Rally Point 2.0 - We want your ideas!

  • Dear players,


    in the near future we want to rework the rally point. We already collected some ideas from previous thread, but we want to give you the chance to officially throw your ideas into the mix once again.


    Which changes to the rally point would you like to see?


    Any new features? Specific changes to the UI? Let us know in this thread!


    As always, we're looking forward to your feedback! :)

  • Can you please elaborate on some of the ideas you've collected? I feel ike this could be a nice topic, but I dont like doing a lot of work if it's already been done.

    We know people want filters by troop type, total troop number, attack type, troop owner.


    Also trouble with lag was mentioned multiple times, so a pagination or something similar might make sense.


    We want to provide more sorting options to be able find what you need quicker. Sorting not only by remaining walking time, but also by number of troops, starting time etc.


    Even a search field could be useful for that purpose (by player, village, troop type, kingdom...).

  • What I dreaded to see implemented into Travian ever since it began is the rally point to show total resources coming carried by troops which can be adjusted with time intervals. This way the player can know how much resources to expect in the coming 10 mins, 30 mins 1 hour etc.

    Professional farmer, farming myself since 2010

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  • I remember being able to hover over the trooptype images and seeing the time a unit would take to go from starting village to the target village(with TS lvl 0 probably). I forgot if that's in kingdoms or not...Don't believe so?

  • Pasting what Archer said in another discussion, hope it will be appreciated :D

  • Scout units working should be upgraded with rally point. eg they should be able to give report of military buildings and also they should be able to help catas/siege attacks to bring down specific building with less amount of catas eg useful for WW levels.
    Some people usually build Scout hammers, this will encourage them.


    My idea about option of reinforcing a grey/inactive villages is that it should not be removed to keep some suspicions about the target village.

  • Scout units working should be upgraded with rally point. eg they should be able to give report of military buildings and also they should be able to help catas/siege attacks to bring down specific building with less amount of catas eg useful for WW levels.
    Some people usually build Scout hammers, this will encourage them.


    My idea about option of reinforcing a grey/inactive villages is that it should not be removed to keep some suspicions about the target village.

    Not strictly Rally Point, but I do agree that you should be able to scout more, e.g. to see if there are traps. To offset this maybe you could need more scouts and/or scout losses could be higher from scouts at home.

  • What I'd like to see is a significant change from the typical game play - but, this is kingdoms so it should be different.


    Why is an army able to pass right by dozens (or more) allied villages to hit a village in the center of a kingdom? Surely as an ally sees an army of thousands marching by, they could send scouts to alert allies and or attack with their own troops? Or better yet, if a kingdom has a contiguous border, you can get through it without hitting the villages on the edge of the border. Basically the kingdom forms as a wall. How effective that "wall" is would be determined by the village - a new village wouldn't put up much of a fight and perhaps should have a negative defense bonus.. but if all border villages we're strong, that would change things.


    Maybe there could just be an option to build a kingdom wall that circles the kingdom.. the larger the kingdom, the weaker the wall might be because its a large area to cover, but the smaller it is, the stronger it is - in essence this would help smaller kingdoms survive against those much larger..


    I realize this goes off topic from the rally point, but I was originally going to talk about the rally point and had this though.. specifically speaking of the rally point, I think at least the more allies an attacker has to pass, the more info the defender should get - maybe if a scout is in an allied village that an attacking army goes past, the defender will get info in the amount of time it takes a scout to reach them.

  • Maybe there could just be an option to build a kingdom wall that circles the kingdom.. the larger the kingdom, the weaker the wall might be because its a large area to cover, but the smaller it is, the stronger it is - in essence this would help smaller kingdoms survive against those much larger..

    That would be VERY awesome. If there could be a special "donate to the kingdom" and then the king can decide to upgrade certain things for villages connecting to the capital of the king inside the kingdom:
    1 level costs 1 million resources, or 100.000 and double for every other level


    - Kingdom Wall: +1% defense bonus for every level (up to 10%)
    - Kingdom Culture: +1% build speed for troops (up to 10%)
    - Kingdom Trade Agreement: +1% resource income (up to 15%)
    - Kingdom Pride+1% attack strenght (up to 5%)
    - scout strenght

  • Hello,


    here is a summary from the Russian community.


    1. Extend sorting:
    1) Incoming:

    • Owns from reinforcements
    • Owns from raids + add a button ‘send again’
    • Owns from normal attacks
    • Others

    2) Outgoing:

    • Raids
    • Normal attacks
    • Recently sent (= able to cancel) or show them in the top of list

    2. Being an active robber it is not easy to find a normal attack among many raids. The same problem exists when the troops come back and you need to find the arrival time. As another solution instead of extended sorting above there is a wish to add a button ‘show/hide farm list raids’. Then hidden raids of farm lists are no longer make difficult the search for normal attacks.


    3. In the WW-villages it is impossible to look reinforcements because of lags. Please improve it in any way. Now players have to copy data from a code of the RP.


    4. Search for players/villages of all movements (raids/attacks/reinforcements/merchants).


    5. Improve inbound attack markers. Add a possibility to hide attacks, which were marked as spam, including the overview under the hero’s avatar. Make a button to sort these spam attacks.


    6. Add a possibility to group inbound attacks by player. For example as an option to choose: normal or grouped by players. The idea how the grouped by player option could look like:
    Player1 — 10 attacks
    Player2 — 5 attacks and 2 raids
    Player3 — 1 attack


    The list is sorted by the first attack time. Clicking on the player’s nickname we could see the attacks list.


    7. Add a possibility to set in the farm list one time a minimum number of troops for targets, which will be added later. Then there is no need to add it manually every time. If you already have a farm list with different numbers of troops there and then you add many other villages in the list, you can’t set for all of them the same number of troops using the current function to not lose these different numbers of some troops.



    Cheers,
    Black Swan

  • What I would like to see is a bit more clarity about when and which troops get bonusses from weapons etc. from your hero.


    I would also like to know that for example all my troops get a bonus from my hero his weapon? only the ones from the same village, or only the ones which actually arrived at the same time as the hero?