increases each time it's listed for sale. When the item is sold you do not get your fee back initially. If it stops for more than 10 minutes without being listed and bought in the trader, each player it has passed through does not get their fee back from the purchase. Then it starts again the following day. If it reaches 200 unique players then there is a reward given to each player who took part, including the fee they paid for the unique item. Every 20 players after 200 the reward goes up until a maximum has been reached or X time has elapsed. Mini-game restarts following day. Rewards do not have to be stupidly high. It would just keep people active for a bit longer to see if the unique item pops up for trade in their neighbourhood or fellowship. Then if the developers are good, each day a map could be produced with some statistics to show where it went on the map and how quickly it got moved on. Would be easy to get 25 players from same FS to do it quickly, the problem will come when it needs to be picked up by someone in the neighbourhood of the 25th person holding it lol. Unique item disappears at the end of losing the game. OR if the item is still being passed around when the time has elapsed, then that player holding it has to restart it the following day. If they do not post the unique item to restart by X time the following day, it restarts automatically with 1/2 the time limit allowed.
2. Hot subject, currently work is being done on removing inactive accounts but there are still many 1000's of players who are inactive at every stage of the game research, which the removal system does not cater for. Thus loads of inactive accounts, diamond players and those passed chapter 3.
3. Rules are rules and should be enforced. However, they are very vaguely written, so players who cheat knowingly or not get a way from being punished. Players get the benefit of the doubt regardless of how obvious it is. Example pushing accounts.
4. Many fan sites have asked this before so I'm told. They have bigger followings than the official communities for the game. It makes sense to me.
5. Always a favourite of the live video sessions, but is it relevant? There are a countless amount of questions being asked before they start and during the live feed, but very few if any get answered.
6. Goes hand in hand with number 5. Maybe developers every so often can give direct feedback on the hot ideas/suggestions on the forums.
7. It costs a lot of money to run game servers, browser game or not. But wouldn't it be more financially beneficial to have lower prices throughout the year, possibly reducing the amount of 100% days. A lot of people miss these because they appear randomly dependent on several factors so I'm told, and not everyone comes online every day. £74.99 for the largest diamond pack is extremely expensive. A lower price will potentially produce more frequent and steady sales around the year, and not just when the bonus ones come up.
8. Copying, massive bug bear for most. Especially when posting links to content to help users. Must be an easy solution for this. You need to post a link to explain to them how to copy in the first place
9. One big server, with x2/3 building and production speeds. This is done in many games to allow the slightly impatient players to advance through the game quicker. One account only though, as you'd be full within days from everyone currently playing in other worlds. Do not want 100k unique players with 5 accounts each on it.
10. Everyone loves cats unless you are a cat, in which case you should move to China.
11. Sort of a global chat. 20x20 provinces for example. One improvement would be with trading. Example,
Player A wants 2k marble for 2k planks
Player A speaks to Player B who is 20 cities a way.
Player B checks his trade window.
Player B sees that Player C 20 cities a way has 2k marble for 2k planks.
Player B buys 2k marble for 2k planks from Player C.
Player B sells Player A 2k marble for 2k planks.
Player A has the marble, Player B has the planks back and Player C is a happy bunny because the marble is picked up and now has planks.
This would especially help big players who are trading huge amounts instead of splitting things up into small pieces.
12. Mini-game: Could be anything. Example, a unique item which needs to be constantly traded amongst players. It has an initial fee of 50k coins and increases each time it's listed for sale. When the item is sold you do not get your fee back initially. If it stops for more than 10 minutes without being listed and bought in the trader, each player it has passed through does not get their fee back from the purchase. Then it starts again the following day. If it reaches 200 unique players then there is a reward given to each player who took part, including the fee they paid for the unique item. Every 20 players after 200 the reward goes up until a maximum has been reached or X time has elapsed. Mini-game restarts following day. Rewards do not have to be stupidly high. It would just keep people active for a bit longer to see if the unique item pops up for trade in their neighbourhood or fellowship. Then if the developers are good, each day a map could be produced with some statistics to show where it went on the map and how quickly it got moved on. Would be easy to get 25 players from same FS to do it quickly, the problem will come when it needs to be picked up by someone in the neighbourhood of the 25th person holding it lol. Unique item disappears at the end of losing the game. OR if the item is still being passed around when the time has elapsed, then that player holding it has to restart it the following day. If they do not post the unique item to restart by X time the following day, it restarts automatically with 1/2 the time limit allowed.
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