Your Travian Kingdoms Community

  • 2019-05-academy-kingdoms-com-forum.jpg

    Dear community,


    we're constantly working to improve your experience so it is once again time to ask for your feedback, however this time it's a bit different. Unlike the times before when we asked about a certain game feature/mechanic, today we're asking you to share with us your vision of the community. Would you like to see more regular contests? More interviews with players being published? Just let us know!


    We'd love to hear your thoughts and together with you improve everyone's experience based on them so please don't hesitate to let us know what you think:


    - What do you like about our TK community and what do you feel is missing?

    - What would you implement or change if you could?

    - What activities would you like to see and participate in?
    - What do you think about the community in general?


    Looking forward to hearing from you!


    Best regards

    Georgi

    Community Manager
    Travian Kingdoms International

  • Increase resource production with 40% (villages) to speed up early-mid game, because to roll out catapults and rams it takes some time for "normal" players often way too late to make mid-game interesting and full of war.

  • There should be more detailed info in Hall of Fame including all rankings of all players so it gets recorded in history.

    Forum should have official thread or complete subforum with questions and answers, specialy when wikipedia does not show real data. How about working on that :)

    For instance, WWs appeared on day 101 on last com5. On start when we registered you said on day 101 we gona fight for treasure and on 120 day WW will appear so how about some info panel in Lobby with fresh data in real life time.


    Chat system is horrible. On forum it does not even exist. So making a real time chat on forum or in lobby would be epic because ingame chat aint much of a help and depends on online volonteres who answer begginers questions.

    You should start giving rewards for good Tutorials on forum, like some small number of gold if the tutorial gets more then 20 likes.

    Voice communication is completely missing. Only text we have.


    But those are just suggestions, not complaints!
    I am very happy with community as it is. Travian Team does a great job and I think we are all happy here.

    Oh... maybe doing some commercials would be nice, more players on the Worlds would be epic.

  • Hi guys,

    thank you very much for your feedback and suggestions! I see however that they're more oriented towards the game itself while the question this time is mainly about our forum community. I will of course forward your suggestions to the development team but please share your ideas about the forums too, we'd love to hear them! :)

    There should be more detailed info in Hall of Fame including all rankings of all players so it gets recorded in history.

    This has also been suggested in the past so we made a poll about it and asked everyone to share their opinion. The majority was for keeping the current format of HoF threads and that's why it hasn't been changed. What other information would you like to see in there other than the complete top 10(population/off/def/hero) ranking table?

    Forum should have official thread or complete subforum with questions and answers, specialy when wikipedia does not show real data. How about working on that :)

    I agree it's necessary to have an up to date knowledge base and unfortunately a lot of the information in our wiki is outdated. The good news is our team is already working on it and useful information is already being added to the integrated knowledge base in our Help Center here: https://support.kingdoms.com/en/support/home#page:solutions

    You can find just a few articles at the moment but more will follow soon. Of course you can also ask a question in the Questions section or contact our support team :)


    Chat system is horrible. On forum it does not even exist. So making a real time chat on forum or in lobby would be epic because ingame chat aint much of a help and depends on online volonteres who answer begginers questions.

    The lobby messaging system is also something that is already being worked on. We don't have an ETA for the implementation yet but we'll keep you posted and more information will follow as soon as it is available.

    You should start giving rewards for good Tutorials on forum, like some small number of gold if the tutorial gets more then 20 likes.

    I'll create a note about that and discuss it with the responsible people, hopefully we'll be able to come up with something :)



    Kind regards
    Georgi

    Community Manager
    Travian Kingdoms International

  • Hall of fame cood use more statistics8)

    A Bot that sends you a pm with some stats of what you have done that server.


    For some of the strategy games there is a good endgame summary. For instance:


    -Raided ress

    -Farmlists sendt

    - nr of raids sendt

    -Units made

    -Units Value

    -Villages chiefed

    -Buildings razed

    -Treasures collected

    -Treasures looted from robbers

    -Tribute collected

    - Nr of incoming attack


    Other people probably have more suggestions :thumbsup:


    Dont know if you think this post belongs her, But since you'l get it from a bot her i hope it counts pasted-from-clipboard.png

  • Thank you Georgi for creating this thread.


    The foundation for my suggestions could probably be separated into 3 categories.

    a) Embracing the fact that "Travian like" games are inherently very competitive in its fundamental core. I feel that there has been a disregard for this fact by studying the direction in which the last couple of updates have trying to move the game towards. Instead of embracing this fact the development seem to have been trying to ignore it and brute force the game into something that it inherently cannot ever be.. and in the process making each category of players unsatisfied.

    b) There is a lack of facilitation for new players to learn the game to a degree at which they can engage in this heavily competitive game. The game mechanics are getting increasingly complicated, and its fair to say that to fully know the ins-and-outs of this game one need about 4-5 servers played (some at a leadership level).

    c) There is a lack of facilitation for new players to be able to play at a the highest competitive level. The game have instead opted for introducing features that protects players if they are not able to engage in the competition and/or are able to learn the game mechanics fully.


    Based on the about "ground-work" I love to see the following features being worked at.

    1. Weekly contests in writing "sections" to a new official game guide. There needs to be an Official game guide explaining all the rather non-intuitive mechanics of the game, such as Moving Treasures, What happens when both kings goes inactive, What happens when an active treasury is destroyed, etc. etc. Doing deep forum searches for answers is not the most new-player friendly solution. I.o.m. an Official game guide needs to be maintained to not have new players feel to overwhelmed when trying to progress in their desire to become a top player. Let the player base get involved in writing guides that may end up in the official guide, with pictures and tables.

    2. Facilitation for smaller groups is another way to help new players to feel that they are able to progress. I would suggest that the current system of having 4 Dukes and 2 Kings be reworked as these are to a much too large part just passive tax-collectors and not guides and teachers to their governors. I would like to see that especially the Duke part of the game would be reworked so that a Duke could at most have 9 governors, AND that they draw tributes from these in a way that are A LOT more dependent on these governors progression. Right now Dukes and Kings are primarily concerned with filling up their boarders with villages, independently of to what degree of progression these have. If instead tributes would have a higher variance and be determined by the level of development, then the Dukes/Kings would be motivated to continuously teach and motivate his governors. Having small teams of 9 governors and 1 duke could facilitate knowledge transfer and build community and friendship. In essence, embrace the "squad-like" mentality and have that be a driving force behind having new players feel like they get the support they need to progress and learn, rather than pumping the game full of safety mechanics covering them from not being able to learn and being able to defend themselves.

    3. Facilitate and motivate "repeated-server" cooperation and introduce meaningful punishment for cheating. As it stands right now each server is a blank sheet, what ever happened on another server does not matter going into a new server. This I see as a weakness and a missed opportunity for the game. All the "repeated-server" benefits are currently handled outside of the game via players organizing themselves in discord. I would recommend that the small 10 member groups (1 Duke/King + 9 Govs) obtain some benefit from sticking together across servers and not obtaining punishments for cheating and other actions that are against the rules (at which point the buffs can be removed). An example would be that after a server the group sticking together always obtains 3 randomized buffs that will be attached to the team. Hence sticking together and "farming buffs" will be a motivation for people to stay away from cheating and to stay in the game together with their friends. Possibly one team would at one server obtain the following 3 buffs (+ 5% Troop Movement Speed, + 2% Club Swinger Attack power, - 1% Training time in Stables). Over time some groups will be recognized (and possibly feared) for their impressive collection of buffs they have collected over the years. To account for members having to quit the team, possibly allow one member-swap/recruitment each month.

    4. Rework the Victory Condition. This is a very crucial one. Currently if one kingdom gets a large enough lead they may simply be able to secure the victory before the server is over by hiding away their treasures and preventing other kingdoms from stealing VPs to catch up. It is in the final 2 weeks of the server a huge opportunity for the game to deliver an exciting strategic planing and amazing turn of events, both militarily and diplomatic. It's such a shame to everyone when a server ends in an anti-climax. Something needs to be done to keep both the mid- and the end-game exciting without one making one part exciting leading to that the other suffer. Personally I would like to see 3 completely separate victory conditions that when achieving either of these a kingdom win a server. For example:

    a) Having a World Wonder at level 100

    b) Having 10,000,000 VP

    c) Building a Imperial Palace

    The "c) Building a Imperial Palace" is an example of a new victory condition that would be of a "hidden information" style. Basically this is kind of the WW level 100 but it's existence and its current level is unknown to everyone except the owner. This would introduce a kind of a imperfect-information game aspect to the victory condition of Travian Kingdoms. It's just an example, but for example say that this building could only be built by they King, and he would in order to afford it be forced to use close to all of this tributes to be able to construct this building. It would introduce a lot more diplomatic and politics of the server, as other kingdoms would need to act when they see a World Wonder being close to level 100, or when some kingdom is expected to be able to reach 10,000,000 VP before a WW can reach 100.. OR when some secret rumors (true or false) leaks out that the King of Kingdom XYZ are building an Imperial Palace and will have it finished at day X. More plotting and excitement will follow all the way to the very final moment of the server.


    Ok, that was just some thoughts I had. Thanks for reading.

    "Remember upon the conduct of each depends the fate of all." ― Alexander the Great

  • I think the community used to be better back in the T3.5-ish era. The reason I say that is their was a lot more server analyses, trash talk, drama, and rumors about what was going on back then. For the com servers at least, there is nothing. The com2 forum reminds me of that a little but even that is just one thread. No weekly updates and there is no reason for there to be. The game has changed in a way that there are 5 kingdoms far away from each other that are building around a wonder, sometimes attacking to steal treasure. The game is predictable and doesn't really require a community to play. There isn't really a political dimension anymore. And the community seems basically dead. People clearly read because the crossword puzzle thread was popular. But participation is very much lacking.


    I think that there are game mechanic changes that are needed to support a community-based gaming experience but I'll stick to the forum feedback as you asked. Gold based on popular posts sounds like a great idea. Even if it is a low amount and tiered. 1 gold for 10 liked, 3 for 25, 5 for 50. Or you could make it so that you can "gift" gold based on quality content similar to reddit. Buying gold for your avatar instead of a server would enable this easily and would provide a positive feedback loop for people posting.


    I personally used to love people posting server analysis. I didn't have to be competitive enough in game because I could learn about what was going on in the large alliances/kingdoms even without being in one. And I could get involved in the "politics" drama. I would run a small alliance but use that information to my advantage. But again, that was a different game. If we could get server analysis posted in some way that would be really fun. Even if it were auto-generated data that was only posted on the forum that provided insights into what's going on and stir up drama. I'm not sure what data could help with this but doing this weekly would certainly increase my engagement.


    Edit: Another thing that might help is more intertwining the community and game. If you rewarded people for posting certain achievement. For example, if the first person to 2nd village got a pop-up saying that if they celebrated on the forum they would get 5 gold or something. First person with 10 villages, first person with 10k troops, 100k, etc. I know people are secret about army sizes but my point is to get people trash talking more and creating more content based on what's going on in game.

    The post was edited 1 time, last by leo#EN(19): Another idea. ().

  • if the game is bad and the development of it also (still "beta" for "decades") - people will stop playing it because of that. (see reduced player base by every year)

    So as a manager you should know that if you improve the basics/game itself, then the forum activities etc will come all by itself with time.

    But vice versa "great" forum activities/experiences/gadgets with unsatisfied players wont have any impact for the future.


    there are many many many great ideas for years which has never been implemented or discussed (at least in public with the community).

    i guess if you dont hear ur community you will end up like blizzard with its "great" diablo development.

  • 4. Rework the Victory Condition. This is a very crucial one. Currently if one kingdom gets a large enough lead they may simply be able to secure the victory before the server is over by hiding away their treasures and preventing other kingdoms from stealing VPs to catch up. It is in the final 2 weeks of the server a huge opportunity for the game to deliver an exciting strategic planing and amazing turn of events, both militarily and diplomatic. It's such a shame to everyone when a server ends in an anti-climax. Something needs to be done to keep both the mid- and the end-game exciting without one making one part exciting leading to that the other suffer. Personally I would like to see 3 completely separate victory conditions that when achieving either of these a kingdom win a server. For example:

    a) Having a World Wonder at level 100

    b) Having 10,000,000 VP

    c) Building a Imperial Palace

    The "c) Building a Imperial Palace" is an example of a new victory condition that would be of a "hidden information" style. Basically this is kind of the WW level 100 but it's existence and its current level is unknown to everyone except the owner. This would introduce a kind of a imperfect-information game aspect to the victory condition of Travian Kingdoms. It's just an example, but for example say that this building could only be built by they King, and he would in order to afford it be forced to use close to all of this tributes to be able to construct this building. It would introduce a lot more diplomatic and politics of the server, as other kingdoms would need to act when they see a World Wonder being close to level 100, or when some kingdom is expected to be able to reach 10,000,000 VP before a WW can reach 100.. OR when some secret rumors (true or false) leaks out that the King of Kingdom XYZ are building an Imperial Palace and will have it finished at day X. More plotting and excitement will follow all the way to the very final moment of the server.

    Just addition, VK should be able to build Palace too (not just king), otherwise when attacks start coming - kingdom will simply delete Kings village as only possible place.

    But current VP setting should be reworked too... in order to win, you have to be big. Or rather, being big makes win much easier.

  • Just addition, VK should be able to build Palace too (not just king), otherwise when attacks start coming - kingdom will simply delete Kings village as only possible place.

    But current VP setting should be reworked too... in order to win, you have to be big. Or rather, being big makes win much easier.

    Yes absolutely. I just brain stormed that out really fast just to give a general idea what could be done :)

    "Remember upon the conduct of each depends the fate of all." ― Alexander the Great

  • - What do you like about our TK community?
    Community Manager :D

    I mean he is good, answers quickly, understands players, helps them...

    Players like Curtain Be2-e4 and others that share their knowledge and making good content


    and what do you feel is missing?

    Designers and Developers in test board, they post about things that they are doing very rarly

    "trash talk, drama, and rumors about what was going on back then." as leo said :thumbup:


    - What would you implement or change if you could?

    WIKI

    it's good that we have wiki, but we don't use it. one good step was that from someday anyone could edit wiki, we need another step, someone with English skills and TK knowledge and time.

    maybe with some prize or badge we could fix that cheap :D


    BATTLE REPORTs

    reports are always part of forums and community. but we need a trusted and official one

    I wish we could share report from game in forums. easy, no bitmap, no cheat

    with exact date and server on it.


    - What activities would you like to see and participate in?
    I like activities that we done in game. like the dragonbender

    but make them more challenging, giving prize to everyone or sharing report even if you failed :D no no


    - What do you think about the community in general?

    Cozy

    The post was edited 1 time, last by lua ().

  • More insentives to work together. Either actual rewards or events that requires and rewards, teaches and builds kingdoms and friendships. Since there is no change to the weird end game we need more fun and team play.


    There could be NPC kingdoms or villages to pillage or conquer to gain powers like artifacts.


    There could be joustings between heros to earn PvP fame or valour. The rewards could be resources or troops, cards or something else. Just more features not breaking nor directly influencing gameplay

  • Post by Kamodan#AE ().

    This post was deleted by Georgi ().