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Hacktor's Big Book of suggestions.

 
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hace



Joined: 02 Nov 2010
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PostPosted: Sat Dec 04, 2010 6:45 pm    Post subject: Hacktor's Big Book of suggestions. Reply with quote

Hacktor's Big Book of suggestions.
HUGE TEXT... don't read if you get bored easily

Hero:
Please make Doctor/Shaman/Necromancy to be race specific ... it's really not atractive at all. Just add a variable and display it depending on race (like you do with population increase buildings)


Raw Materials.

Add the posibility of placing workers inside the wooducutter's hut and Quarry ... make the wood gain 0% in the case of no workers and 100% in the case of full workers. Make the number of workers per building the same but the number of buildings increase per level like until now

Castle Upgrades:

Add a building pertaining to health (make it lvl 12 requirement) remove the lvl 12 requirement from health tab

Research:
With 30 k workers (and max Estates and mines) i can now pay 10 k scientists... it's imposible for me to hire 20 k because i would need 60 k workers... it makes no sence ..make the number of max scientists lower ...

Housing:

population is the most important thing in all the game .. Instead of ancient coins make every external click grant +1 maximum population... it's the BEST way to get new people because everyone will advertize.

Religion:

Demand food for sacrifice every day... (counts towards food consumed) .Depends on the number of workers available to each temple... set a required minimum delay between festivals (1 hour-small 1 day large etc...) and allow them to be set to one deity at a time not more. Right now religion is so easy to maintain verry high.

Unrest:
Let us hire police-men. These delay the efect of unrest and count towards army. Make unrest go down realy fast if we don't have policemen... In the current case if i don't have soldiers it goes down instantly - even though they have jobs, religion etc...

Engineering:

Replace the Caesar III icons.. really... i can make some in inkscape for you, plus i think it's a copyright violation;
Plus add a table like Engeneering Data to other tabs (health etc...)

Army Upgrades:

Offense: Don't treat them like buildings treat them like soldiers... make the max number increase by level and add a % to the army attack.

Defence: Make them increase by level (1-10 towers, etc... make them reasonable)

Soldiers: Add race-unique soldiers (elven archers, Skeletron Champions, etc...)
Make Archers Spearman and Swordman available to everyone and create 3 new researches ... Offensive troops, Defensive Troops, Balanced troops with 2 levels of research ... first level unlocks second tier units second level unlocks 3'rd tier... i say this because even level 1 players are making champions.. the other 2 tiers are ignored.

Arange them in an invisible table 3x3 .. they look hideous now 6 on top row 3 on bottom.


Mercenaries:
Add more. Add siege weapons here that give a % to army offence and defence.

Estates:
Split into 2 categorys Mines and Farms ... maybe we want food more than gold and vice-versa
Also Granary buildings (max grain capacity) make the max number increase by level

Bank:
Make loanes available both to and from the bank .. get interest if you invest but loze money until a certain date. etc...

Market:
The race specific weapons require for the race-specific units should not be bought, only forged... also trading milions of food wood and stone is unrealistic. i can only trade 100 bows per turn but 10000000 stone is ok free and instant?

Monsters: let us attack more monsters or remove monster requirement from nobility, you already have a level requirement you don't need a levelX3 monster requirement

Rivals: The army size should not be aparent ... except after a military Op, and be the color red if more than 1 day has passed (information is old). So having anti-spied can make people not attack you out of fear.

And for heaven's sake remove the shiled from the 2handed swordsman image Very Happy

Suggestin units here:

Hacktor's ideea post (heavy editing will follow)

Unique racial Units and Buildings
(just ideeas, can be modified later, The Game developer can use these as he sees fit as long as he gives some credit to me...

I would really love to voluntarily contriubte to the game more if i can, I'm also a programmer Very Happy

Also seeing as I live in Bucharest Romania I might want to take you guys out for a beer if you're interested... )

The race specific units or buildings could go in a separate TAB ( THe Crown - Specialists) with the unit and the building apearing here.

The price should be based on the closest unit that already exists with a 10-50% extra because of the special ability.
Example if a Pikeman costs 3308gp the Human Knight should cost 3308gp + say 1100GP (because he's basically a Pike-man with extra offensive ability)
----------------

Human Unit
Name: Knight
Picture: A heavy armor-clad soldier on an equally armored horse, wielding a lance and a shield, a sheathed sword hangs to the side of the saddle.
Weapons: Curiass, Small Shield, Pike, Battle Sword;
Attack: 650
Defence: 450
Food: -20 per turn (horse's gotta eat too Very Happy )
Description: It's designed to be balanced between offence and defence but with a tilt to offence. This represents the adaptable yet ultimately agresive humans.

Human Building
Name: Stables
Picture: a stable with horse armor hanging from the walls
Effect: Each level of the stable gives a bonus to total tranzactions or tranzactions per turn.
Each level has a certain grain consumption.
You can only have Number X stable level of Knights in the army.
Description: Highlights the diplomatic part of humans (trading etc..) while supporting the racial unit.


------------


Goblin Unit
Name: Tinkerer
Picture: A small goblin wearing scrap-metal armor, A small shiled and a sword
Weapons: Curiass, Small Shield, Shwort Sword.
Attack: 195
Defence: 45
Food: -4 per turn
Effect: Each Tinkerer also acts as a scientist, generating a small number of research points per turn (no salary)
Description: This is meant to highlight the creativity of goblins and at the same time the offensive tendencies of the race.



Goblin Building
Name: Laboratory
Picture: A wood and metal building with a big telescope coming out of the roof and smoke out of the chimney.
Effect:
Each level of the laboratory gives a small bonus to engineering,
Each level of the laboratory gives a small PENALTY to Health.
You can have at most "number" times the level of the Laboratory of TInkers in your army.


----------------------------------

Dwarf Unit
Name: Noble Dwarf
Picture: A fat dwarf dressed in fine clothes, if you want you could put another dwarf near him to carry his weapons.
Weapons: Short sword, Short Bow
Attack: 45
Defence:: 60
Food: -5 per turn
Effect: Each Noble Dwarf in the army also generated a number of gold coins per turn (the idea is you should get back what you payed for him in time, then profit), While also acting as a weak balanced soldier.
Description: The ideea here is that i tried to highlight the Banker-dwarf. ... I can try to focus more on the Forging and less on the estates.... Just tell me what you would want.

Dwarf Building
Name: Banking Guild
Picture: A solid stone building with a picture of a Gold-bag on it
Effect:
Each level of the banking Guild works like Estates does, effectively giving you a bonus to your gold production.
Each level of the banking Guild grants a small negative % value to defence (since many valubles in once place makes it hard to Defend.
You can have at most "number" times the level of the banking guild Noble dwarfs in your army.

--------------------------------
Dark Elf Unit
Name: Assassin
Picture: A dark elven figure in a black cloak wielding a green dagger, a short Bow on his back.
Weapons: Short Bow, Short sword, Leather Armor
Attack: 90
Defence: 360
Food: -3 per turn
Effect: each Assassin in the army also counts as one spy.
Description: This is supose to ilustrate the spy-heavy intrigue world of dark-elves,

remembe these units are not supose to all be stronger than the default soldierss but in a way better since they are efectively a 0 gold upkeep spy. That can not be killed as a result of spy misions


Dark elf Building
Name: Hall of Masks
Picture: A grand tower-like structure made out of black marble.
effect:
Each level gives a bonus to spy misions per turn or spy misions maximum
Each level requires a certain amount of gold per turn (similar to mercenaries)
You can only have "Number" times Hall of Masks Level of Assassins in the army.
Description: Highlight the Shady aspect of playing dark elfes while rewarding dark elves plyers for playing the game in a shady fashion. Also suports the dark elf special unit like all buildings do.
---------------------------------

Undead Unit
Name: Zombie Warior
Picture: A Zombie Warior wielding a masive Sword.
Weapons: Curiass, War Sword
Attack: 975
Defence: 225
Food: - 0 per turn
Effect: Zombie Wariors do not die in combat,
Description: The ideea that undead are durable and easy to maintain


Undead Building
Name: Cemetary
Picture: A field of crosses and mausoleums, the moon visible in the distance.
Effect:
Each level of the cemetary acts as 1 House and +5 population per turn.
Each level of the cemetary gives a penalty to health
You can have at most "number" times the level of the cemetary of zombie wariors in your army.
Description: Undead are supose to be a swarm right... nothing better than extra housing and population per turn.

--------------------------------


Orc Unit
Name: Shaman
Picture: An Orcish Shaman dressed in robes
Weapons: None
Attack: 60
Defence: 360
Food: - 4 per turn
Effect: Each Orcish Shaman also acts as a Priest keeping religion up, Shamans give a small bonus to overall army offence. (while being a defensive unit overall.. see what i did there Wink )
Description: Orcs have powerfull shamans and are known to be superstitious


Orc Building
Name: Totem
Picture: A bog wooden totem with carved animals.
Effect:
Each level of the Totem raises the bonus to offensse and defence gained by fatigue or lessens the penalty gained from having low fatigue.
Each level of the Totem requires food upkeep.
You can have at most "number" times the level of the Totem of Shamans in your army.
Description Orcs are superstitious as well as feral and no race focuses on religion as of now. The Fatigue penalty modification makes the orcs inclined to attack more as is their nature.

----------------------------------
Demon Unit
Name: Posessed Warior
Picture: A warior dressed in a furry armor wielding two disproportionate swords, one in each hand. His pose is barbaric and savage.
Weapons: , Quilted Armor, Battle Sword, War Sword
Attack: 1000
Defence: 60
Food: - 10 per turn
Effect: Nothing as of now.. just pure offense for little to no deffence
Description: Demon berzerker if you will.. it's supose to give the offensive edge to Demons.

DemonBuilding
Name: Ritual Circle
Picture: Stone circle with a flaming brazier in the middle
Effect:
Each level of the Ritual Circle raises the bonus to offensse and defence gained by moralle or lessens the penalty gained from having low moralle
Each level of the Ritual Circlerequires food upkeep.
You can have at most "number" times the level of the Ritual Circle of Posessed Wariorin your army.
Description Demons are never discouraged from pure offence and carnage.
--------------------------------------

Elf Unit
Name: Grand Sentinel
Picture: A slender warior with a bow on his back setting a trap (bear trap probably to convey the ideea)

Weapons: , Quilted Armor, War Bow.
Attack: 100
Defence: 850
Food: - 10 per turn
Effect: Each Grand Sentinel acts as an Anti-Spy ( I realy hate the name anti-spy - use sentinel - counter espionage - counter inteligence [my 2 cents])
Description: Elves are agile trapers and most elves play defence and with a lot of anti spies. This would be a good overall unit for them being a bit weaker than the Elite archer while being more usefull.

Elf Building
Name: Grove
Picture: A clearing between trees. Has a general magical feel to it
Effect:
Each level gives a bonus to spy defence.
Each level uses some gold..
Same rule : A Number chosen by you times level of building fo Grand sentinels in the army.
--------------------------------------
Do these sound like things you want me to continue doing? Very Happy
I'm realy interested to contribute to this game... I think it's way better than travian or similar games.

But needs a lot of work

Anyway, being a programmer myself i can see how easy these things are to implement, Some may be hard to put into the current code but generally as long as you kept it a bit modular you could add these without a problem.

Fhew.. that was a lot of writing, if you like these ideas i would be happy to try to help with more, it's been one of my life-long goals to make a browsergame ... never got around to it though Embarassed


Last edited by hace on Wed Dec 08, 2010 4:57 pm; edited 3 times in total
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satan



Joined: 24 Jun 2009
Posts: 19
Location: spain (i am from england)

PostPosted: Sun Dec 05, 2010 5:10 pm    Post subject: Hacktor's Big Book of suggestions Reply with quote

Very Happy
brilliant suggestons.^^^^

i'd like to see maybe a research that allows players to be able to attack extra levels,6 are too little when your at higher level

and a spy mission that allows you to steal raw materials.

Evil or Very Mad
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j0hn_c3na
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PostPosted: Mon Dec 06, 2010 4:29 pm    Post subject: Reply with quote

Been a while since I've seen so many suggestions from a player Very Happy

As usual, I must give my 2 cents.

Hero:
How would you notify new players choosing race that only specific races have a particular skill?
Which races would you choose to have it? (I'd go with the races with an IN higher than 10 because Doctor/Shaman/Necromancy is all about being intelligent, perhaps making an exception to Undead because, well, they are undead Twisted Evil )

Raw Materials:
I can say that the production of wood and stone is very low considering the amount that is needed in endgame buildings but having one more thing for workers to go to is just too much...
Workers can already go into: Estates, Army, Research, Health and Engineering. Let's not get it more complex than it already is, no benefit from it.

Castle Upgrades:
Removing requirements isn't so simple. The game has been carefully designed for a new player to get into more complex parts of the game step by step.
And, what will the building do? Simply give a bonus? Or something else? Give details Smile

Research:
Do the House Construction research Wink

Housing:
Since ancient coins is a requirement now in some nobility titles I'd say to add +1 to max population and get 1 ancient coin anyways otherwise it's a shot to the foot.
But I also see how this could be easily exploited and without any way to log so this would need a very careful approach.
Still, a good idea.

Religion:
You might be noticing it to be always very high but that's also because you're new and probably logging in a lot (that's a good thing, don't get me wrong).
But the game was done so that a player only needs to login about 2, 3 times per week and still lose nothing of the regular gaming so this would go against that logic.
Bashar might have a different opinion on this, I'm not sure.

Unrest:
Adding another unit counting towards army is tricky.
What would their stats be?
Would they also be in battles (offensive and defensive)?
Makes sense that it goes down instantly if you don't have soldiers (maintaining order among people is probably the most important of keeping unrest high)
Perhaps some percentages to show how much each part of the game effects unrest would be nice Idea

Engineering:
If you could make those icons and send them to cdzucchetto@hotmail.com or cristian.mocanu@raceconflicts.com we would appreciate it Smile
The tables would be a nice plus indeed.

Army Upgrades:
An upgrade to the army is only a simple bonus but I think that what you're talking about is something completely different as in, get a new upgrade, get a new unit. I think this is too radical to put in place right now but it's a good idea to take into consideration with some more thought put into it (instead of buying champions I'd buy siege elephants and that would probably be a HUGE difference in attack and there would be no equal defence)

Soldiers and Mercenaries:
Again, all of this needs to be carefully analyzed and tested before being done in order to not create any unbalance in the game.
Also, if you want these suggestions to realy have some good feedback, give more details about each idea.
Stats for each new unit?
Which race has which specific soldier and why?
How would you create the unlocking of 2nd and 3rd tier units?

Estates:
True but both are a must. Still, some control over it would be good to have. Good idea.
As for the max capacity, it's already the way you explained (it increases 5M each level)

Bank:
Good idea. I'd use this hard Razz

Market:
Well spotted.

Monsters:
It's a good requirement and if you use a portion of your gray mass you will quickly understand that killing monsters gives you skill points which you can't acquire by any other method.

Rivals:
True. Army size should definately be hidden.
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hace



Joined: 02 Nov 2010
Posts: 9

PostPosted: Wed Dec 08, 2010 11:42 am    Post subject: Reply with quote

Responses are in bold, below

j0hn_c3na wrote:
Been a while since I've seen so many suggestions from a player Very Happy

As usual, I must give my 2 cents.

Hero:
How would you notify new players choosing race that only specific races have a particular skill?
Which races would you choose to have it? (I'd go with the races with an IN higher than 10 because Doctor/Shaman/Necromancy is all about being intelligent, perhaps making an exception to Undead because, well, they are undead Twisted Evil )
No, i just mean display the stat relative to the race.. if i'm playing a human i want to see Doctor, if i'm playing undead i want to see the text necromancer

Raw Materials:
I can say that the production of wood and stone is very low considering the amount that is needed in endgame buildings but having one more thing for workers to go to is just too much...
Workers can already go into: Estates, Army, Research, Health and Engineering. Let's not get it more complex than it already is, no benefit from it.
Yes... i can see your point but now wood and stone is produced out of thin air Very Happy and adding a realy low population max number (like religion has - say 20-30 people) wouldn't upset the balance to much...

Castle Upgrades:
Removing requirements isn't so simple. The game has been carefully designed for a new player to get into more complex parts of the game step by step.
And, what will the building do? Simply give a bonus? Or something else? Give details Smile
What i mean here is an inconsistency with how this works... let me explain... after reaching level 10 the Mercenary tab becomes available... yet it just informs me that it needs a building. Health behaves diferently with no building needed, just the tab becoming available... i'm all for gradualy exposing new players to information, this was just a plea for consistency.
And now that you mention it, castle upgrades can feature some buildings taht grant some bonuses..although it's easy now-a-days to get lost in all these bonusez Very Happy


Research:
Do the House Construction research Wink
I'm a level 47 Demon playing for Many-Many years... but i finally wanted to contribute.. i completed all 30 levels of house research and i'm curently building 1 000 000 000 Gold worth of extra houses (100 Build etc...) And it realy seems i have to srtugle harder and harder for +3 population.

Housing:
Since ancient coins is a requirement now in some nobility titles I'd say to add +1 to max population and get 1 ancient coin anyways otherwise it's a shot to the foot.
But I also see how this could be easily exploited and without any way to log so this would need a very careful approach.
Still, a good idea.
That's true... it could be explitable... but there are ways to protect from that... Anyway the point here is to identify the Key dezire of players and link that to advertising, Gold is readily available, population is scarce , sort of like giving a Dog some Cat food for good behaviour =))

Religion:
You might be noticing it to be always very high but that's also because you're new and probably logging in a lot (that's a good thing, don't get me wrong).
But the game was done so that a player only needs to login about 2, 3 times per week and still lose nothing of the regular gaming so this would go against that logic.
Bashar might have a different opinion on this, I'm not sure.
Unwillingly i assumed peple loged in as often as me Smile. Nevertheless the only usage for grain is feading army and selling surplus - at a GODLESS rate (1-100 i believe - now i just want to be a grain broker Very Happy ) -adding another use to it might make this a more balanced resource, Also... why is the army the only one that's eating ...peasants need to eat too Very Happy

Unrest:
Adding another unit counting towards army is tricky.
What would their stats be?
Would they also be in battles (offensive and defensive)?
Makes sense that it goes down instantly if you don't have soldiers (maintaining order among people is probably the most important of keeping unrest high)
Perhaps some percentages to show how much each part of the game effects unrest would be nice Idea
What i meant was for it not to count towards army (like engineers count only to kingdom repair and not siege weapons bonuses) but i kind-a see your point here. It would just be adding another role for peasants to fill ... Though i think well fed prosperous people shouldn't revolt as much (or as fast)


Engineering:
If you could make those icons and send them to cdzucchetto@hotmail.com or cristian.mocanu@raceconflicts.com we would appreciate it Smile
The tables would be a nice plus indeed.
I've been using inkscape for quite some time.. if i get a break from work i'll do some demonstrative graphics -(ill try to match the unit drawings) and i'll send them allong. I would love to contribute to this

Army Upgrades:
An upgrade to the army is only a simple bonus but I think that what you're talking about is something completely different as in, get a new upgrade, get a new unit. I think this is too radical to put in place right now but it's a good idea to take into consideration with some more thought put into it (instead of buying champions I'd buy siege elephants and that would probably be a HUGE difference in attack and there would be no equal defence)
That's kind'of what i was talking about , now you can just buy one "balista" and it gives the entire army x% bonus.. that balista's gona be preety roughed up (albanian army comes to mind... don't know why ;D ) The Ideea was to be able to buy a nubmer of balistas (dependent on level) say 3-4 balistas each giving 25% of the original bonus... What i mean is you shouldn't build balistas as building .. but as soldiers are trained. Maybe it can take some time to build (like researches do ) dependent on the number of engineers - but that sounds too complicated for now .

Soldiers and Mercenaries:
Again, all of this needs to be carefully analyzed and tested before being done in order to not create any unbalance in the game.
Also, if you want these suggestions to realy have some good feedback, give more details about each idea.
Stats for each new unit?
Which race has which specific soldier and why?
How would you create the unlocking of 2nd and 3rd tier units?
Oh, i'm just getting started Very Happy I'm personally working with a guy who's a great writer we'll have some new units, building, etc for you preety soon Very Happy


Estates:
True but both are a must. Still, some control over it would be good to have. Good idea.
As for the max capacity, it's already the way you explained (it increases 5M each level)
Didn't manage to see that it autoincreased ... my suggestion was instead of autoincreasing we give the player the oportunity to build (castle upgrades - granary) ... just like the houses.. you can build 5 granarys every level - each with 1M capacity - instead of doing it automatically give the player the satisfaction Very Happy

Bank:
Good idea. I'd use this hard Razz
You'd be surprised how many people would love this... because it's never a pure profit thing ( especially since you get your investment back at a due date... maybe you ould get it back earlier for a hefty fee

Market:
Well spotted.
thank you

Monsters:
It's a good requirement and if you use a portion of your gray mass you will quickly understand that killing monsters gives you skill points which you can't acquire by any other method.
i know what you mean but i was already high level (35+ i think) when the monster stuff was added so i could only kill a certain small number (3 every level). Now what can i do?

Rivals:
True. Army size should definately be hidden.
It's a change i'd Love to see but hate to use Very Happy... That' the way you know it will be a god one Smile)
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j0hn_c3na
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PostPosted: Thu Dec 09, 2010 12:18 pm    Post subject: Reply with quote

My answers underlined Cool

Hero:
How would you notify new players choosing race that only specific races have a particular skill?
Which races would you choose to have it? (I'd go with the races with an IN higher than 10 because Doctor/Shaman/Necromancy is all about being intelligent, perhaps making an exception to Undead because, well, they are undead Twisted Evil )
No, i just mean display the stat relative to the race.. if i'm playing a human i want to see Doctor, if i'm playing undead i want to see the text necromancer
Ah! Thought you meant something completely different. Nevermind the above then Razz
Then yeah, sounds nice but that's merely a minor change Wink


Raw Materials:
I can say that the production of wood and stone is very low considering the amount that is needed in endgame buildings but having one more thing for workers to go to is just too much...
Workers can already go into: Estates, Army, Research, Health and Engineering. Let's not get it more complex than it already is, no benefit from it.
Yes... i can see your point but now wood and stone is produced out of thin air Very Happy and adding a realy low population max number (like religion has - say 20-30 people) wouldn't upset the balance to much...
Nah, to be able to have some control you'd need to put a lot more workers into it (probably about 3 or 4 K)
Otherwise you'll have 0 workers = 0%, 30 workers = 100%, doesn't make much sense if you only need 30 workers to have full production, might as well not implement it.
I know what you mean tough but I'm not sure if it's actually worth changing that part of the game to something so realistic


Castle Upgrades:
Removing requirements isn't so simple. The game has been carefully designed for a new player to get into more complex parts of the game step by step.
And, what will the building do? Simply give a bonus? Or something else? Give details Smile
What i mean here is an inconsistency with how this works... let me explain... after reaching level 10 the Mercenary tab becomes available... yet it just informs me that it needs a building. Health behaves diferently with no building needed, just the tab becoming available... i'm all for gradualy exposing new players to information, this was just a plea for consistency.
And now that you mention it, castle upgrades can feature some buildings taht grant some bonuses..although it's easy now-a-days to get lost in all these bonusez Very Happy

Ayeh, not being a new player when those requirements were set in place I can't realy know the "journey" that is taken when you level up Embarassed
I agree tough, anything that costs money is good for me! Twisted Evil


Research:
Do the House Construction research Wink
I'm a level 47 Demon playing for Many-Many years... but i finally wanted to contribute.. i completed all 30 levels of house research and i'm curently building 1 000 000 000 Gold worth of extra houses (100 Build etc...) And it realy seems i have to srtugle harder and harder for +3 population.
Trust me when I say we know what you're going trough Wink

Housing:
Since ancient coins is a requirement now in some nobility titles I'd say to add +1 to max population and get 1 ancient coin anyways otherwise it's a shot to the foot.
But I also see how this could be easily exploited and without any way to log so this would need a very careful approach.
Still, a good idea.
That's true... it could be explitable... but there are ways to protect from that... Anyway the point here is to identify the Key dezire of players and link that to advertising, Gold is readily available, population is scarce , sort of like giving a Dog some Cat food for good behaviour =))
The impact this might have on the game could become a disaster if it's not monitored but you make a good point (linking the key desire of players to advertising).
Still, much work has to be done before this is implemented.


Religion:
You might be noticing it to be always very high but that's also because you're new and probably logging in a lot (that's a good thing, don't get me wrong).
But the game was done so that a player only needs to login about 2, 3 times per week and still lose nothing of the regular gaming so this would go against that logic.
Bashar might have a different opinion on this, I'm not sure.
Unwillingly i assumed peple loged in as often as me Smile. Nevertheless the only usage for grain is feading army and selling surplus - at a GODLESS rate (1-100 i believe - now i just want to be a grain broker Very Happy ) -adding another use to it might make this a more balanced resource, Also... why is the army the only one that's eating ...peasants need to eat too Very Happy
We wish! Haha Very Happy
Yes, ultimately the money making way is trough selling food but shhhhh, don't spread the word Wink
Nay! Peasants must work, not eat! *whiplash sound* Twisted Evil


Unrest:
Adding another unit counting towards army is tricky.
What would their stats be?
Would they also be in battles (offensive and defensive)?
Makes sense that it goes down instantly if you don't have soldiers (maintaining order among people is probably the most important of keeping unrest high)
Perhaps some percentages to show how much each part of the game effects unrest would be nice Idea
What i meant was for it not to count towards army (like engineers count only to kingdom repair and not siege weapons bonuses) but i kind-a see your point here. It would just be adding another role for peasants to fill ... Though i think well fed prosperous people shouldn't revolt as much (or as fast)
Well, they are not eating so that would definately be a reason to riot lol
OK, serious again. As long as you have army number you don't have a problem because the army controls the peasants. Makes sense right?
Why have police men do the same job as your army? It's just redundant.


Engineering:
If you could make those icons and send them to cdzucchetto@hotmail.com or cristian.mocanu@raceconflicts.com we would appreciate it Smile
The tables would be a nice plus indeed.
I've been using inkscape for quite some time.. if i get a break from work i'll do some demonstrative graphics -(ill try to match the unit drawings) and i'll send them allong. I would love to contribute to this
And we would be very thankful, neither of us have the skills or the time to make this happen so all the help we can get with images is much appreciated.

Army Upgrades:
An upgrade to the army is only a simple bonus but I think that what you're talking about is something completely different as in, get a new upgrade, get a new unit. I think this is too radical to put in place right now but it's a good idea to take into consideration with some more thought put into it (instead of buying champions I'd buy siege elephants and that would probably be a HUGE difference in attack and there would be no equal defence)
That's kind'of what i was talking about , now you can just buy one "balista" and it gives the entire army x% bonus.. that balista's gona be preety roughed up (albanian army comes to mind... don't know why ;D ) The Ideea was to be able to buy a nubmer of balistas (dependent on level) say 3-4 balistas each giving 25% of the original bonus... What i mean is you shouldn't build balistas as building .. but as soldiers are trained. Maybe it can take some time to build (like researches do ) dependent on the number of engineers - but that sounds too complicated for now .
Let's leave this one hanging on the good ideas list but to be dealt with later Smile

Soldiers and Mercenaries:
Again, all of this needs to be carefully analyzed and tested before being done in order to not create any unbalance in the game.
Also, if you want these suggestions to realy have some good feedback, give more details about each idea.
Stats for each new unit?
Which race has which specific soldier and why?
How would you create the unlocking of 2nd and 3rd tier units?
Oh, i'm just getting started Very Happy I'm personally working with a guy who's a great writer we'll have some new units, building, etc for you preety soon Very Happy

Estates:
True but both are a must. Still, some control over it would be good to have. Good idea.
As for the max capacity, it's already the way you explained (it increases 5M each level)
Didn't manage to see that it autoincreased ... my suggestion was instead of autoincreasing we give the player the oportunity to build (castle upgrades - granary) ... just like the houses.. you can build 5 granarys every level - each with 1M capacity - instead of doing it automatically give the player the satisfaction Very Happy
Would you truly be more satisfied if you had to spend money to get something you automatically get now? Razz

Bank:
Good idea. I'd use this hard Razz
You'd be surprised how many people would love this... because it's never a pure profit thing ( especially since you get your investment back at a due date... maybe you could get it back earlier for a hefty fee

Market:
Well spotted.
thank you

Monsters:
It's a good requirement and if you use a portion of your gray mass you will quickly understand that killing monsters gives you skill points which you can't acquire by any other method.
i know what you mean but i was already high level (35+ i think) when the monster stuff was added so i could only kill a certain small number (3 every level). Now what can i do?
You already got your answer in the other topic Smile

Rivals:
True. Army size should definately be hidden.
It's a change i'd Love to see but hate to use Very Happy... That' the way you know it will be a god one Smile)
Agreed

EDIT: I just noticed... Icon Madness! Laughing
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PostPosted: Mon Dec 13, 2010 10:38 pm    Post subject: Reply with quote

My answers underlined Cool

Hero:
How would you notify new players choosing race that only specific races have a particular skill?
Which races would you choose to have it? (I'd go with the races with an IN higher than 10 because Doctor/Shaman/Necromancy is all about being intelligent, perhaps making an exception to Undead because, well, they are undead Twisted Evil )
No, i just mean display the stat relative to the race.. if i'm playing a human i want to see Doctor, if i'm playing undead i want to see the text necromancer
Ah! Thought you meant something completely different. Nevermind the above then Razz
Then yeah, sounds nice but that's merely a minor change Wink

Agreed


Raw Materials:
I can say that the production of wood and stone is very low considering the amount that is needed in endgame buildings but having one more thing for workers to go to is just too much...
Workers can already go into: Estates, Army, Research, Health and Engineering. Let's not get it more complex than it already is, no benefit from it.
Yes... i can see your point but now wood and stone is produced out of thin air Very Happy and adding a realy low population max number (like religion has - say 20-30 people) wouldn't upset the balance to much...
Nah, to be able to have some control you'd need to put a lot more workers into it (probably about 3 or 4 K)
Otherwise you'll have 0 workers = 0%, 30 workers = 100%, doesn't make much sense if you only need 30 workers to have full production, might as well not implement it.
I know what you mean tough but I'm not sure if it's actually worth changing that part of the game to something so realistic

I also feel the same way. This change is not very important to focus resources on it for now.

Castle Upgrades:
Removing requirements isn't so simple. The game has been carefully designed for a new player to get into more complex parts of the game step by step.
And, what will the building do? Simply give a bonus? Or something else? Give details Smile
What i mean here is an inconsistency with how this works... let me explain... after reaching level 10 the Mercenary tab becomes available... yet it just informs me that it needs a building. Health behaves diferently with no building needed, just the tab becoming available... i'm all for gradualy exposing new players to information, this was just a plea for consistency.
And now that you mention it, castle upgrades can feature some buildings taht grant some bonuses..although it's easy now-a-days to get lost in all these bonusez Very Happy

Ayeh, not being a new player when those requirements were set in place I can't realy know the "journey" that is taken when you level up Embarassed
I agree tough, anything that costs money is good for me! Twisted Evil

I think the system it is now, even if it is not realistic is very good. New players will get lost easily and unlocking everything in time help them get used to some areas one after another. When health is active, it must be active, it is not a player's choice. So having a building with level requirement to activate health will shift the decision of activating health in a players hand.


Research:
Do the House Construction research Wink
I'm a level 47 Demon playing for Many-Many years... but i finally wanted to contribute.. i completed all 30 levels of house research and i'm curently building 1 000 000 000 Gold worth of extra houses (100 Build etc...) And it realy seems i have to srtugle harder and harder for +3 population.
Trust me when I say we know what you're going trough Wink
This is a neverending game with no restarts ever. So a limit to population must be kept. Extra houses is an idea to let players with money have more population but still within a limit otherwise game will become unbalanced.


Housing:
Since ancient coins is a requirement now in some nobility titles I'd say to add +1 to max population and get 1 ancient coin anyways otherwise it's a shot to the foot.
But I also see how this could be easily exploited and without any way to log so this would need a very careful approach.
Still, a good idea.
That's true... it could be explitable... but there are ways to protect from that... Anyway the point here is to identify the Key dezire of players and link that to advertising, Gold is readily available, population is scarce , sort of like giving a Dog some Cat food for good behaviour =))
The impact this might have on the game could become a disaster if it's not monitored but you make a good point (linking the key desire of players to advertising).
Still, much work has to be done before this is implemented.

Population is the most important part and a solution like that can become a disaster. I am aware of the benefits of such a solution but i don't want to fall in the trap of marketing and in the process ruining the game.

Religion:
You might be noticing it to be always very high but that's also because you're new and probably logging in a lot (that's a good thing, don't get me wrong).
But the game was done so that a player only needs to login about 2, 3 times per week and still lose nothing of the regular gaming so this would go against that logic.
Bashar might have a different opinion on this, I'm not sure.
Unwillingly i assumed peple loged in as often as me Smile. Nevertheless the only usage for grain is feading army and selling surplus - at a GODLESS rate (1-100 i believe - now i just want to be a grain broker Very Happy ) -adding another use to it might make this a more balanced resource, Also... why is the army the only one that's eating ...peasants need to eat too Very Happy
We wish! Haha Very Happy
Yes, ultimately the money making way is trough selling food but shhhhh, don't spread the word Wink
Nay! Peasants must work, not eat! *whiplash sound* Twisted Evil

I though of this myself also, about having normal population consuming food. Probably will expand food to normal population in the future.


Unrest:
Adding another unit counting towards army is tricky.
What would their stats be?
Would they also be in battles (offensive and defensive)?
Makes sense that it goes down instantly if you don't have soldiers (maintaining order among people is probably the most important of keeping unrest high)
Perhaps some percentages to show how much each part of the game effects unrest would be nice Idea
What i meant was for it not to count towards army (like engineers count only to kingdom repair and not siege weapons bonuses) but i kind-a see your point here. It would just be adding another role for peasants to fill ... Though i think well fed prosperous people shouldn't revolt as much (or as fast)
Well, they are not eating so that would definately be a reason to riot lol
OK, serious again. As long as you have army number you don't have a problem because the army controls the peasants. Makes sense right?
Why have police men do the same job as your army? It's just redundant.

I thought a lot at that time when unresting was done about militia. But there are other problems like players refusing to have an army so that to invest in research or other tactics so unrest tries to solve this by forcing a player to have a little army. I don't see having the army to maintain order unrealistic so that militia is needed.


Engineering:
If you could make those icons and send them to cdzucchetto@hotmail.com or cristian.mocanu@raceconflicts.com we would appreciate it Smile
The tables would be a nice plus indeed.
I've been using inkscape for quite some time.. if i get a break from work i'll do some demonstrative graphics -(ill try to match the unit drawings) and i'll send them allong. I would love to contribute to this
And we would be very thankful, neither of us have the skills or the time to make this happen so all the help we can get with images is much appreciated.
If you can make something and agree to use them the game will be very thankful. I know the game uses some copyright material in some parts and it is used only with the thought of changing the parts some day. Any picture is welcomed, it doesn't need to be a work of art, just not be copyrighted.

Army Upgrades:
An upgrade to the army is only a simple bonus but I think that what you're talking about is something completely different as in, get a new upgrade, get a new unit. I think this is too radical to put in place right now but it's a good idea to take into consideration with some more thought put into it (instead of buying champions I'd buy siege elephants and that would probably be a HUGE difference in attack and there would be no equal defence)
That's kind'of what i was talking about , now you can just buy one "balista" and it gives the entire army x% bonus.. that balista's gona be preety roughed up (albanian army comes to mind... don't know why ;D ) The Ideea was to be able to buy a nubmer of balistas (dependent on level) say 3-4 balistas each giving 25% of the original bonus... What i mean is you shouldn't build balistas as building .. but as soldiers are trained. Maybe it can take some time to build (like researches do ) dependent on the number of engineers - but that sounds too complicated for now .
Let's leave this one hanging on the good ideas list but to be dealt with later Smile

Soldiers and Mercenaries:
Again, all of this needs to be carefully analyzed and tested before being done in order to not create any unbalance in the game.
Also, if you want these suggestions to realy have some good feedback, give more details about each idea.
Stats for each new unit?
Which race has which specific soldier and why?
How would you create the unlocking of 2nd and 3rd tier units?
Oh, i'm just getting started Very Happy I'm personally working with a guy who's a great writer we'll have some new units, building, etc for you preety soon Very Happy
Great units!! Love that! Definitely adding one unique balanced unit for each race will greatly contribute to more different gameplay for each race.


Estates:
True but both are a must. Still, some control over it would be good to have. Good idea.
As for the max capacity, it's already the way you explained (it increases 5M each level)
Didn't manage to see that it autoincreased ... my suggestion was instead of autoincreasing we give the player the oportunity to build (castle upgrades - granary) ... just like the houses.. you can build 5 granarys every level - each with 1M capacity - instead of doing it automatically give the player the satisfaction Very Happy
Would you truly be more satisfied if you had to spend money to get something you automatically get now? Razz
Have to thing about this and will be tied with expanding food consumption to normal population.

Bank:
Good idea. I'd use this hard Razz
You'd be surprised how many people would love this... because it's never a pure profit thing ( especially since you get your investment back at a due date... maybe you could get it back earlier for a hefty fee
No. Abuses can be made like making one account. Make a loan. Buy wood, stone, food. Spy with another account and take everything. And let the account die in debt.


Market:
Well spotted.
thank you
Will revise the limits.


Monsters:
It's a good requirement and if you use a portion of your gray mass you will quickly understand that killing monsters gives you skill points which you can't acquire by any other method.
i know what you mean but i was already high level (35+ i think) when the monster stuff was added so i could only kill a certain small number (3 every level). Now what can i do?
You already got your answer in the other topic Smile
Sorry. Monsters will stay like they are now. They are not intended to be a must killing 3 monsters each level. They give skillpoints wich make them very powerfull. I regret the issue with high level players not having monsters from the beginning but this is a problem of adding features in an open never ending game and probably there will be more issues like that in the future when other stuff will be added


Rivals:
True. Army size should definately be hidden.
It's a change i'd Love to see but hate to use Very Happy... That' the way you know it will be a god one Smile)
Agreed
Ok
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bashar
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PostPosted: Mon Dec 13, 2010 10:51 pm    Post subject: Reply with quote

Quote:
Offense: Don't treat them like buildings treat them like soldiers... make the max number increase by level and add a % to the army attack.

Defence: Make them increase by level (1-10 towers, etc... make them reasonable)


This part of the game i want to be kept as it is now. The only thing i want to do is adding buildings or ways of upgrading the army till level 70. Overall bonus will stay like it is now, the same way it was done with mines, adding a new thing lets say +5% offence, will lower other offensive upgrades with -5% so that the overall bonus to stay the same.
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hace



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PostPosted: Tue Dec 14, 2010 12:18 pm    Post subject: Reply with quote

Actually realy happy to see one player can have an effect to the game ... as for graphics i wrote a 40 page webcomic for fun, that makes me a bit qualified, the art will be 100% mine so no copyright issues there .

now all i need is time Sad ...and the 1 thing i need is never available Very Happy


Also about those unique units, notice that they are not just stronger then the regular ones... but balance out wih the special ability... a unit with no special ability wll be a bit stronger than any other unit in game (see Knight) whereas a weak push-over unit (dwarf banker and goblin tniker) will have Huge special ability.

Also a quick edit to my Hidden army size idea.... make it like gold (or like army size in heroes III if you played it ... it doesn't say 1000 Soldiers but ... Several, few, a lot, a horde, millions ..etc..) you can have a general idea about the standings while still keeping secrecy... you could variate it by spy defense... say i have 100 soldiers and 1000 Anti-spied... you could make it variate between lots, few etc.. (just like you do with monster scouting) give a X% chance to be inaccurate, exaggerated or overlooked. (and cancel this ability by the number of spies one has when attacking... so it not only becomes important to have an army.. but peasants to feed it, spies to help it...etc.. make the kingdom one living organism and you have yourself a good game Very Happy
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hace



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PostPosted: Tue Dec 14, 2010 12:37 pm    Post subject: Reply with quote

Another idea :

Kingdom upgrades: jail House - reduces unrest or takes longer for people to become agitated. - small upgrade, little time to work on it, not a lot of game breaking potential ... just an idea for more realism
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PostPosted: Wed Dec 15, 2010 10:07 am    Post subject: Reply with quote

I have send an example of the style of graphics i can produce to cristian.mocanu@raceconflicts.com .... hope to hear a reply soon.
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bashar
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PostPosted: Wed Dec 15, 2010 9:18 pm    Post subject: Reply with quote

Quote:
lso a quick edit to my Hidden army size idea.... make it like gold (or like army size in heroes III if you played it ... it doesn't say 1000 Soldiers but ... Several, few, a lot, a horde, millions ..etc..) you can have a general idea about the standings while still keeping secrecy... you could variate it by spy defense... say i have 100 soldiers and 1000 Anti-spied... you could make it variate between lots, few etc.. (just like you do with monster scouting) give a X% chance to be inaccurate, exaggerated or overlooked. (and cancel this ability by the number of spies one has when attacking... so it not only becomes important to have an army.. but peasants to feed it, spies to help it...etc.. make the kingdom one living organism and you have yourself a good game

Good idea with that, i think this is better than not showing the army at all. It will be too complicated and can impact performance to calculate complex algorithms in the rivals page where players are listed so i think it is better not to take into consideration spying at that page. Players will see the army like they see gold. Between 1-500 few, 501-200 - several etc. If they want to see a better statistics they have to spy a player or attack him and win the battle like it is now.

Quote:

Kingdom upgrades: jail House - reduces unrest or takes longer for people to become agitated. - small upgrade, little time to work on it, not a lot of game breaking potential ... just an idea for more realism

This is better to stay on the unrest page and be built from there.

Quote:
I have send an example of the style of graphics i can produce to cristian.mocanu@raceconflicts.com .... hope to hear a reply soon.

Thx will take a look and send it to j0hn_c3na too to say his opinion also.
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hace



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PostPosted: Thu Dec 16, 2010 9:47 am    Post subject: Reply with quote

Of course server performance comes first =)) so, yeah, complex spying algorithms in the Rivals page will slow it down.

Puting it under kingdom upgrades was just an ideea, puting it in unrest makes more sense cause it would directly impact unrest, yet Kingdom upgrades has all building types... (maybe i just don't understand the reason behind this layout)
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PostPosted: Mon Dec 20, 2010 12:55 pm    Post subject: Reply with quote

New images! W0000T! /me likey Mr. Green
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PostPosted: Tue Dec 28, 2010 9:57 am    Post subject: Reply with quote

I promice i'll get on doing more images as soon as the holidays are over... i don't even have time to bank my gold Razz
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