FF is a great game. I’m looking forward to version 1.0
However, there are some issues in the game that should be adjusted a bit. This will increase the appeal of the game.
- Forager Shack level 2
At level 1, everything is fine. Productivity is good but the range of activities must be changed frequently, the foragers have to go to far away places and risk facing attacks from wild animals and losing their lives
But level 2 is completely different.
Foragers just need to stay at home but still bring great economic efficiency.
Merchants seem to like ginseng. I often sell 500-1000 ginseng for 5 gold/ginseng to them. The same goes for herbs.
The yield is too high (compared to the area, labor used)
Not affected by disease
Not affected by weather
No need to spend much effort to improve the land (to create fields)
No need to rotate crops
Not affected by fertility
Not attacked by wild animals
…
Completely unreasonable
My suggestion:
- Reduce the yield of Forager Shack level 2 to half of the current level
- If possible, do not allow Forager Shack level 2 to produce Berries (that is the responsibility of Arborist Building), if you want Greens, plant cabbage, celery in the fields. If you still want Forager Shack level 2 to grow these things, reduce the yield to 25% of the current level
- Heavy Cavalry
The attack power of this type of troop is too great, especially when they have the ability to deal AOE damage.
In the early and mid game, only 8-16 of these cavalry do not need towers and walls because they can easily slaughter 100-200 raiders.
Not only that, although they are heavily equipped, their movement speed is twice as fast as the light cavalry of the raiders.
My suggestion:
- Reduce the attack power by 30-50% and reduce the movement speed by 50%.
- Raider power
Compared to previous versions, the raiders are too weak.
A player on youtube joked that: maybe the raiders bribed the game developers not to send them to him to slaughter.
My suggestion: Bring the raiders’ power back to the 0.9.2 version
I also want to change the priority of the raiders. I often see raiders desperately slashing at stone walls while my cavalry rushes in to slaughter them. In my opinion, when attacked, the raider will stop slashing walls/structures and attack the player’s troops. If the player’s troops go out of the raider’s damage range, they will turn to attack the structure instead of chasing and being “kited”
Regards!