Some minor user-friendly changes... |
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Eresh
Greenhorn Joined: 15 Apr 2017 Location: WV, USA Status: Offline Points: 64 |
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Posted: 18 Jul 2017 at 02:31 |
I think these would all be quick and painless to implement...
1 - Add the prestige speedup button to the wall defense page. 2 - Add the demo button to the resource plot pages, currently it's missing. 3 - Force a chat window refresh when you join an alliance, so newbies don't get the impression there is no alliance chat. Currently they have to relog to see it at all. 4 - Add the travel time to the launch screen for diplomacy and trade units like military units get. 5 - Add a recall option for 90 seconds to trade units like diplomacy and military units get. 6 - Display a total resource cost when adding anything to a production/training queue.. for example if I type in 1000 to queue 1000 beer, make it show in a tooltip or a new line on the screen or whatever "This will use 10000 wood, 5000 clay, 5000 iron, 20000 food, and 1000 gold". 7 - Rewrite the popup error message for training trade units. Instead of: You cannot build 100 Skinners as that would mean you'd have a total of 199. Your town can only support 110 but you have 49 in your town, 50 travelling, for a total of 99. How about something easier to read like: Skinners in town: 49 Skinners traveling: 50 Total allowed: 110 Total owned: 99 Can still train: 11 Or even just drop the distinction between traveling and idle, because you're trying to train them not trying to send them out to harvest: Your skinner total: 99 Your skinner limit: 110 Can still train: 11 8 - Not minor probably but it'll make you money... please sell us an option to rearrange buildings within our cities. Even a simple single use tool to click building A, then click building B, and have the two buildings swap places... although of course I'd prefer something to let me move all the buildings around where I want them :D
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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These are all excellent ideas Eresh and if the devs don't pay attention then let me know and I'll see which ones I can write tools for. Tens |
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Tink XX
Forum Warrior Joined: 16 Dec 2014 Status: Offline Points: 201 |
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We sorely need the following buttons on the sovereignty screen:
1. Select all sov squares and build a chosen sov structure on them. 2. Demolish all sov buildings. 3. Level up all sov buildings. The current UI is a nightmare. Many, if not most, players don't build a different sov building on each square but a lot of us build all the same sov buildings and then after a while change all of them to a different sov building. If you are efficient, it takes 40 clicks to demolish all Level 1 sov in one city and another 60 clicks to build a different structure. 100 clicks per one city to just change sov! Obviously most of us don't just stop at level 1 sov so for a military player with level 3 sov the number is 180 clicks per city. When we could have 3 buttons and accomplish this feat in 3-4 clicks. |
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Just to clarify, this is regarding the sov buildings not the sov claims themselves.
Because the leveling up and down of sov building requires communication with the server that is not something we are allowed to do with any 3rd party tools so this would have to be a dev implementation. Perhaps another prestige option although an argument could be made that the ability to rapidly change sov for a town gives a 'pay to win' style advantage to those with the prestige available. |
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Eresh
Greenhorn Joined: 15 Apr 2017 Location: WV, USA Status: Offline Points: 64 |
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Thanks for the response Tensmoor, I figured they'd all be quick because they're very minor or using already existing code they can just copy/paste/edit.
I like those 3 ideas Tink! Sov is certainly the most tedious part of the game for me.
Edited by Eresh - 18 Jul 2017 at 18:03 |
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Angrim
Postmaster General Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1212 |
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i believe #5 to be unworkable because player-to-player trade relies on the mutual simultaneous launch of caravans that are not otherwise tied together by the game. the others seem good.
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Eresh
Greenhorn Joined: 15 Apr 2017 Location: WV, USA Status: Offline Points: 64 |
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Automated trades like the market would generate don't need a recall button, it can be greyed out or not displayed at all. I mean manually sent trades. For example, you send your cotters on a 2 week march because you had the map displayed for City A and were actually focused in City B. Or you intend to ship 200k stone to a friend but accidentally put 200k iron instead.
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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Alternatively, allow the recall button only for units that can only be used for harvesting (cotters, miners, herbalists, skinners). Of course that wouldn't allow recall of caravans sent 2 days away, but it would address the problems of misclicks on the map when you send harvesting units, which is at least 50% of the problem. (Or at least the problems I hear about.)
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Count Rupert
Forum Warrior Joined: 01 Sep 2013 Location: Lost in Thought Status: Offline Points: 242 |
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What Angrim is referring to is the issue where two players agree to a private transaction where one is sending goods and the other gold/goods in payment. If there was a recall button, one of the parties could recall at the last second and still receive the other party's side of the transaction without having done their side. It's the whole reason there is no recall button for trade units.
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GM Cerberus
Moderator Group Creativity & Community Czar Joined: 19 Jun 2011 Status: Offline Points: 583 |
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This is some great feedback guys, we do read these posts and take them into consideration.
Well thought out feedback and critique on anything is always appreciated, especially if you have numbers to go with it!
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