DeletedUser7703
Guest
With tweaks being made to the Viking Settlement, and spoilers already found for the Japanese Settlement, I propose that it's time to give feedback on the settlement feature in general. If you would like to reply to this post maybe you could include how far you played the Vikings on your Main server (or the server you played it the most times - up to you). If you stopped at a certain point, why you stopped, what you liked about the Vikings, what you disliked about the Vikings, any other information you think relevant.
To me the biggest feedback in the Viking thread was that players wanted the next settlement to be something different. If the Japanese is the same mini game as the Vikings with diplomacy whacked on top, I think there will be a lot of dis-appointed people.
On the live server I played the Vikings through 17 times, my main incentive was to get a level 9 Yggdrasil and 2x level 5 Greater Runestone after that I switched to doing the 25fp loop. I stopped at 17 times because after completing the Vikings so many times it became a repetitive chore - the impediments were not enough to make each play through feel different.
Things I liked:
Planning my viking settlement to make most efficient use of the space.
Strategy elements: (for example) working out whether it was worth disconnecting houses to fit more shrines in, how many expansions to unlock and what good to use to unlock them.
Yggdrasil (very nice reward, even better now)
Things I disliked:
The Vikings gave too much incentive to 5m & 15m collection times, IMHO this created bad play styles.
The biggest factor in speeding up your settlement was how often you could collect from your Viking settlement.
Very repetitive
Very repetitive (Ha ha!)
Felt like a chore
It was quite easy to come up with a solution that worked for most settlements. Example: I never built a mead hall, clan house or old willow (properly) once I worked this out for 1 settlement I knew I didn't need to even think about it for other settlements. If the variables could of changed (time, cost of goods for each building) so I had to think each time whether each building was worth building or not. (Note: if you found building a clan house worked for you - I'm not disagreeing with that, different playstyles etc)
Things that could of been done differently:
Ability to skip the unlocking of some of the buildings, would either have to unlock to finish settlement or a penalty for not unlocking.
Ability to upgrade the buildings, this would be done via some kind of tree with multiple routes, you can not unlock the whole tree you have to select a path and once you have gone down a path other upgrades would be unavailable. Make the choices meaningful.
Grim
To me the biggest feedback in the Viking thread was that players wanted the next settlement to be something different. If the Japanese is the same mini game as the Vikings with diplomacy whacked on top, I think there will be a lot of dis-appointed people.
On the live server I played the Vikings through 17 times, my main incentive was to get a level 9 Yggdrasil and 2x level 5 Greater Runestone after that I switched to doing the 25fp loop. I stopped at 17 times because after completing the Vikings so many times it became a repetitive chore - the impediments were not enough to make each play through feel different.
Things I liked:
Planning my viking settlement to make most efficient use of the space.
Strategy elements: (for example) working out whether it was worth disconnecting houses to fit more shrines in, how many expansions to unlock and what good to use to unlock them.
Yggdrasil (very nice reward, even better now)
Things I disliked:
The Vikings gave too much incentive to 5m & 15m collection times, IMHO this created bad play styles.
The biggest factor in speeding up your settlement was how often you could collect from your Viking settlement.
Very repetitive
Very repetitive (Ha ha!)
Felt like a chore
It was quite easy to come up with a solution that worked for most settlements. Example: I never built a mead hall, clan house or old willow (properly) once I worked this out for 1 settlement I knew I didn't need to even think about it for other settlements. If the variables could of changed (time, cost of goods for each building) so I had to think each time whether each building was worth building or not. (Note: if you found building a clan house worked for you - I'm not disagreeing with that, different playstyles etc)
Things that could of been done differently:
Ability to skip the unlocking of some of the buildings, would either have to unlock to finish settlement or a penalty for not unlocking.
Ability to upgrade the buildings, this would be done via some kind of tree with multiple routes, you can not unlock the whole tree you have to select a path and once you have gone down a path other upgrades would be unavailable. Make the choices meaningful.
Grim
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