I took note of several suggestions for improvements on the game while playing it. Here is my compendium. Hopefully SBI devs could have look. I my self am a game developer, so I'll try to be as direct and clear as possible.
Market
The market of the game is one of its core mechanics. As such this suggestions aim on getting a better, faster and fluider UI/UX on it.
1) The market screen should be bigger using all or almost all the game screen, so that it has more usable area and show more info. Having it as a popup, using roughly half of the available area doesn't provide any benefit.
2) There should be an option to place orders with +1/-1 silver than the highest/lowest bid, so that you don't need to keep editing the silver value every time. This is useful when trying to sell a bunch on itens, and of course, this option need to be saved/remembered between placing orders.
3) Save the last bid type option. I don't need to select buy order or sell order every time I make a new order. Its a much better UX to save the last selected option, as this tend to be the case.
4) Please don't reset the item list position (going back to top) after a sell or sell order. If the first 10 itens on my list aren't for selling, but the others are, I need to keep rolling down after every sell because it keeps reseting to the top.
5) Pressing enter should confirm my current bid. If any screen to confirm again appears, pressing enter again should also confirm it. Esc should back/cancel the confirmation popup or go back one level. If editing the price, enter should confirm it, and the proceed as same.
6) Please make a buy order range, with min and max cap: Make a UI/UX so that I can define a buy order for an item to be 7.0 or a 6.1, or a 5.2, but not 4.3 (for example). Or maybe a 7.1 or less (6.2, 5.3) but not an 8.0, for cases one don't have the mastery yet. So let me be able to place a bid for any of those, but limiting the highest tier and the lowest ( lowest are needed for weapons, as low tier doesn't have some skills). It is as if I have made a bid for the 3 itens, but after one of them are bought my bid are gone for the others. And would be awesome if it could be done to buy also, but as a filtering that sort 5.1 and 6.2 (example) by price, so that I don't need to keep checking on each category.
7) The tab that shows my orders (buy/sell) should be able to hide one or the other list, so that I can see more on the category that I'm interested in, on the moment. Also, more space (following suggestion #1) to see and interact with those bids would be awesome.
8 ) Please let us see the search the market on other cities without the need to travel to it. Its is better to the market to be able to see prices in other cities, as you can compare with them.
9) Enable access and operate the market from islands. It helps solving the problem with overpopulated markets and also makes things practical. Actually if I could check any market at any place, but only being able to set a bid on my island or in the city, this would also be great. As if the market was a button on the menu. There is not much of a gain to limit it to the marketplace.
10) Add a black market on every royal city.
11) Black markets bids should be ALSO on the normal market, as a normal bid. The black market should still exist and players should be able to interact with it on a separated place, but, its helpful and practical to handle it as any other bid on the market, the only diference is that their orders go to mob loots.
Loot division system/feature
Context: One of the interesting activities in game is going with a group for a pk, mages, small zvzs, etc. After coming back, there is this boring task of getting all the loot together, repairing it, selling (or making sell orders), taking note of the values, and splitting the earnings with them party (which might need to wait a few days for the itens to sell).
So create a feature to help this matter:
1) Have a chest on your island to be a splitting loots earnings chest. As so, you could add persons that you want to share the earnings with, and after you drop all the itens, you would use a option to sell them on the market. This would pass through all itens as if you were selling them on the market, defining prices and if is a sell or sell order, etc. Itens would still be on the chest, but locked, not interactive. After sold, the value would be split between all the party. Before selling the itens, they would be automatically repaired and the cost payed by the one who is handling the operation. But the first money the chest made selling itens would go to pay this, same for taxes for placing orders.
Also, the owner could cancel the selling selling and get the itens.
Some complementary ideias:
a) The chest could also be a special chest, crafted for that usage.
b) It could (also) be an option on or near the marketplace.
c) When other persons were adding itens on the chest their names would automatically to the split list. Or all the party members of the active party, or both.
Changing Island city.
With the new portal system, royal cities got a lot more important. As so, where you settle you island. Since your main city can change accordingly to your guild, your guild alliance or any other strategy change, it would be nice to be able to change your island location.
1) My suggestion would be to use the same system as to transport itens between royal cities. Calculate how much it would cost if they were on your bag and charge it. Or a little more, considering the building constructed. And for Carleon you would need to free your island of all loot. Also, left out your workers, furniture and building. Maybe not furniture, to make it an big endeavor, since one would need to take all the furniture, lose the happiness and place it again.
Island
1) Allow changing workers between houses
2) Please, make different counters for worker furniture (which counts to happiness) and chests used for players, or cosmetic itens.
3) Enough slots on a house to place one generic and one specific trophy per tier, as this seems clear and direct. Don't know about balance issues.
4) Show the exactly material return rate that a worker deliver, especially for chances between 0 and 1.
Map - War camp chest and territories chest
1) Using the world map, select a map and see my chests from this map. Both WC and territories. So that I know where I have itens. Also have an indication or filter on the world map, to know which maps have itens.
2) On reset day, enable getting itens from any chest on the world, as they don't have an owner. As my guild / alliance might have lost this territory, this is an reasonable option to retrieve them.
Misc.
1) Rework on the travel menu and the islander menu. Make it the same for both, as the functionality is pretty much the same.
2) Let me choose islands as favorites. (Seems this is already going to the next patch)
3) Let me hide unwanted islands.
4) Separate guild islands from player islands (maybe not on favorites)
Crystal GvG
1) Matchmaking for cgvgs should account for how much points (cristal gvg only or overall) a guild has and set teams to play against similar ranked teams. So it would order all the teams that will play on a given day based on their points and place the ones with more points against each other, and the ones with lower points against each other.
This way we can have new guilds / players having a chance on the cgvg, instead of playing against top tier players, as the tier 1-3 of the cristal tower isn't enough to handle that. Cgvgs should be the entry point for new teams on the world of GvGs.
If guild points isn't enough, we could also track each player cgvg points earned on a season and take that also in account when making the matchmaking. This would prevent cgvg teams to keep swapping from guild or aliances, just to play easier cgvgs
Ips and Scrims
1) Capes IP shouldn't be considered towards the IP average. Since capes and factions capes doesn't get better from fame progress as the other itens ( weapons, off hand, and armor), it actually mislead ones IP, as usually one uses it on a lower level than the rest of the set ( common uses are t4 or t5 capes). They're much more like bags, that doesn't change ones IP. I agree that they're important, but don't think they're relevant to IP. If 2 players have the same average IP, but one has a better cape ( and, as so, have less IP on the other itens), the player with the worst cape will probably win because he has better stats on the his other equips (just account IP towards who should win).
2) When I inspect someone, I can see the IP average of that player. But when I open a given item equipped on that player, it doesn't show it's IP from him or her stats, but for my stats. I suggest that if I open an item stats equipped on someone ( through inspect), it should show that player's IP, not mine. Others cases, like non equipped itens (on my bag or when looking on the on the action house) should still show the IP I would get when equipped.
3) Scrim command "/cm" should have optional (or not) fields for min and max IP allowed. This would ensure that everyone is inside this range. If not, it would return a popup informing who (first found occurrence or all, if easy to implement) is out of bounds. Ideally it would let you define min and max average IP and also min and max for any item. if having 4 new fields is a bad ideia (and making a config popup for that isn't an option, having max average IP and specific IP would be enough)
Sorry for the long post, Thanks if read it all, and if you want to make a point about an specif Item, Please state the category and number.
Market
The market of the game is one of its core mechanics. As such this suggestions aim on getting a better, faster and fluider UI/UX on it.
1) The market screen should be bigger using all or almost all the game screen, so that it has more usable area and show more info. Having it as a popup, using roughly half of the available area doesn't provide any benefit.
2) There should be an option to place orders with +1/-1 silver than the highest/lowest bid, so that you don't need to keep editing the silver value every time. This is useful when trying to sell a bunch on itens, and of course, this option need to be saved/remembered between placing orders.
3) Save the last bid type option. I don't need to select buy order or sell order every time I make a new order. Its a much better UX to save the last selected option, as this tend to be the case.
4) Please don't reset the item list position (going back to top) after a sell or sell order. If the first 10 itens on my list aren't for selling, but the others are, I need to keep rolling down after every sell because it keeps reseting to the top.
5) Pressing enter should confirm my current bid. If any screen to confirm again appears, pressing enter again should also confirm it. Esc should back/cancel the confirmation popup or go back one level. If editing the price, enter should confirm it, and the proceed as same.
6) Please make a buy order range, with min and max cap: Make a UI/UX so that I can define a buy order for an item to be 7.0 or a 6.1, or a 5.2, but not 4.3 (for example). Or maybe a 7.1 or less (6.2, 5.3) but not an 8.0, for cases one don't have the mastery yet. So let me be able to place a bid for any of those, but limiting the highest tier and the lowest ( lowest are needed for weapons, as low tier doesn't have some skills). It is as if I have made a bid for the 3 itens, but after one of them are bought my bid are gone for the others. And would be awesome if it could be done to buy also, but as a filtering that sort 5.1 and 6.2 (example) by price, so that I don't need to keep checking on each category.
7) The tab that shows my orders (buy/sell) should be able to hide one or the other list, so that I can see more on the category that I'm interested in, on the moment. Also, more space (following suggestion #1) to see and interact with those bids would be awesome.
8 ) Please let us see the search the market on other cities without the need to travel to it. Its is better to the market to be able to see prices in other cities, as you can compare with them.
9) Enable access and operate the market from islands. It helps solving the problem with overpopulated markets and also makes things practical. Actually if I could check any market at any place, but only being able to set a bid on my island or in the city, this would also be great. As if the market was a button on the menu. There is not much of a gain to limit it to the marketplace.
10) Add a black market on every royal city.
11) Black markets bids should be ALSO on the normal market, as a normal bid. The black market should still exist and players should be able to interact with it on a separated place, but, its helpful and practical to handle it as any other bid on the market, the only diference is that their orders go to mob loots.
Loot division system/feature
Context: One of the interesting activities in game is going with a group for a pk, mages, small zvzs, etc. After coming back, there is this boring task of getting all the loot together, repairing it, selling (or making sell orders), taking note of the values, and splitting the earnings with them party (which might need to wait a few days for the itens to sell).
So create a feature to help this matter:
1) Have a chest on your island to be a splitting loots earnings chest. As so, you could add persons that you want to share the earnings with, and after you drop all the itens, you would use a option to sell them on the market. This would pass through all itens as if you were selling them on the market, defining prices and if is a sell or sell order, etc. Itens would still be on the chest, but locked, not interactive. After sold, the value would be split between all the party. Before selling the itens, they would be automatically repaired and the cost payed by the one who is handling the operation. But the first money the chest made selling itens would go to pay this, same for taxes for placing orders.
Also, the owner could cancel the selling selling and get the itens.
Some complementary ideias:
a) The chest could also be a special chest, crafted for that usage.
b) It could (also) be an option on or near the marketplace.
c) When other persons were adding itens on the chest their names would automatically to the split list. Or all the party members of the active party, or both.
Changing Island city.
With the new portal system, royal cities got a lot more important. As so, where you settle you island. Since your main city can change accordingly to your guild, your guild alliance or any other strategy change, it would be nice to be able to change your island location.
1) My suggestion would be to use the same system as to transport itens between royal cities. Calculate how much it would cost if they were on your bag and charge it. Or a little more, considering the building constructed. And for Carleon you would need to free your island of all loot. Also, left out your workers, furniture and building. Maybe not furniture, to make it an big endeavor, since one would need to take all the furniture, lose the happiness and place it again.
Island
1) Allow changing workers between houses
2) Please, make different counters for worker furniture (which counts to happiness) and chests used for players, or cosmetic itens.
3) Enough slots on a house to place one generic and one specific trophy per tier, as this seems clear and direct. Don't know about balance issues.
4) Show the exactly material return rate that a worker deliver, especially for chances between 0 and 1.
Map - War camp chest and territories chest
1) Using the world map, select a map and see my chests from this map. Both WC and territories. So that I know where I have itens. Also have an indication or filter on the world map, to know which maps have itens.
2) On reset day, enable getting itens from any chest on the world, as they don't have an owner. As my guild / alliance might have lost this territory, this is an reasonable option to retrieve them.
Misc.
1) Rework on the travel menu and the islander menu. Make it the same for both, as the functionality is pretty much the same.
2) Let me choose islands as favorites. (Seems this is already going to the next patch)
3) Let me hide unwanted islands.
4) Separate guild islands from player islands (maybe not on favorites)
Crystal GvG
1) Matchmaking for cgvgs should account for how much points (cristal gvg only or overall) a guild has and set teams to play against similar ranked teams. So it would order all the teams that will play on a given day based on their points and place the ones with more points against each other, and the ones with lower points against each other.
This way we can have new guilds / players having a chance on the cgvg, instead of playing against top tier players, as the tier 1-3 of the cristal tower isn't enough to handle that. Cgvgs should be the entry point for new teams on the world of GvGs.
If guild points isn't enough, we could also track each player cgvg points earned on a season and take that also in account when making the matchmaking. This would prevent cgvg teams to keep swapping from guild or aliances, just to play easier cgvgs
Ips and Scrims
1) Capes IP shouldn't be considered towards the IP average. Since capes and factions capes doesn't get better from fame progress as the other itens ( weapons, off hand, and armor), it actually mislead ones IP, as usually one uses it on a lower level than the rest of the set ( common uses are t4 or t5 capes). They're much more like bags, that doesn't change ones IP. I agree that they're important, but don't think they're relevant to IP. If 2 players have the same average IP, but one has a better cape ( and, as so, have less IP on the other itens), the player with the worst cape will probably win because he has better stats on the his other equips (just account IP towards who should win).
2) When I inspect someone, I can see the IP average of that player. But when I open a given item equipped on that player, it doesn't show it's IP from him or her stats, but for my stats. I suggest that if I open an item stats equipped on someone ( through inspect), it should show that player's IP, not mine. Others cases, like non equipped itens (on my bag or when looking on the on the action house) should still show the IP I would get when equipped.
3) Scrim command "/cm" should have optional (or not) fields for min and max IP allowed. This would ensure that everyone is inside this range. If not, it would return a popup informing who (first found occurrence or all, if easy to implement) is out of bounds. Ideally it would let you define min and max average IP and also min and max for any item. if having 4 new fields is a bad ideia (and making a config popup for that isn't an option, having max average IP and specific IP would be enough)
Sorry for the long post, Thanks if read it all, and if you want to make a point about an specif Item, Please state the category and number.
