DeletedUser135
Pour info le message parlant des IA dont j'avais fait la suggestion sur notre forum se trouve sur le forum Beta à cette adresse: https://beta.forum.elvenar.com/index.php?threads/discussion-release-notes-version-0-28.3609/page-4
Ça semble clairement plus simpliste que ce que j'avais proposé mais temps qu'on peu au moins prélever la taxe c'est déjà un bon début.. ^^
message en anglais ( la traduction google étant trop horrible lol)
Ça semble clairement plus simpliste que ce que j'avais proposé mais temps qu'on peu au moins prélever la taxe c'est déjà un bon début.. ^^
message en anglais ( la traduction google étant trop horrible lol)
First of all, let's agree that we are all looking for the same end result in this discussion: we are all looking to improve Elvenar. Which path we're taking to achieve that goal is irrelevant, but fact is we all want it to be better, and we will always keep wanting that because nothing is ever 100% perfect. Right? Alright, let's go from here, then.
A development process takes time: we don't have a "Fix It"-button or a "Change It Now"-button. We would like such buttons, but to our knowledge they are non-existent for the time being. Unfortunate, but we're not lost yet! We have a dedicated team of developers, game designers, artists and many more people in all kinds of roles working hard every day to achieve the aforementioned goal: making Elvenar the best game ever. We believe that we are already doing quite alright, but we also realise that we are far from done (if we can ever reach point in the first place).
Now that we have that said, let's talk shop. We are currently seeing two issues regarding the World Map coming up time and again in threads on this forum:
1. Player inactivity and empty areas on the World Map
2. The new World Map design
On the World Map design we can be fairly brief, as we have answered to that issue in this thread before already: we heard your feedback. It is impossible to return to the old design, as the new design is part of a bigger job that was done on the World Map as a whole, but we are considering our options in order to improve the current design. One of these options is to make the border thinner, so that it is not so intrusive anymore (especially on smaller screens). But, that's just one way to go. We'll have to figure out what other steps we could take and which one would be best for Elvenar. Not only will the work on the improved solution take time, also the designing of it cannot be done in seconds. We do really appreciate all the feedback that we've gotten so far, though! And, if you have ideas or suggestions on how to improve it, please also do let us know. We'll make sure that your opinions reach our development team in time.
The inactivity on the world map is a bigger issue. Not only does it have a bigger impact on the game as a whole, it also proves a lot more challenging to create a solution for. We are most certainly aware that this problem has a big impact on your experience while playing Elvenar (both on Beta and our Live servers). Especially those of you who are in an area with hardly any neighbors are affected greatly by it. At Beta, we are constantly forwarding your feedback regarding this topic, so that it is not only heard and read by us, but also by the people who are in charge of designing and creating the solution. One of the forwarded ideas was to move cities from the edge of the map (those are the cities who have the biggest issues with the empty neighborhoods), but this can unfortunately not be implemented due to all kinds of technical reasons. It is unfortunate, but that's where we stand at. We cannot change that.
So, because that solution cannot be implemented, we will have to think of something else. Let's share a little bit of internal information from within the Beta team: on top of "just" forwarding all your feedback, we have also forwarded the results of a brainstorm session held recently (last week) within Beta's own team. We have been trying to think of something that would meet the following criteria, set by ourselves:
We proposed to our development team to create a solution where there are no empty holes on the map in the gaps where players would normally be. Instead, in every space that is currently empty when there is no player to fill it would be filled with an 'NPC City'. This would be a city that is run automatically, by the system (computer-controlled). The city does not need to grow, and can consist only of very few buildings: actually just a Main Hall would, in theory, be enough. This building can be helped by neighbors multiple times already, so it does not need to be changed mechanics-wise (limits developer time needed to implement). If a player were to become available that would normally be put on the spot of the NPC City, this player should get priority. So, the NPC City should be deleted and the Player City should be put in its place. This would also go the other way around: when a player is deleted, an NPC City should be put in their place straight away.
Let's take the list we made above and put this idea to the test:
We would like to thank you again for your feedback provided so far, and we really hope that you will continue providing us with your invaluable feedback. We are looking forward to reading it!
A development process takes time: we don't have a "Fix It"-button or a "Change It Now"-button. We would like such buttons, but to our knowledge they are non-existent for the time being. Unfortunate, but we're not lost yet! We have a dedicated team of developers, game designers, artists and many more people in all kinds of roles working hard every day to achieve the aforementioned goal: making Elvenar the best game ever. We believe that we are already doing quite alright, but we also realise that we are far from done (if we can ever reach point in the first place).
Now that we have that said, let's talk shop. We are currently seeing two issues regarding the World Map coming up time and again in threads on this forum:
1. Player inactivity and empty areas on the World Map
2. The new World Map design
On the World Map design we can be fairly brief, as we have answered to that issue in this thread before already: we heard your feedback. It is impossible to return to the old design, as the new design is part of a bigger job that was done on the World Map as a whole, but we are considering our options in order to improve the current design. One of these options is to make the border thinner, so that it is not so intrusive anymore (especially on smaller screens). But, that's just one way to go. We'll have to figure out what other steps we could take and which one would be best for Elvenar. Not only will the work on the improved solution take time, also the designing of it cannot be done in seconds. We do really appreciate all the feedback that we've gotten so far, though! And, if you have ideas or suggestions on how to improve it, please also do let us know. We'll make sure that your opinions reach our development team in time.
The inactivity on the world map is a bigger issue. Not only does it have a bigger impact on the game as a whole, it also proves a lot more challenging to create a solution for. We are most certainly aware that this problem has a big impact on your experience while playing Elvenar (both on Beta and our Live servers). Especially those of you who are in an area with hardly any neighbors are affected greatly by it. At Beta, we are constantly forwarding your feedback regarding this topic, so that it is not only heard and read by us, but also by the people who are in charge of designing and creating the solution. One of the forwarded ideas was to move cities from the edge of the map (those are the cities who have the biggest issues with the empty neighborhoods), but this can unfortunately not be implemented due to all kinds of technical reasons. It is unfortunate, but that's where we stand at. We cannot change that.
So, because that solution cannot be implemented, we will have to think of something else. Let's share a little bit of internal information from within the Beta team: on top of "just" forwarding all your feedback, we have also forwarded the results of a brainstorm session held recently (last week) within Beta's own team. We have been trying to think of something that would meet the following criteria, set by ourselves:
- Give players who are missing neighbors due to inactive players being deleted the possibility to gain Coins they are missing from being able to give Neighborly Help (NH) to others;
- The solution should not make NH any easier or substantially harder in any way for players in areas with a lot of deleted players, because we don't want to make it easier or harder for either party (either players with lots of neighbors or with no neighbors at all). Instead, it should be equal and balanced;
- The solution should not be (too) different from what NH would be, mechanics-wise;
- The solution should not be too hard to implement or take too much time to implement (our developers are very busy as it is, this would be an extra job on their already long list, so in order to improve chances of it being implemented it should not be too big);
- The solution has to sit well with the community, it cannot be something that would upset everyone.
We proposed to our development team to create a solution where there are no empty holes on the map in the gaps where players would normally be. Instead, in every space that is currently empty when there is no player to fill it would be filled with an 'NPC City'. This would be a city that is run automatically, by the system (computer-controlled). The city does not need to grow, and can consist only of very few buildings: actually just a Main Hall would, in theory, be enough. This building can be helped by neighbors multiple times already, so it does not need to be changed mechanics-wise (limits developer time needed to implement). If a player were to become available that would normally be put on the spot of the NPC City, this player should get priority. So, the NPC City should be deleted and the Player City should be put in its place. This would also go the other way around: when a player is deleted, an NPC City should be put in their place straight away.
Let's take the list we made above and put this idea to the test:
- This solution would allow players to visit these 'NPC Cities' on the World Map. These would be available on the World Map on any spot that would otherwise be empty if there is no player available to fill it. Players who have discovered a tile containing an NPC City are able to visit it, and perform NH in that city. This would give the visiting player Coins (the amount depending on their Main Hall's level, exactly the same as what they would get if they were to visit and perform NH in a city of a real player).
- This would not make giving NH easier or harder for anyone: the player who wants to perform still has to visit the NPC City via the World Map, and click the 'Neighborly Help'-button: exactly the same as they would when they were to visit a real player.
- This solution would be the exact same as normal NH to real players. The only differences are that they are a) not helping a real player, but an NPC, and b) they don't have to choose a building to help, as these towns would only have a Main Hall (but as every city already focusses on the Main Hall upon entering it anyways, this would only be a trivial difference).
- The only things that would be needed for this, is to implement a system that sets an NPC City on every tile on the World Map not taken by a real player, and it should be made aesthetically pleasing (because having the exact same city everywhere would be boring, so they should at least differ by using various avatars, city names, etc. - could be a mix of a few randomized variables). Pros: no new graphical assets have to be implemented (can use already existing assets), no new mechanics to NH have to be implemented (can use already existing mechanics, from both the visiting and the Main Hall).
- We have tried our best to think of something that would meet all criteria, including that it would sit right with you all. But, we really cannot be sure of that until you tell us. Please do feel free to give your feedback on this idea. We are very(!) open to improvements on this concept and any further feedback. Please, when you do give feedback, keep the criteria set above in mind. We cannot ask our development team to make this into a huge feature, as there simply is no time available to implement it. It will have to be simple, yet elegant in order for it to have a chance to succeed.
We would like to thank you again for your feedback provided so far, and we really hope that you will continue providing us with your invaluable feedback. We are looking forward to reading it!