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Other List of Suggestions

DeletedUser

Guest
Hi - I have quite a few suggestions so I will just list them in one post instead of making umpteen. Apologies if any of these have been previously suggested.

1. Neighbours, Helping, Visits, Socialising

Problem: As we all know, inactive neighbours are an issue, as are neighbours who do not return visits.
Solution: Let people add up to 50 friends as well as or instead of neighbours, who one can help and trade with. To avoid people abusing this, if one assumes they will (multiple accounts maybe), one can introduce a system where the number of friends that can be added depends upon your interaction. As in, first you can add 5 and after having visited them x no of times you can add 5 more and so on. One could also introduce a social score for people depending upon their interaction with others (helps, trading etc).

User interface: On the list of names, display the amount of times you helped them comparative to how often they helped you, and block people from helping after 5 non reciprocated helps, until the other party has helped back.

Provide options "visit" and "help". Visit shows you the town, whereas "Help" opens a popup with the available options people can select. Maybe these can be ordered in preference set by the city's owner. This avoids lengthy loading times. Also provide a possibility for people to click "next" when helping others.

2. Trader.

Problem: Too few/bad trades displayed depending upon environmental activity.

Solution: Allow people to trade with friends as in (1)

Problem: Unfair/silly trades that spam the trade lists

Solution: do not allow people to offer less than the standard going rate, OR allow people to select which trades they want to see (as already suggested by others).

3. Diverse City Design

Problem: This game is very limited in visual options. Obviously loading is an issue when people have lots of different graphics, see (1) for a solution to this.

Solution: Provide different building designs people can acquire via achievements (quests, helping others, milestones), events or available to purchase for gems.

4. Events.

Problem: This game seems to lack any form of event as far as I can tell. Players like events.

Solution: add them :p There could, for instance, be maps people could explore during an event or drops that could come from any activity during that time, etc. This could also be an incentive for people to spend money.

5. Generating income.

Problem: All "free" games obviously need to make money to stay online. Providing an incentive for people to spend without ruining the game is quite a challenge.

Solution:
a) Premium memberships (x amount/month). Perks could involve: set no. of gems/month, extra builder, access to different building designs and/or cultural buildings which can be purchased only by premium members for gold or whatever, % - construction time, %- - scouting time, % extra culture, % extra produce yields and so on.

b) Events, see (4).

c) Aesthetics, see (3).

I've explained why I have issues with the new game features which are imo obviously intended to provide the game with a considerable financial boost (using KP to help others, KP can be *bought*, this opens paths to unhealthy social behaviour such as using others, conning others, competing aggressively, coercion, gambling behaviors etc. Just as an example, imagine a situation where you helping someone by buying KP and then they do not return the favour or quit the game because they are not in a position to or unwilling to help back. Or imagine someone helps you and then begins to pressure you to do the same, etc. Helping should remain unequivocally positive imo).

6. Goals/Achievements

Fellowships: Add goals or achievements to encourage interaction and give fellowships a purpose beyond visiting/trading.

Individual: Add goals or achievements to provide people with extra incentive and give them a further dimension to their sensation of progress (produce x number of x products, kill x number of x enemy and so on).
 

DeletedUser219

Guest
1. Giving in the expectation of a reward (return visit) is not giving, it is investment,
2. As you say, suggested by others.
3. Not likely. They won't rotate buildings because they can't paint the backsides. More art would be insurmountable.
4. Some do, some don't, but otherwise not a bad idea.
5. I am a pensioner. I am thrilled at finding a game that I can have some level of success at without spending money. I can then recommend this game to friends, some of whom have money. Please don't suggest ideas that will make this game Pay to Win, or you lose me, and my friends.
6. Fellowship based quests is a decent idea, selected by the leadership, accomplished by all. For individuals, the quest tree/cycle fills this need
 

Deleted User - 13667

Guest
With regards to your ideas:
1. Everyone has a choice. I agree with Horanda
2. You are supposed to explore and join up friends here in a fellowship to diverse your trade.
3. No point since the system will lag if more memory for graphics are needed
4. It would be tough if time becomes a constraint.
5. System is there. You purchase diamonds to get the extra boost. Diamonds require real $. Anything more would likely kill the crowd.
6. Sounds interesting but it would pose as a issue too if the quests become mandatory.
 

DeletedUser

Guest
To clarify:
1. The suggestion about blocking people from visiting people who do not return the visits, wasn't supposed to infringe upon choice, but rather to prevent abuse. I am working upon the assumption that the restraint to visiting physical neighbours and not in-game friends is driven by people making tons of accounts and visiting (exclusively) themselves. If you have to be physically near someone or in the same fellowship to do this, the possibility to abuse the system is quite low. However, visiting neighbours becomes quite boring if one has a very low percentage of active people in the environment. I know one can visit fellowship members and trade with them.

5. I was not attempting to suggest pay to win methods, but to avoid them, as I dislike them (above all, I find them immoral since they encourage gambling behaviour). IMO the coming changes (use kp to boost other people's buildings, KP can be bought, person spending most kp on a building gets a reward) might well make this game pay to win, and could also lead to all sorts of other issues (person could spend kp to help you and then pressure you to return the favour, person could arrange an exchange and then not help back, person could stop playing after you invested large amounts of kp in them etc). Maybe I'm too pessimistic though. I was attempting to make suggestions that would not put free players at any significant disadvantage. It's quite hard for games to find a way to make enough money to be profitable at the same time as remaining interesting for free players.

6. I was thinking of voluntary achievements. No need for mandatory, as we already have them with the progression tree.
 

Deleted User - 13667

Guest
To stop visiting players who do not return the favor only have yourself at the losing end. You lose the bonus for visiting as well rather than just the return bonus
 

DeletedUser

Guest
This suggestion was about adding friends of one's own volition, and was supposed to be in addition to neighbors since many people have mostly inactive neighbours. If people were stuck with inactive friends, they could remove them and add new ones, which isn't the case with neighbours. The block on visiting when not reciprocated was meant as a suggestion to prevent people abusing the feature by using multiple accounts, as I assume that's the reason we are restricted to physical neighbours at the moment. (For instance, someone could make x accounts and add them as friends, so they had a list of people to visit but not use them otherwise. If they had to log into those accounts regularly and visit themselves back, it would become a lot less tempting. Such accounts would also then be the types of neighbours no one wants, which is why one wouldn't ideally want them on the game).
 

Deleted User - 13667

Guest
You are asking for this just so to have multiple accounts. Obviously this will never be considered
 

DeletedUser

Guest
I could generate 100 accounts in very short order. Log them all into the game and get whatever bonus is offered. Pull the other one. It plays Jingle Bells
 

DeletedUser

Guest
Where the did anyone get the idea I want multiple accounts? Wow. I find that accusation quite insulting. It was about not putting players at the mercy of something completely random like whether they have active neighbors and suggesting a solution that would prevent people from having multiple accounts, which I ASSUME is why we cannot have "friends" currently. BTW if people really wanted to do this they could currently do it by having a fellowship full of their own accounts. A bit counter productive, right? Same applies to having friends that are all oneself. It just has to be designed in a way that discourages people from abusing it in that manner.
 

Deleted User - 13667

Guest
:D

The game now allows players to have multiple accounts in the same world. I wonder if anyone is gung-ho enough to be a one-man fellowship :rolleyes:
 

DeletedUser

Guest
Anyone who abused a friendlist to be friends only with themselves. ;) It would be very boring though, on all levels. However, as few players visit the forums and there is no global communication, I'd guess that some people struggle finding an active fellowship and may feel themselves "forced" to do that so they can trade without fees at all, especially considering the inactivity level of many neighborhoods.
 

Deleted User - 13667

Guest
That is a terrible terrible idea. My fellowship has changed from nearby neighbors to be spread across the in-game world. It is not about the inactivity. It would be the effort to look for an active or like-minded fellowship
 

DeletedUser

Guest
Terrible idea yes. But imagine you are a new player who does not read the forum. Your neighbours are inactive or mostly so, and you do not know how to find an active fellowship.

Problems people may experience while looking for a fellowship are:
1. No global communication.
2. People may be too shy to randomly message players they do not know and only click "join", which can lead to them ending up in inactive fellowships, or none at all (if they only apply to join inactive or unsuitable ones).
3. There is no system to indicate how active a fellowship is beyond how many members it has (no last login date for players, no daily active players indicator, etc).
 

Deleted User - 13667

Guest
I too was a new player and only happen to start joining in the forums recently. I doubt it matters that much.

It is the same in life. You look across the street and saw someone that caught your eye. Whether you approach that person or not, it entirely up to you. By not taking the first step, you will have nothing but endless assumptions. Had you tried and failed, you gained the experience to do better next time.

Same goes for the game. You wouldn't know until you asked the fellowship or attempt to find out more about them.

I had the most unfortunate experience when the programmers actually did purge all the inactives around me. I had almost no player provinces within a 6-province radius for a few days save 5 of them who eventually joined my fellowship. Things got better too after new players came right after.

And besides, its not even a face to face. Just drop a line and ask. Eventually if you choose to leave the fellowship, leave with a good note. It is the impression of you as a person, people would remember you not how much money you spent on the game, how well you place in the game.

Moral of story: You only need a moment of courage or folly whichever you felt about it.

PS: My current fellowship members do not read the forums that much either. There is an in-game mail which could be made better.
 

DeletedUser

Guest
This is all true, but I still feel there are people who would find it easier to play/keep playing if it were designed somewhat differently.
 

Deleted User - 13667

Guest
Your input would be most welcomed.

Just note that the possibility of it getting implemented and time taken to implement would be entirely up to the programmers. It would be anything between asap to a few months.

Patience and perseverance:D.
 

DeletedUser814

Guest
Hello Slotharingia,

Thank you for taking the time to post your ideas and suggestions to improve Elvenar! I was wondering if there is any chance that you could possibly create one thread for each individual idea that you would like to be forwarded to the developers? This is because we are only able to forward single ideas for consideration. :)
 

DeletedUser

Guest
Hi Madena! Yes you are right. First I wanted to see what the feedback in general to the suggestions was before flooding the forum with posts. Doesn't seem people thought they were such good ideas anyway ;) I will probably make a post about the friend list though, since I still see a lot of people complaining about having inactive neighbours.
 

DeletedUser814

Guest
Great! I'll look forward to reading your proposed idea of a friends list in Elvenar. :)
 
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