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Some minor user-friendly changes...

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=7261
Printed Date: 29 Mar 2024 at 00:56
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: Some minor user-friendly changes...
Posted By: Eresh
Subject: Some minor user-friendly changes...
Date 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



Replies:
Posted By: Tensmoor
Date Posted: 18 Jul 2017 at 11:33
Originally posted by Eresh Eresh wrote:

I think these would all be quick and painless to implement...

1 - Add the prestige speedup button to the wall defense page. Can't believe this doesn't have the button. Should indeed be very easy to do as it is only implementing code/functionality that exists elsewhere.

2 - Add the demo button to the resource plot pages, currently it's missing. Same as #1.

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. Am I correct in saying that AC stops working as soon as you leave an alliance? If it does then again the code exists (just in reverse), if not then it should. Thinking about this a bit more, when you log in part of the data sent from the server is a bunch of entries for all the chat channels you have enabled. There must be a function on the server that does this so a simple call to the server with the relevant parameter should result in the latest bunch of AC posts being sent.

4 - Add the travel time to the launch screen for diplomacy and trade units like military units get. Real estate on that page is tight but since you can only send one type of diplo/trade unit at a time it could be fitted between the distance and the region map. When you put a figure in the Send column, it calculates the travel time and adds that. When sending harvesters from the map is slightly different but still not that difficult.

5 - Add a recall option for 90 seconds to trade units like diplomacy and military units get. Again, this would make use of code that exists elsewhere so I would think it is fairly simple to impliment. Imagine the joy of both newbies and vets alike when your cotters are no longer sent on that

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". This is also fairly simple - all the data needed is there and a line could be added under the resources required to show the total needed for the qty in the input box for that item. As the value in there changes the totals needed are updated.

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

Only change I can think of to this would be to include the check on required resources in this as well. Otherwise a perfectly sensible and easy solution.

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
This has been suggested before and I think it is a damn fine idea - help us obsessive compulsives get our town layouts in order and get some more money for the devs. Sounds like a win win to me.

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



Posted By: Tink XX
Date Posted: 18 Jul 2017 at 15:06
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.



Posted By: Tensmoor
Date Posted: 18 Jul 2017 at 15:50
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.


Posted By: Eresh
Date Posted: 18 Jul 2017 at 18:02
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. 


Posted By: Angrim
Date Posted: 20 Jul 2017 at 01:09
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.


Posted By: Eresh
Date Posted: 20 Jul 2017 at 01:55
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. 


Posted By: Rill
Date Posted: 20 Jul 2017 at 06:19
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.)


Posted By: Count Rupert
Date Posted: 20 Jul 2017 at 12:08
Originally posted by Eresh Eresh wrote:

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. 

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.


Posted By: GM Cerberus
Date Posted: 20 Jul 2017 at 19:13
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! Big smile


Posted By: Dungshoveleux
Date Posted: 20 Jul 2017 at 23:28
i would like to see these little projects and enhancements in a poll together with prestige costs.  if the prestige cost is paid then that item gets implemented by the devs.


Posted By: Eresh
Date Posted: 21 Jul 2017 at 02:38
A recall button would make it easier to avoid being scammed than it currently is, actually...

With recall option:
Party 1 - sends their goods/payment
Party 2 - sends their goods/payment
Party 1 - recalls after 89 seconds
Party 2 - sees this and also recalls, since he sent after party 1, he still has time to do so

--- or ---

Party 1 - sends their goods/payment
Party 2 - sends their goods/payment
Party 1 - recalls after 89 seconds
Party 2 - isn't paying attention and so seeks revenge via diplo/military action, public shaming, whatever

--- or ---

Party 1 - sends their goods/payment
Party 2 - decides to be a dick and doesn't send anything
Party 1 - recalls since they're getting ripped off

Current (no recall button):
Party 1 - sends their goods/payment
Party 2 - decides to be a dick and doesn't send anything
Party 1 - seeks revenge via diplo/military action, public shaming, whatever

BUT either way you do it, if you don't trust the person you're privately trading with, you should use the built-in faction hubs for trades.


Posted By: Eresh
Date Posted: 21 Jul 2017 at 02:51
Originally posted by Dungshoveleux Dungshoveleux wrote:

i would like to see these little projects and enhancements in a poll together with prestige costs.  if the prestige cost is paid then that item gets implemented by the devs.

I would not like that, and would not contribute toward that pool. I have spent and will likely continue to spend (too much) money on this game because I like it, I want to support it, and I am an impatient player. Unfortunately I strongly dislike games that require you pay for updates. 

Unless it's a massive update as a rule I won't buy DLC or new updates for games. Take Diablo 3 for example. I paid for the original game. Reaper of Souls was a huge update so I was ok with paying for it as well. The new Necromancer class is not a huge update so I will not pay for it. If each minor patch Blizzard did to the game also required I pay, I would not be paying for those either.. and likely would not have bought the game in the first place.

I believe if developers want to keep people playing their game (and spending while playing it), they'll put in at least minimal effort to keep it fresh and entertaining without us having to pay them for their attention in addition to what we already spend while playing. And before anyone declares me entitled or cheap.. I don't believe they're obligated in any way to make updates. The game is free. What we see is what we get. But without any updates people get bored eventually and leave, and they lose their source of "voluntary" income.


Posted By: Tensmoor
Date Posted: 21 Jul 2017 at 10:59
Once again I find myself agreeing with Eresh. Thumbs Up


Posted By: Dungshoveleux
Date Posted: 21 Jul 2017 at 16:51
Eresh,
Whilst I respect your point of view, please explain how waiting for the devs to do something is a better solution.  We are talking about a voluntary contribution system.  Prestige is not obligatory to play the game so it is not the same as pay to play.  What the proposal does do it is focus development on things players want.  There is no big difference between buying prestige to finish a city or speed an army up or god forbid contribute toward specifc development projects.  Illyriad is a niche game which currently doesn't generate enough cash to pay for development.  It pays its bills but that's it.  I'm suggesting a system to break the deadlock, not kill the game.  Get real!  You expect something for nothing!


Posted By: Eresh
Date Posted: 21 Jul 2017 at 23:41
On the contrary, I don't expect anything, you missed my last line or two I think. I posted suggestions, if they add them great, if they don't oh well. I'm not going to quit over not having them just like I'm not going to pay extra to get them added.

I firmly believe players are often the worst people to listen to when developing a game. They want whatever is convenient for their personal situation or experience and haven't thought out how it could negatively affect other players. Letting people buy changes would ruin the game faster than no changes.


Posted By: Tensmoor
Date Posted: 09 May 2018 at 21:20
Added a tool that tells you the total res needed for production as you type the figures in. This was requested by Eresh in the original post (item 6).



Posted By: rajput
Date Posted: 11 May 2018 at 17:28
Nice... Thanks Tensmoor!

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Warning! Author of this post has weird sense of humor...



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