May 2014 Update Notes

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Biotot
Posts: 335
Joined: Wed Aug 22, 2012 6:14 am

Re: May 2014 Update Notes

Post by Biotot »

One of these things is not like the others...
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I think 500 points is pretty overpriced, especially before the targeting is fixed.
They tried to excom 5 people
A sane person wouldn't do maintenance on 30 villages and continue to call it fun. W6, now farmville for all.
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Moseley3
Posts: 62
Joined: Thu Jul 18, 2013 5:36 pm

Re: May 2014 Update Notes

Post by Moseley3 »

Yeah, with the diplomacy and Ballista cards, it does seem a bit like they took the problem of how tedious the AI castles are, and the problems with defending, and decided to make money off the problems, instead of fixing/rebalancing it for everyone.

Still good to see changes being made every month anyway...
kongkim
Posts: 19
Joined: Tue Mar 06, 2012 12:46 am
Location: Denmark

Re: May 2014 Update Notes

Post by kongkim »

Making its Facebook game now :( Plz keep that crap out of the game :(
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thekpd
Posts: 791
Joined: Sat Jan 08, 2011 1:56 am
Location: Rochester NY

Re: May 2014 Update Notes

Post by thekpd »

The "montly" updates... get worse and worse everytime.

Why bother? save us the 3 hours of downtime every month and just keep them.
Lokys
Posts: 9
Joined: Sat Jan 01, 2011 4:22 pm

Re: May 2014 Update Notes

Post by Lokys »

FireFly PLEASE CALM DOWN on your money vasting updates and work on something to improve the game play.
Try to create possiblities to be able to play in very different and unique to each player styles.
Add some new features to the game, which could create a lot of new ways of village organisation and castle designs. It is extremeley boring, then there are only few ways to build the village in correct way and the good castle design is too similar, that in general scouting castle is not too important. Same for armies.
Yes i am very happy about new abillities of captains, it have added a little bit if fresh air into attack formations. BUT WE NEED MORE.

For experienced player the gameplay is limited. There is no way to experiment.

Villges organisation - would it be possible randomisation of the map? That each village would be a little bit unique and players should work with their brains a little bit, to find the best way to place their buildings to get the best outcome. Also possibility to speacialize villages even more for gold, honor, FP, army building, special goods production. (* it could be fun to have special villages for FP production, without possibility to get a lot more FP from 1 village, but not be able to make good defence for example lesss space to build castle on or be able to use only wooden structures).
Castles - WHY there is no serious difference between building castles in different types of villages? Why river type villages does not have natural water defences? Natural defences... Those rocks in mountain peak or highland villages are ridicilous and boring..

The game must be fixed, that people would build castles, which would look more realist and not just pile of great towers next to each other.

Just few random ideas:

-Limited amount of each type of towers.(Variations of amounts of each type towers in different villages types).

-Stone walls should not be easy for troops to destroy, also stone walls should be limited amount aswell. Attacking troops should have priority better to find a path to caslte instead of breaking through it.

-River type villages moat should be extreme deap. There also could be natural defences the "river" from 1 side. To get inside the caslte after you break the wall you would need new siege unit(boat). Plus defender could build NEW defence buildings as Gates with drawingbridge, there Knights would go outside through it and the attacker would need to use boat or dig for extremely long time.

- New towers, for example , you could build only few round towers, which are higher, stronger and have bigger defence, cause they would have roof, but you could not build wall around them only connect wall to it from 1 or 2 points.

- Archers would need to get on top of walls and towers only through stairs. If attacker disconnects walls and towers from stairs. Defender could not place troops on them anymore.

-Killing pits must be rebalanced. Cause now no body use them... For example in mountain peak village they could deal extremely big damage and it would be very cheap to repair them.

-Defence, attack and PATROL mode for defending pikemen and swordsmen.

- Tunnels are very fun thing in defence, cause you can replace it on each attack. Why couldn't it be some defences inside the castle, which could be seen only to defender. This way defender could try to make tricky castles and try to lure attacking troops to the trap.

- Razing, capturing.

I would say, that entering keep should not be enough for attacker to win. Attacker would need to stay alive inside the keep for a peroid of time. But at that time, then they get inside keep, keep starts firing the defenders, same for turrets and ballistas.

- Captains have new tactics in attacking, why can't they be sitting on towers, walk with pikemen and make some bonuses to defence, attack or counter-attack. Also Captains could get inside balistas and turrets to make some additional damage or range.

- Also it would be very fun, to add original SH feature, that if you kill all defending captains inside the castle, ther would be some huge negative impact to the defending troops and village popularity bonus and honour multiplier.

Attacking:

Attacking in general must be improved, that it would be possible to work more with brain and tactics then resources.

-NEW UNITS
Troops: Knights, crosbowmen, maceman(different speed, damage, hp, abillities). *, maybe even medics :D
Siege: Boats, for deap water, rams for GREATTOWER-GATE(another defence contsruction object), threabuchets for great damage or damaging towers deap inside the castle, ladders to climb the walls instead breaking them.

-Different modes for attacking troops
Defencive mode to live longer
Attacking mode priority to kill
Destruction mode priority to destroy structures
Fire arrows to make bigger damage but less accuracy
Fire catapults to kill troops instead of structures.
Fire dead cows to make village deseased and to decrease village popularity.

Researching:

Researching is extremely fun in the beginning of the game. But what should you do after you finnish every single one research?
I think, that there should be limited amount of researches per player per level. And there should be possibility to undo reseach, if you don't like, how you made it.
At some level, for example from Baron level, there should begin specialisation, there you would adpt researchs to your gaming style. People should choose either they are monkers, fighters, producers, balance of these and etc.. This would increase teamwork. People would be interested to make best builds according themselves and debate about their game styles.

Parishes:

* parishes building is so limited...
What should people do with their flags, then they have finnished every single building in the parish? Delete barracks and build them agains? Seriously?..
Yes then maybe second age will come and you might need flags to rebuild your parish guilds, if somebody deletes them and etc.
Parrish is 1 thing army to attack another player, but also it is bonuses for your village.
I think, that players should work everyday to get those bonuses.

For example, you pay tribute to the parish with gold, that parish could build buildings and armies. Then you donate to the guild until it is finnished. Why couldn't you connect those goods people sell to the parishes directly, with how much bonuses you get from each guild. You sell food to the parish for gold, then you get better bonus of each guild which uses food to be donated and oposite.

This way there should be ability to ransack and pillage parishes with other parishes.
Levels of parish guilds also should unlock with amounts of villages in that parish. Cause why should 1 guys sit with 1 village in 1 parish with all top bonuses.

I think this would increase comunications and teamwork in this game.


And etc and etc..


This kind or similar changes and updates to the game, would make it even more interesting to explore, experiment and it would bring new ways to enjoy the active gameplay in defending and attacking.
But I guess it needs a lot of programming and you guys have no clue how to make these kind of things simple but effective.
Llewleyn
Posts: 4
Joined: Fri May 09, 2014 1:45 pm

Re: May 2014 Update Notes

Post by Llewleyn »

Some great ideas here, especially Anticapt, amazing!

The only thing I need at the moment is when managing troops for an attack, I would like a button "clear castle" as so often I want to attack a wolf lair or something and I have a preset but when I select it the only troops that appear are those from the barracks, it's a bit of hassle, so I'd love this button.
Bernd von Habsburg
Posts: 49
Joined: Thu May 08, 2014 9:18 pm

Re: May 2014 Update Notes

Post by Bernd von Habsburg »

"Attach Scout Report to Post" function, like targets would be really awesome
PsychoticUK
Posts: 290
Joined: Mon Jul 16, 2012 7:23 pm

Re: May 2014 Update Notes

Post by PsychoticUK »

5 card cash in limit has been removed
Up to sixty cards can now be cashed in at one time. It is also possible to cash in an entire stack of the same card by holding SHIFT.
Would it be possible to create a system where you can exchange individual cards for points? If I trade 5 cards then most of the time I will get 25 card points, which makes each card worth 5 points.

Example if I want a Woodmanship card (costs 7 card points) I would like it so I can trade two cards to get 10 points, to buy the card I need.

Maybe have it like Silver cards are worth 5, gold are worth 7, diamond 10, double diamond 15, triple 20, sapphire 25.
Mordakai04
Posts: 22
Joined: Mon Apr 02, 2012 1:30 am

Re: May 2014 Update Notes

Post by Mordakai04 »

Personally I think the AI tweak is ridiculous! I know that several players as well as myself keep getting a wolf castle re-spawning, it really is a major pain in the *! This is yet another way for firefly to get people to spend money to buy a card that nullifies the attacks. Like several other updates they added it in there several weeks before releasing the card, so no one would notice. Well many people did noticed, its pretty shady that FF needs to do this stuff so they can fatten their pockets a bit more. I know it will not happen but I think they need to scale it back a bit and drop the Wolf Castles back to where it was before this silly patch.
Where Ever You Go ! ! ! !

There You Are! ! ! !
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metroman
Posts: 883
Joined: Thu Nov 04, 2010 11:02 am

Re: May 2014 Update Notes

Post by metroman »

Greygamer wrote:
bhaas wrote:I had 2 pages of feedback as well, I am also waiting for 1 idea to be implemented.
-The ability to "unplace" all village building and replace them so you can start fresh on your village layout, with no build times or resource cost of course.


Feedback would be appreciated.
So with premium you can already move all of your buildings around in your villages.
Are you talking about something entirely new here??
It sounds like you might not need to play shuffle building when changing your village layout, all the resources used and time spent being made available to place new buildings.
If that is true it is pretty awesome. It depends what they mean by unplace & replace really.
It could allow villages to be re-purposed on the fly :o[/quote]


It may be a request to change the village for, say a lowland to a highland, without losing the structures in the villages, like the Castle never changes..(though I know it'll never work since there is a difference to what structures are allowed in each village type.)
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