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    Your Elvenar Team

3 ideas for improvement

DeletedUser6523

Guest
These are just ideas and I was wondering what you guys thought.

1. Have a button or tab in the building menu that would make the actual buildings in you city invisible and only show the grid of the city and the shaded blocks where you buildings are. This would allow you to more efficiently place buildings to conserve space and for esthetics.

2. Along with the "move" option, have a rotate option. This is self explanatory.

3. I know a lot of people feel the same way I do about this, having the option to either build a storage building or earn one that would allow you to store and/or rotate buildings according to the seasons/holiday/etc. They could add it to the research tree and building menu. Or just add it as an option, but make it so you don't have to spend diamonds to purchase it.

So how do you guys feel about this? Please leave comments and suggestions.
 

SoggyShorts

Mathematician par Excellence
1. This could be nice, have you tried www.elvenarchitect.com?
2. Rotation can never be implemented.
The reason being, at certain levels buildings already change orientation, providing a challenge for players to re-design a city that fits .
ruwgph.jpg
3. Storage has been asked for 100s of times, and the developers have said that they feel it would make the game too easy. Especially during events, you could store a bunch of stuff and make dozens of little buildings to complete events in a very short period. Same goes for guest race buildings (chapter 6+) where you could temporarily store a bunch of culture to build up loads of settlement buildings to get special goods very quickly.
 

DeletedUser6523

Guest
Thank you SoggyShorts, I will check that site out, I didn't know about that. As for the others, I see your/their point. Maybe they could put a limit to the number of buildings that you can put into storage. Such as, you have to build the storage building that takes up a 2x2 or 3x3 block and it will only hold like 4 buildings or set a block limit like 25, so a 3x3 building would take up 9 blocks and so forth. That would make it a little more difficult for people to, I guess you could say, abuse the storage ability.
Please don't misunderstand, I'm not arguing or as my grandmother would say, beating a dead horse, but I would just like to come up with an idea for the developers that might meet a happy medium. One that would help those of us that are, I guess a nice way to put it would be, particular, about the way our cities look, and it's bad form to keep Halloween decorations up during Christmas...lol, and still keep down the storage abuse. I agree it would make it easier, but with limits, you would still need to plan.
There are quests that require you build something, and maybe you already have as many as you want or need, but to complete the quest you need to build another one. You know you are just going to sell it after you complete the quest, but you don't have room to build it, so you could put a building in storage, complete the quest, sell the building and then replace the one you wanted to keep.
 

SoggyShorts

Mathematician par Excellence
d it's bad form to keep Halloween decorations up during Christmas...lol
It's a valid point, but the thing is, you wouldn't want to bring out those buildings next Halloween-- by then you'll have progressed so far that they would be terribly outdated. Also, you can get another one next year that has far better stats matching your (then) current chapter.

Perhaps there is a place for a very limited storage to help arrange things in your city, but I'm not sure it's needed. You do get expansions fairly often, or finish a guest race so there are many opportunities to move things around.
 

DeletedUser6523

Guest
You do bring a very valid point (sorry to copy, but I love that phrase) that I hadn't taken into consideration. I hadn't thought about the higher levels effecting the prizes. See that's why I love this forum. You get very good advice and points of view you didn't think about.
It's been really nice talking to you SoggyShorts.
 

Jwb52z

New Member
Am I the only one who doesn't care that the developers think something would make the game "too easy" or furious that they won't implement a feature just because of that same reason or that it's difficult for them?
 

DeletedUser9601

Guest
Am I the only one who doesn't care that the developers think something would make the game "too easy" or furious that they won't implement a feature just because of that same reason or that it's difficult for them?
You're definitely not the only one, because people ask for this stuff all the time.
But what are you looking for? If you want a free-to-play, challenge-free city building game, go download an old version of Sim City and play on easy. Then you can sandbox a city all you want.

This game is intended to be a challenge. Its not impossible, but playing poorly/inefficiently means that its going to take you a year to do what others could do in a month. And that's fine. Everyone can play at their own pace.
 

k777

Active Member
We need NEW TABS in TRADER.
I DON'T want to scroll through pages and pages of sentient goods when I'm trying to help my FS. I'm the only one remotely in sentient goods. I want a new tab for T4 and one for T5.
 

ajqtrz

Chef - loquacious Old Dog
One must remember that the point of the game is to make some money for Inno. If they don't make money, they don't produce the game.

If you then ask what about the game makes Inno money you understand it's that the players spend money for diamonds. Getting the players to spend the money is the point.

And when do players spend money? When they want to move more quickly, grow faster, or win some kind of prize/reward. These are usually emotional desires and that means if you want to overcome the resistance to spending money you have to engage the player in such a way that he/she feels it better to spend the money than to not. And that balance is achieved by making it have the right amount of "tension" for the player. Too little tension and the player "wins" too easily (and thus does not spend). Too much tension and the player leaves (because he or she either does not have the money to spend or because the "win" is not worth the money or time needed.)

So in the end, it's all about balancing the desires of the players to "win" (however they measure that for themselves) -- thus making the path to "winning" affordable for that player -- against making the game so difficult a player quits in frustration because the game is "too hard" to "win" -- i.e. costs to much in money and/or time.

Just another round of explaining things from a business perspective.

AJ
 
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