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Construction yard

DeletedUser1685

Guest
On our city map, a road winds up to the top left corner where a new 10X10 construction yard is placed.
Anything can be placed there, but the buildings there have no effect on the city bonuses.
10x10 is large enough to accommodate the largest building.
Buildings can be moved to and from the city to the construction yard.

The reasons why are obvious.
 

Timneh

Artisan
You are basically talking about a storeage area and Inno have said on the live Q&A sessions several times that they are not going to give us that feature. They stated that they are not going to make things easy as that is not what they intended with the game, they want it to be difficult. A lot of players have asked for this in different ways but all ideas have been ignored.
 

DeletedUser1685

Guest
I clearly understand their motivations for focusing on the nexus of time/money.
Very clearly.
Let's assume that your interpretation of what they say is true.
The math doesn't support their method if they want a long term game.
Then again, most games these days are not designed for years, mostly in the area of seven weeks. The emphasis is on newness and quickness. Then on to the next game.
So perhaps Inno doesn't want Elvenar to be a game that provides entertainment over the long term. Perhaps they want to rely on the churn of new players in new worlds, everyone fairly equal and thus the effect of spending money more noticeable. However I can't speak for them.
With a better way to design cities customers can play one city longer, without being bored of looking at the same place for weeks as upgrades happen.
Most telling though is that we get more buildings than we can ever use over the long term.
That's the easiest way to show that the math don't work for long term playability.
All I know is that customers are always right. Despite the hipster trend to think that's not true. It is a ruthless truth.
So if customers are asking for stuff, there is always a good reason. Even if the customer doesn't express it well.
 

Timneh

Artisan
I agree with you but in the time that i have been playing this game there have been very few ideas that players have come up with that the devs have implemented. They seem to have an idea of how the game should go and nothing is going to change that idea and if we start to play in a way that the devs do not want then they change things to force us to play the way they want us to. Battle redesign to slow down expanding on the world map too fast and the wholesaler change to force players to trade instead of buying goods they need to name just 2 of those things. They seem to change things and implement thing that players don't want but not many of the things that they do want. My personal opinion is that as long as the diamond buyers keep buying diamonds then the way the devs think is not going to change. If the income for Inno dropped then they would probably have to change things and listen more to the players.
 

cwgiii

Shaman
I agree that this idea would be nice. However, I feel I need to point out that you can basically do this yourself by restricting an area in your city for just such a task. In addition, at the end of each age, getting rid of the guest race structures also opens up a large area to be able to re-arrange your entire city. Part of the game is self-restraint and planning.

I find the city architect program is a great tool to be able to plan for large upgrading and re-arranging of the city.
http://www.elvenarchitect.com/city/planner/
 

DeletedUser1685

Guest
They seem to have an idea of how the game should go and nothing is going to change that idea and if we start to play in a way that the devs do not want then they change things to force us to play the way they want us to.

I agree.
Marketing and game design are rarely beneficial to each other.
Marketers always want to point players to the cash register.
Players want to have fun.
On top of that are some physical restraints on what game engines can do, but that's not the question on those points you mention. Normally game designers make things more difficult for players.
This is called balancing, or re-balancing.
Balancing is a game that never ends, because players will always play. We will always find the best way of doing things, the min/max form of play. Which means everyone plays the same way. In Elvenar this usually means cities start looking very similar, and I think that really destroys the possible creative appeal of Elvenar.
It also means playing Elvenar once, means you have played all versions of it, because we all have to do all the quests, and our growth is limited, not by our skill, but by artificial boundaries.
 

DeletedUser1685

Guest
However, I feel I need to point out that you can basically do this yourself by restricting an area in your city for just such a task. In addition, at the end of each age, getting rid of the guest race structures also opens up a large area to be able to re-arrange your entire city. I find the city architect program is a great tool to be able to plan for large upgrading and re-arranging of the city.
http://www.elvenarchitect.com/city/planner/

I think of games like Elvenar, Minecraft and SimCity; as creative vessels. They are like erasable easels wherein we can show our wild side, or organisational skills. The canvas size in Elvenar is rather tiny, the ability to create very limited by time constraints.

Elvenar could be much more amenable to creative people by setting up a Construction Yard, much like an artist's easel.
 

DeletedUser1685

Guest
Part of the math of the problem.

Currently I have 9 buildings in storage, that I will probably never use. After this event I will have more.Having to leave empty space in our cities makes the problem worse.
 
How about the possibility of donating buildings . That would be a great asset to newbies .Yes I agree if there was a place where we could move a building temporarily then the game would come alive again if one is stuck .
 

DeletedUser1685

Guest
Donations are an altogether different idea, because you could put all sorts of goodies in gift baskets, like resources, or diamonds even. But it's an excellent idea for a social network game.
Or how about being able to put spare buildings up for sale?
Being able to trade is the cornerstone of multiplayer games, it's also how the game maker makes money.
So why not trade buildings?
Would give people a much stronger reason to bond with others, and let them specialise in different ways more easily.
 
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