Hello everyone, I'm Breor, and welcome back to Goodgame Empire.
You might not believe me when I say this, but I've been pretty happy with the changes
Goodgame Studios has been making recently.
They brought back the Berimond Invasion, with great new prizes and updated equipment sets.
They introduced Royal Quests, which give even the most powerful players something to work
on.
They've even run the open test server a few times!
Even though I might not agree with all of the changes they've made recently, I can
still see where they're trying to take Goodgame Empire, and it makes sense.
Goodgame Empire is a good game, but that doesn't mean it's perfect.
The game has long been filled with small annoyances that, upon reflection, just don't make sense.
To that end, here are sixteen quick fixes for GGE.
Number 1: Make separate incoming horns for shapeshifters
When you're being attacked in Goodgame Empire, a red incoming horn appears with a red screen
outline.
It's pretty difficult to miss.
These visual cues inspire urgency on the behalf of the defender, who must rush into action
to pull together a defense.
This makes sense for attacks from real players, since the defender stands to lose troops and
potentially have his castle set afire.
Shapeshifter incomings, however, can't actually hurt the defender, so why should they get
the same visual warning?
If you were to be attacked by real players and a shapeshifter at the same time, this
similarity could be confusing.
It took me about thirty seconds in Photoshop to change the incoming horn to a unique color.
If you saw this horn appear, you'd know immediately a shapeshifter attack was incoming,
and not to change your defenses.
Number 2: Automatically sell equipment items and gems, and reorganize the equipment menu
If you're an active looter, you'll collect lots of equipment for which you have absolutely
no use.
In order to make room in your equipment inventory, you'll have to sell these pieces, which
proves remarkably tedious.
In order to sell a single equipment piece, you'll need to click three times.
It can take minutes to clear out one's whole inventory.
If the game is lagging, it can sometimes put sold equipment back into your inventory, which
you'll try to sell again only to receive an error message.
Level 70 players should be able to automatically sell ordinary, rare, epic, and even legendary
equipment items, at their choosing.
If not, here's another idea; click on one button to toggle a "sell equipment" mode,
and then click on each piece only once to sell it.
Furthermore, if you think selling regular equipment is bad, selling gems is even worse!
Gems of the same level and kind should stack onto one another, and should be able to be
sold in batches.
Number 3: Provide statistics for alliance members
Most large alliances track their members' participation in events and in the weekly
looting rankings.
That's because weekly loot is a great measure of a player's activity.
Looking up the loot of each player in your alliance is tremendously tedious.
Weekly loot, and perhaps a few other details, could easily be tracked on the alliance roster
page, just like daily glory points.
Better yet, information like this could have its own separate tab, with information from
previous weeks and all of that good stuff.
Number 4: Desertion warning When you run out of food in one of your castles,
any extra troops you can't feed will desert you.
This is pretty annoying when it happens while you're offline, but it's even more aggravating
when you're online and could've done something to prevent it.
An easy way to check your food reserves at all of your castles is to visit the storehouse,
but, while this tells you how much food you have, it doesn't tell you how long that
buys you.
Why not have a configurable desertion warning, that alerts you to move food over to one of
your castles?
Players should be able to adjust the time at which this warning appears.
For example, maybe a advanced player would want to know if he was ten minutes away from
starving, but a less advanced player might want to know if he was half an hour away from
starving.
Players should be given the choice.
Number 5: Music option Throughout this video so far, you've been
listening to the old theme of Goodgame Empire.
While the new music isn't as bad as some people make it out to be, I think the old music is
infinitely better, which is why I've added it in the background of all of my recent videos.
Judging by some of the comments I've received, I'm not alone in holding this opinion!
If you want to listen to the old music while you play Goodgame Empire, simply click the
link in the description and enable the "loop" feature.
You can do that by right-clicking on the video and selecting loop... then it will loop indefinitely,
just as it was designed to do in the game.
It's pretty easy, but it would be even easier to simply give players the option to pick
their music without having to leave the game!
Number 6: Longer troop stationing times When you support another member of your alliance,
you currently have the option of stationing your troops for one, six, or twelve hours.
I'd find it really useful if you could set more specific times, and also if you could
station your troops for up to a whole day.
This would be super beneficial for protecting outpost captures and/or using the safehouse
to protect your attackers.
Number 7: Moving decorations between castles When you earn a decorative item in Goodgame
Empire, you have to tell the game what castle to put it in.
You'll be stuck with that choice forever.
Goodgame Studios has been asked to countless times implement a "move decoration" feature,
but they said on the forums that this would be too difficult.
Why?
Players already have the option to sell decorative items, and obviously to receive them, so how
much harder could it be to put those two features together?
I should be able to sell my decorative item to receive a new copy of it that I could place
in a different castle.
To those who would argue that this makes raising one's public order much easier, I would agree,
since that's very much the point.
If a player captures an outpost with better decorations from another player, and simply
cannibalizes that outpost by moving the decorations to a different castle, that they actually
intend to keep, then I don't see the problem with that either.
Number 8: Moving between kingdoms glitch This is a super minor annoyance that has bugged
me for a long time.
I'm browsing my alliance roster when I decide to visit melp's castle in the burning sands.
Why not?
It looks nice!
Then, when I pull back to the world map, it's centered on my own castle.
To revisit melp, I have to type his name in again.
This glitch only happens when moving between kingdoms.
Obviously I'm not planning on attacking melp, but I encounter this problem a lot when
I'm looking for PVP targets.
I'm probably the only person who finds this annoying, but I'd appreciate a fix.
Number 9: Desertion and hospitalization order When you run out of food in your castle, your
troops will desert in an order determined by Goodgame Studios.
You might lose your strongest attackers or defenders, or you might be left with only
melee troops, for example.
When you lose troops in a fight or by desertion, they'll be placed in the hospital.
In the hospital, ruby troops are given priority, pushing coin troops out, but I don't know
anybody who actually spends rubies to heal ruby troops!
Players should be able to determine the prioritization order here, and if they want don't want
ruby troops to knock coin troops out of the hospital, they should be able to say that
too.
Number 10: Tool exchanges Take a look at this!
What do siege towers, grim ladders, candy cane ladders, bone ladders, and vine ladders
all have in common?
They all have the same effect and the same travel speed.
Yet they take up a massive amount of space in the long list of tools I can send with
my attack.
We players should be able to sell the holiday themed tools to get the "basic" ruby version
of the tool, thus decluttering the attack setup window.
Some tools, like these mantlets, do have slightly different travel speeds, but I honestly think
we should be able to combine them too.
Similarly, different versions of the same troop, like how the master bone huntress is
the same as the demon horror, should be able to be combined.
Number 11: Disable auto war by default When a player founds a new alliance, auto-war
is enabled by default, meaning war will be declared if they are attacked.
Many new players who found alliances don't know to turn auto-war off, which means large
alliances have dozens of tiny alliances that they're perpetually at war with.
Auto-war should have to be manually enabled, not the other way around.
Number 12: Break up the 18 hour boosters I really don't like how Goodgame Studios
encourages unhealthy playing habits.
I understand why they do it, but I think it's taking the monetization of the game too far.
For example, consider how a player can earn an eighteen-hour seasonal point booster during
the long-term point events.
It's not healthy for anybody to play Goodgame Empire for eighteen consecutive hours, yet
by making the booster this long, that's exactly what Goodgame Studios is trying to
get people to do.
Why not break this booster up into three six-hour periods, earnable at different stages along
the way?
Number 13: More message archive space Players were given the ability to permanently
store messages several years ago, which is a really useful feature for holding onto good
information.
You can also archive an alliance invite so that you can visit another alliance and then
return to your own without needing to find somebody who can invite you and who is online.
Very useful!
My only complaint is that my archive folder has been full for years, with the capacity
to hold only twenty messages.
Increasing this to 50 or beyond would be greatly appreciated.
Number 14: Condense the time-skips I'm sure you're all acutely aware of the recent
changes Goodgame Studios made to time skips, but while 24-hr skips may no longer be a thing,
active looters have thousands of tiny skips that we can't really use.
I can't use these skips fast enough when running attacks on nomad and samurai camps, and completing
buildings with them is also out of the question.
Perhaps time skips should be added to a time bank of sorts, where you can skip any cooldown
or construction immediately with one easy click.
At the very least, we should again be allowed to trade in these time skips for skips of
equal value but higher denomination.
Number 15: Sending kingdom and regular resources together
If you want to send regular and kingdom resources between your castles, you'll need to make
multiple trips.
This is true between the kingdoms and also between castles in the same kingdom, and I'm
not sure why.
It causes players to waste time, time skips, and even rubies if they're moving resources
between kingdoms.
Number 16: Allow the attacker to see the details of the battle report even when they lose
It used to be when you sent an attack that got crushed, you could examine the details
of the report to understand why you lost.
Goodgame Studios removed this feature for whatever reason, and while you can still see
whether your attackers overcame the wall, you can't view any further details about your
opponent's setup.
I think perhaps the developer made this change because tool-burning was an easier way to
spy than actually spying, but they need to find a way to undo it.
If I lose, I should be able to see why and use that information to make better attacks
in the future... what other way is there for me to learn?
Alright ladies and gentlemen, that is all for today, thank you for watching.
If you have feelings about my suggestions, one way or the other, whether you agree or
disagree, please leave them in the comments section below.
In the very near future, I will be releasing a defense guide for Goodgame Empire, so stay
tuned to the channel for that.
Thanks again, and I'll see you next time.
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