Some quality of life options

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Tharnduil
Posts: 29
Joined: 22 February 2020, 16:43

Some quality of life options

Post by Tharnduil »

Two things that I would love to see implemented on the game (great work btw in general. Extremely easy control system to use) are:

1. an option to post multiple trades at once. Often I may be willing to take a sheep for an ore or a wheat for an ore and such like that

2. I would love an after game breakdown of the dice roll. A quick stat list of which numbers rolled and how often by percentage would be very interesting to be able to see.

Perhaps others have some suggestions?
Overall though great port of the game and much appreciate the effort
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sorryimlikethis
Posts: 266
Joined: 16 September 2021, 13:04

Re: Some quality of life options

Post by sorryimlikethis »

Agree with #1, it's one of my biggest issues at the moment. Trading doesn't feel good to use.

For #2 there is a breakdown of dice rolls on the end game screen. It's above the orange table of stats. It shows the % each number appeared.
Stroom
Posts: 428
Joined: 14 July 2016, 19:10

Re: Some quality of life options

Post by Stroom »

Multiple trades wouldn't be much of a problem if you could just more quickly set the trades. Everyone should be able to propose the trades to the active player asynchronously so it would feel more like a marketplace where all trades can be displayed one after another. Then you can just pick someone who offers the most suitable trade and accept it. And everyone would see it and can act accordingly.
Keso77
Posts: 6
Joined: 30 March 2022, 22:49

Re: Some quality of life options

Post by Keso77 »

Yes! Playing irl we would often ask openly "i have wood, anyone want to trade?" And then the other player could say "I'll give you a stone" and someone else say "I'll give you a stone and a wheat". In that way the active player can fight two players against each other. So yes! A market like system would be great!
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Tharnduil
Posts: 29
Joined: 22 February 2020, 16:43

Re: Some quality of life options

Post by Tharnduil »

ah thanks sorryimlikethis i just must have missed it.
Shattered Talisman
Posts: 1
Joined: 02 April 2020, 04:01

Re: Some quality of life options

Post by Shattered Talisman »

Does anyone else want to see in the final game stats how many resources were denied to you (and all opponents) via the robber? Also, I think the "goods stolen from" and "goods stolen by" stats may be reversed in terms of the values they are returning! Otherwise, fantastic game and so happy to have it on BGA!
T72on1
Posts: 791
Joined: 09 October 2019, 12:18

Re: Some quality of life options

Post by T72on1 »

Keso77 wrote: 26 June 2022, 08:50 Yes! Playing irl we would often ask openly "i have wood, anyone want to trade?" And then the other player could say "I'll give you a stone" and someone else say "I'll give you a stone and a wheat". In that way the active player can fight two players against each other. So yes! A market like system would be great!
This is already possible. You can just add wood to the goods you want, and set nothing at the 'goods I want to receive' side of things
Keso77
Posts: 6
Joined: 30 March 2022, 22:49

Re: Some quality of life options

Post by Keso77 »

T72on1 wrote: 30 June 2022, 08:45
This is already possible. You can just add wood to the goods you want, and set nothing at the 'goods I want to receive' side of things
Oh, really? Cool. I have to try that. Thanks
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please choose a name
Posts: 5
Joined: 08 March 2021, 23:45

Re: Some quality of life options

Post by please choose a name »

I have 2 ideas for this game.
1 idea is to have a resources remaining count in the bank. This can help players know if anybody has what they want for trading or monopoly purposes as well as using a knight card and rolling a 7 when stealing or discarding .
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please choose a name
Posts: 5
Joined: 08 March 2021, 23:45

Re: Some quality of life options

Post by please choose a name »

To make this game go a little faster make an option for starting with a settlement with a road and a city with a road.

The first placing will work like normal but on the second placing the building is a city. When the city is placed in set up the player who placed the city will only gain 1 resource per hex tile that it is adjacent to as the starting hand. The order of placings remains the same.

After set up the city Will produce 2 resource per hex number of production.

This way the person who gets 2 picks in a row can have the better spot be a city and the person going first will have a city that isn't in a good spot.
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