DeletedUser
Guest
To start I'd like to say that I have enjoyed playing Elvenar, it has taken up more of my time than some similar games, but I've got to the stage where I just fancy a change. I'm currently at rank 41 but peaked at 16 & do have some level 15 buildings.
I'll not mention the lack of features such as chat as they are being developed, just the features in-game.
The good:
1: 15 building upgrade levels, none with insane time requirements to complete. You do feel that you are constantly progressing unlike some games where they only have perhaps 5 levels and the last one takes over a week to complete.
2: The buildings are very well drawn and animated and are a pleasure to look at
3: The change of building size means a total city redesign which takes a lot of thought on how to complete effectively, and my last redesign was great fun which took more than an hour to complete!
4: The basic resource system is generally good, with the split of coin and tool production. The wholesaler is a great idea to plug any urgent needs or to use spare basic resources.
The not so good:
1: Combat. I find it a little boring and frustrating at times. The terrain blocks are a good idea but it isn't always obvious when you can go round obstacles, sometimes it looks like there is a path when there isn't. You quickly come up against enemies that you cannot easily defeat until you have an upgrade or 2 and as encounters totally reset if you fail then you can't just attrition them down. I've not fought for awhile now as I just don't like the system even though I have a large army of almost 7000 sitting in the barracks.
2: Building upgrade progression. At times I have run out of possible upgrades and at others have been able to upgrade multiple building types. The upgrades need either better distribution throughout the tech tree or simply remove upgrades from the tech tree altogether and let the player make the tactical choice on going wide or tall (to steal Civilization terminology)
3: Goods trading. In theory the bonus production system is an excellent idea but it doesn't seem to work in practise. You can see from the forum that whole neighbourhoods seem to have an excess of 1 good and a surplus of another rather than being balanced. I do think that players should be able to select their bonus goods, not only as they can look for a shortage of 1 type and fill it but because they may prefer the look of 1 building type over another.
4: Neighbourly Help. Another great idea that doesn't work as well in practise. Once you have discovered more than 10 or so players then it gets very boring to visit each town and manually upgrade a building. I would like to see a much simpler way of doing things, either a button on the main map that just sends help to every city that you have discovered or (possibly in development) a friends system where you can send help from your own city without having to visit others. As an incentive to visit, you could give the current reward if you visit and half if you take the easy route.
So not a great deal of feedback .. but that's because I think that the devs are generally on the right track and are keeping an eye on areas of concern such as culture and bonus production.
Good luck to you all.
I'll not mention the lack of features such as chat as they are being developed, just the features in-game.
The good:
1: 15 building upgrade levels, none with insane time requirements to complete. You do feel that you are constantly progressing unlike some games where they only have perhaps 5 levels and the last one takes over a week to complete.
2: The buildings are very well drawn and animated and are a pleasure to look at
3: The change of building size means a total city redesign which takes a lot of thought on how to complete effectively, and my last redesign was great fun which took more than an hour to complete!
4: The basic resource system is generally good, with the split of coin and tool production. The wholesaler is a great idea to plug any urgent needs or to use spare basic resources.
The not so good:
1: Combat. I find it a little boring and frustrating at times. The terrain blocks are a good idea but it isn't always obvious when you can go round obstacles, sometimes it looks like there is a path when there isn't. You quickly come up against enemies that you cannot easily defeat until you have an upgrade or 2 and as encounters totally reset if you fail then you can't just attrition them down. I've not fought for awhile now as I just don't like the system even though I have a large army of almost 7000 sitting in the barracks.
2: Building upgrade progression. At times I have run out of possible upgrades and at others have been able to upgrade multiple building types. The upgrades need either better distribution throughout the tech tree or simply remove upgrades from the tech tree altogether and let the player make the tactical choice on going wide or tall (to steal Civilization terminology)
3: Goods trading. In theory the bonus production system is an excellent idea but it doesn't seem to work in practise. You can see from the forum that whole neighbourhoods seem to have an excess of 1 good and a surplus of another rather than being balanced. I do think that players should be able to select their bonus goods, not only as they can look for a shortage of 1 type and fill it but because they may prefer the look of 1 building type over another.
4: Neighbourly Help. Another great idea that doesn't work as well in practise. Once you have discovered more than 10 or so players then it gets very boring to visit each town and manually upgrade a building. I would like to see a much simpler way of doing things, either a button on the main map that just sends help to every city that you have discovered or (possibly in development) a friends system where you can send help from your own city without having to visit others. As an incentive to visit, you could give the current reward if you visit and half if you take the easy route.
So not a great deal of feedback .. but that's because I think that the devs are generally on the right track and are keeping an eye on areas of concern such as culture and bonus production.
Good luck to you all.