Hrookhzin
Squire
Squire
Posts: 14
Joined: Wed Aug 02, 2017 7:04 pm

Re: Game improvements?

Wed Aug 02, 2017 7:08 pm

First, congrats to the designers for a good game. I moved over from Lords Mobile which was a horrendous grind because this is far more interesting of a game. You’ve got a lot of stuff right, well done!

I also appreciate seeing an active forum thread for suggestions – great to see game designers engaging with their community. Whenever I’m playing games, I think “what would I do differently” – so here are my suggestions:

Trade
Real world cities are active hubs of trade and commerce. In the real world, people join guilds and associations because of the benefits they enjoy from trade. Why not allow players to trade with each other by creating “Contracts” for X goods, it would read something like:

The first player to deliver 2000 gold to Highburn will receive 2500 elixir.
Or
I will pay 1.5 gold for each elixir, up to 10,000 delivered to Highburn in the next 20 minutes.

Rather than creating an auction house (yawn) you would be creating real time trade networks – using the caravan system you’ve already created. Deliveries (and payments) would be done through caravans, so they take time and they could be robbed along the way (see escorting below). If a contract is complete before my caravan arrives, it just returns or fulfills another contract (or an NPC contract) with some reserve prices. In implementing this relatively simple mechanism, you’d be two things: 1) allowing for trade between players and 2) creating entirely new PVE content (see escorting below).

Crafting
I really have no idea what I am supposed to be doing with the 150 shiny helms I’ve accumulated. Surely someone in our Kingdom knows how to turn them into elixir or mithril or something. You’ll need crafting of some sort to both clean out these items from our item stashes and to help resolve the end game resource drought. It would also facilitate trade above with more liquidity in the six commodities you have.

Escorting/Protecting Caravans
I really like the raidable caravans idea – but escorting is a drag. Who wants to watch their lord crawl across the screen for 2 minutes? We’ve got real life for mundane tasks like that. Can’t we just assign some of our hundreds of troops to escort a caravan? And/or hire mobs to do it? There must be a bunch of out of work myrmidons and dwarven miners out there that want to escort my mithril for a few gold. Why not allow players to assign or hire mobs to escort caravans? Then you’ve effectively (and very simply) created an entirely new PVE experience in the game. If they are our own troops, of course, we'll need a way to heal them more quickly.

Building Cities
Not sure why cities started with all the resource bonus spots. If I were designing the game, I’d have made those all unlockable/buildable. As a city levels up, it could open new spots and improve spots. There could also be new unlockable positions in cities – not just governor. There needs to be a trade-off between becoming a city lord and staying in a city and helping it to grow – right now with the army capacity bonus from rank, becoming a lord is too good and there isn’t enough incentive to take on a job as: Governor or Mayor or Dean of the University or Warden of the Forest (bonus to wood production) or Captain of the Guard (+ army cap) or Doctor (+healing) or all the myriad other cool positions you could unlock as cities are improved. These positions would also be elders, so you can reconcile the Guild management/leadership problem with an in game solution.

Destroying cities
When a city is attacked and turns over, some or all of the improvements described above could be destroyed.

Big Monsters and Resets
I agree with a number of other posters, you need the option for resets and/or mergers. Why not having massive monsters that tear through the map every once in awhile to help reset? If a city is defended well enough, it could survive, but I think you’ll need this sort of creative destruction to get rid of inactive players and single person cities.

Looking forward to seeing what the next update brings and hope these suggestions are useful.
 
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Zinek
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Joined: Wed Jul 26, 2017 2:15 pm

Re: Game improvements?

Wed Aug 02, 2017 10:38 pm

Hrookhzin wrote:
First, congrats to the designers for a good game. I moved over from Lords Mobile which was a horrendous grind because this is far more interesting of a game. You’ve got a lot of stuff right, well done!

I also appreciate seeing an active forum thread for suggestions – great to see game designers engaging with their community. Whenever I’m playing games, I think “what would I do differently” – so here are my suggestions:

Trade
Real world cities are active hubs of trade and commerce. In the real world, people join guilds and associations because of the benefits they enjoy from trade. Why not allow players to trade with each other by creating “Contracts” for X goods, it would read something like:

The first player to deliver 2000 gold to Highburn will receive 2500 elixir.
Or
I will pay 1.5 gold for each elixir, up to 10,000 delivered to Highburn in the next 20 minutes.

Rather than creating an auction house (yawn) you would be creating real time trade networks – using the caravan system you’ve already created. Deliveries (and payments) would be done through caravans, so they take time and they could be robbed along the way (see escorting below). If a contract is complete before my caravan arrives, it just returns or fulfills another contract (or an NPC contract) with some reserve prices. In implementing this relatively simple mechanism, you’d be two things: 1) allowing for trade between players and 2) creating entirely new PVE content (see escorting below).

Crafting
I really have no idea what I am supposed to be doing with the 150 shiny helms I’ve accumulated. Surely someone in our Kingdom knows how to turn them into elixir or mithril or something. You’ll need crafting of some sort to both clean out these items from our item stashes and to help resolve the end game resource drought. It would also facilitate trade above with more liquidity in the six commodities you have.

Escorting/Protecting Caravans
I really like the raidable caravans idea – but escorting is a drag. Who wants to watch their lord crawl across the screen for 2 minutes? We’ve got real life for mundane tasks like that. Can’t we just assign some of our hundreds of troops to escort a caravan? And/or hire mobs to do it? There must be a bunch of out of work myrmidons and dwarven miners out there that want to escort my mithril for a few gold. Why not allow players to assign or hire mobs to escort caravans? Then you’ve effectively (and very simply) created an entirely new PVE experience in the game. If they are our own troops, of course, we'll need a way to heal them more quickly.

Building Cities
Not sure why cities started with all the resource bonus spots. If I were designing the game, I’d have made those all unlockable/buildable. As a city levels up, it could open new spots and improve spots. There could also be new unlockable positions in cities – not just governor. There needs to be a trade-off between becoming a city lord and staying in a city and helping it to grow – right now with the army capacity bonus from rank, becoming a lord is too good and there isn’t enough incentive to take on a job as: Governor or Mayor or Dean of the University or Warden of the Forest (bonus to wood production) or Captain of the Guard (+ army cap) or Doctor (+healing) or all the myriad other cool positions you could unlock as cities are improved. These positions would also be elders, so you can reconcile the Guild management/leadership problem with an in game solution.

Destroying cities
When a city is attacked and turns over, some or all of the improvements described above could be destroyed.

Big Monsters and Resets
I agree with a number of other posters, you need the option for resets and/or mergers. Why not having massive monsters that tear through the map every once in awhile to help reset? If a city is defended well enough, it could survive, but I think you’ll need this sort of creative destruction to get rid of inactive players and single person cities.

Looking forward to seeing what the next update brings and hope these suggestions are useful.


Amazing love all of it.
My player guide for The Art of Conquest. If you have any questions feel free to ask them. You can find me here or on this forum or on the offical AoC discord just @Zinek

viewtopic.php?f=39&t=13293
 
DomacH
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Joined: Wed Aug 02, 2017 8:30 pm

Re: Game improvements?

Wed Aug 02, 2017 11:04 pm

I really think you should add some sort of crafting items, or even chance to sell copies of unused items for resources (like green item gives ~3 mithril/crystal/blood diamonds, and blue ~10) or something like that.
 
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Tom
Squire
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Joined: Thu Jul 27, 2017 7:35 am

Re: Game improvements?

Thu Aug 03, 2017 3:41 am

Zinek wrote:
Hrookhzin wrote:
First, congrats to the designers for a good game. I moved over from Lords Mobile which was a horrendous grind because this is far more interesting of a game. You’ve got a lot of stuff right, well done!

I also appreciate seeing an active forum thread for suggestions – great to see game designers engaging with their community. Whenever I’m playing games, I think “what would I do differently” – so here are my suggestions:

Trade
Real world cities are active hubs of trade and commerce. In the real world, people join guilds and associations because of the benefits they enjoy from trade. Why not allow players to trade with each other by creating “Contracts” for X goods, it would read something like:

The first player to deliver 2000 gold to Highburn will receive 2500 elixir.
Or
I will pay 1.5 gold for each elixir, up to 10,000 delivered to Highburn in the next 20 minutes.

Rather than creating an auction house (yawn) you would be creating real time trade networks – using the caravan system you’ve already created. Deliveries (and payments) would be done through caravans, so they take time and they could be robbed along the way (see escorting below). If a contract is complete before my caravan arrives, it just returns or fulfills another contract (or an NPC contract) with some reserve prices. In implementing this relatively simple mechanism, you’d be two things: 1) allowing for trade between players and 2) creating entirely new PVE content (see escorting below).

Crafting
I really have no idea what I am supposed to be doing with the 150 shiny helms I’ve accumulated. Surely someone in our Kingdom knows how to turn them into elixir or mithril or something. You’ll need crafting of some sort to both clean out these items from our item stashes and to help resolve the end game resource drought. It would also facilitate trade above with more liquidity in the six commodities you have.

Escorting/Protecting Caravans
I really like the raidable caravans idea – but escorting is a drag. Who wants to watch their lord crawl across the screen for 2 minutes? We’ve got real life for mundane tasks like that. Can’t we just assign some of our hundreds of troops to escort a caravan? And/or hire mobs to do it? There must be a bunch of out of work myrmidons and dwarven miners out there that want to escort my mithril for a few gold. Why not allow players to assign or hire mobs to escort caravans? Then you’ve effectively (and very simply) created an entirely new PVE experience in the game. If they are our own troops, of course, we'll need a way to heal them more quickly.

Building Cities
Not sure why cities started with all the resource bonus spots. If I were designing the game, I’d have made those all unlockable/buildable. As a city levels up, it could open new spots and improve spots. There could also be new unlockable positions in cities – not just governor. There needs to be a trade-off between becoming a city lord and staying in a city and helping it to grow – right now with the army capacity bonus from rank, becoming a lord is too good and there isn’t enough incentive to take on a job as: Governor or Mayor or Dean of the University or Warden of the Forest (bonus to wood production) or Captain of the Guard (+ army cap) or Doctor (+healing) or all the myriad other cool positions you could unlock as cities are improved. These positions would also be elders, so you can reconcile the Guild management/leadership problem with an in game solution.

Destroying cities
When a city is attacked and turns over, some or all of the improvements described above could be destroyed.

Big Monsters and Resets
I agree with a number of other posters, you need the option for resets and/or mergers. Why not having massive monsters that tear through the map every once in awhile to help reset? If a city is defended well enough, it could survive, but I think you’ll need this sort of creative destruction to get rid of inactive players and single person cities.

Looking forward to seeing what the next update brings and hope these suggestions are useful.


Amazing love all of it.



Fantastic ideas. I love the big monster one especially, but again...resource imbalances need to be addressed first, or no one will be able to recover.
-
Server 30 / Dunwulf / Direwolves / 37 cities
 
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Krakatoa
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Posts: 45
Joined: Mon Jul 31, 2017 8:54 pm
Location: Canada

Re: Game improvements?

Thu Aug 03, 2017 5:24 am

Tom wrote:
One of my house members just pointed out that the game could also have more achievements listed in the quest log. For example, X amount of carts stolen, X distance traveled, X opponents defeated, etc.


All of these and the previous suggestions made by Tom are quite good. I currently visit the game, go around and grab a few resources, then just let it sleep until the hero energy is charged again. There's really no incentive for me to escort wagons (many of them get robbed anyway by players who know I will not fight them since they are 2 or 3 times more powerful than I am), no incentive for me to attack cities since I can get more resources by defeating the AI dungeons because my power is not high enough (there's no point in attacking a wall and getting 300 gold and 300 mana when I can get the same thing with half the heroes and half the troops), and God forbid I dare to rob an unescorted wagon since the result is that for a measly few pieces of lumber or something else my city will get levelled as retribution either by the player or one of his/her friends. Ultimately, the end result (at least for me, I won't speak for anybody else) is that I'm not encouraged either to spend more time playing and much less to spend any money on the game since I'm spending less and less time on it. It's very interesting because I would have thought that as time progressed and I got more into the game, the opposite would be true but it's been less than 2 months and I'm growing quite bored with it already while at the same time the opposite is true of 2 other games I started playing at the same time as AofC (one of them I downloaded on the same day and it currently is already one of the top apps in the iTunes store. It is worth noting that both that game and AofC got featured a couple of weeks apart but AofC has not even made the list). I also cannot speak for anybody else's spending capabilities but I can certainly not afford to enhance my power by purchasing hero packages that are more than I pay for my mortgage every week. It's funny because in the World chat in my server several of the big whales constantly brag about their ability to spend more than anybody else. They don't brag about their cunning and strategy, they don't brag about studying the game to defeat their opponents, they simply brag about the size of their wallet and mock the people who can't spend as much as they can. The sad thing is that there is nothing I can see being done on the part of the developers to address this imbalance. When I want to play a game where I am rewarded for the most money spent, I will play bank account or investment portfolio but it will definitely not be "electrons in the netherworld" since those won't feed me or house me
:twisted: Krakatoa :twisted:

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hengli
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Re: Game improvements?

Thu Aug 03, 2017 9:37 am

Some very good suggestions and ideas were posted here. I will do my best to organize them and pass the suggestions and ideas to the designing team.

Regarding the useless equipment we are working on that.
 
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Re: Game improvements?

Thu Aug 03, 2017 12:16 pm

hengli wrote:
Regarding the useless equipment we are working on that.


That would be a lot better indeed.
Because now we have hundreds items that are just there taking up place.
 
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Tom
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Joined: Thu Jul 27, 2017 7:35 am

Re: Game improvements?

Sun Aug 06, 2017 5:54 pm

Tom wrote:
4. Fewer rare minerals required to upgrade troops. Training gold and silver troops is bad enough, but once you upgrade their respective buildings, your stash of rare resources will be gone in a flash – especially since the only way to protect against heavy-hitters during late game is to pump golds and silvers into your garrison. It is pure hell trying to get enough resources to train, replace, and maintain gold and silver troops.


Just wanted to add some stats to this. One of my house members has 480 silver archers in garrison and a lvl 23 castle. To upgrade them all, he would need 2500 crystals. The same amount of crystals would buy over 1.5 troops of gold archers – which, as we all know, are far more useful on the battlefield and in garrison.

To put this in perspective, a "decent" crystal raid in the current state of my server would amount to >20 crystals. Upgrading troops should not cost 125 mediocre raiding trips. I'm sure the stats for mithril are even worse.
-
Server 30 / Dunwulf / Direwolves / 37 cities
 
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Krakatoa
Knight
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Posts: 45
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Re: Game improvements?

Sun Aug 06, 2017 6:12 pm

Hrookhzin wrote:
First, congrats to the designers for a good game. I moved over from Lords Mobile which was a horrendous grind because this is far more interesting of a game. You’ve got a lot of stuff right, well done!

I also appreciate seeing an active forum thread for suggestions – great to see game designers engaging with their community. Whenever I’m playing games, I think “what would I do differently” – so here are my suggestions:

Trade
Real world cities are active hubs of trade and commerce. In the real world, people join guilds and associations because of the benefits they enjoy from trade. Why not allow players to trade with each other by creating “Contracts” for X goods, it would read something like:

The first player to deliver 2000 gold to Highburn will receive 2500 elixir.
Or
I will pay 1.5 gold for each elixir, up to 10,000 delivered to Highburn in the next 20 minutes.

Rather than creating an auction house (yawn) you would be creating real time trade networks – using the caravan system you’ve already created. Deliveries (and payments) would be done through caravans, so they take time and they could be robbed along the way (see escorting below). If a contract is complete before my caravan arrives, it just returns or fulfills another contract (or an NPC contract) with some reserve prices. In implementing this relatively simple mechanism, you’d be two things: 1) allowing for trade between players and 2) creating entirely new PVE content (see escorting below).

Crafting
I really have no idea what I am supposed to be doing with the 150 shiny helms I’ve accumulated. Surely someone in our Kingdom knows how to turn them into elixir or mithril or something. You’ll need crafting of some sort to both clean out these items from our item stashes and to help resolve the end game resource drought. It would also facilitate trade above with more liquidity in the six commodities you have.

Escorting/Protecting Caravans
I really like the raidable caravans idea – but escorting is a drag. Who wants to watch their lord crawl across the screen for 2 minutes? We’ve got real life for mundane tasks like that. Can’t we just assign some of our hundreds of troops to escort a caravan? And/or hire mobs to do it? There must be a bunch of out of work myrmidons and dwarven miners out there that want to escort my mithril for a few gold. Why not allow players to assign or hire mobs to escort caravans? Then you’ve effectively (and very simply) created an entirely new PVE experience in the game. If they are our own troops, of course, we'll need a way to heal them more quickly.

Building Cities
Not sure why cities started with all the resource bonus spots. If I were designing the game, I’d have made those all unlockable/buildable. As a city levels up, it could open new spots and improve spots. There could also be new unlockable positions in cities – not just governor. There needs to be a trade-off between becoming a city lord and staying in a city and helping it to grow – right now with the army capacity bonus from rank, becoming a lord is too good and there isn’t enough incentive to take on a job as: Governor or Mayor or Dean of the University or Warden of the Forest (bonus to wood production) or Captain of the Guard (+ army cap) or Doctor (+healing) or all the myriad other cool positions you could unlock as cities are improved. These positions would also be elders, so you can reconcile the Guild management/leadership problem with an in game solution.

Destroying cities
When a city is attacked and turns over, some or all of the improvements described above could be destroyed.

Big Monsters and Resets
I agree with a number of other posters, you need the option for resets and/or mergers. Why not having massive monsters that tear through the map every once in awhile to help reset? If a city is defended well enough, it could survive, but I think you’ll need this sort of creative destruction to get rid of inactive players and single person cities.

Looking forward to seeing what the next update brings and hope these suggestions are useful.


This is what good ideas look like, not some of the bland useless stuff advertised for future upgrades
:twisted: Krakatoa :twisted:

CURRENTLY:
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Green
Krakatoa

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Aluminara
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Re: Game improvements?

Mon Aug 07, 2017 7:14 am

A quality of life thing; on the quest page. Make active quests (resource nodes and ruins) on the top and on the bottom have grayed out inactive ones with the cool down timer on them so people can more easily keep onto of them.
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