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  1. Hello! As most have mentioned here in the forums and at discord, the game as currently stands has an fairly outdated tutorial (Sorry Dan ). The "Tutorials & Guides" section is also screaming for content. This in my mind should be fixed or changed somehow. This responsibility many are trying to put on Dan. But the problem to this is that Dan hasn't got the time. He just moved to a whole new country and he has to pay the bills and to do that he has to work. Working means less time to work on the game. But what if us, the community and the players, helped out him abit? So not just to complain I have come up with some possible solutions if you'll hear me out: 1. For the ingame tutorial we could have some sort of 'competition' where people would send in a text tutorial via email (or any other way Dan wishes). And the tutorial deemed 'best' would get implemented into the game at some point and the winner would get a prize. This could be a small amount of unobtanium? This would save Dan a huge amount of time and most of the tutorial could be just basically copy-pasted. Some coding would obviously be needed for the events and tutorial to advance. Dan? Inputs? 2. Encourage veteran players to start writing guides and tutorials on the forums by rewarding well made tutorials and guides. The quality of the guide/tutorial could be based on votes or just be judged by Dan himself. Well made ones would be stickied to keep them on top while other people submit theirs. Those that manage to get their tutorial/guide stickied would get a reward. This shouldn't be unobtanium but maybe something else. Recognition? Resources? Power-ups? We could setup a whole new role for people on the discord to show off that you have contributed? Veterans? Inputs? // ValarMorghulis
  2. I'll write few smaller 2.0 issues in a single post, and then write about larger issues in separate post. bug: The Capture icon lost the background progress bar. Small font and low contrast added, it's very hard now to check remaining time, especially when on the move. bug: Binocs icon for regional stats is missing (does not appear on the map). bug: The new squarish font does incomplete unicode support. Certain polish diacritics are not supported (ł,ą,ę), which is weird, since I see others supported. bug: The resource icons disappear for a while, whenever one jumps into Earth View back from any tab. bug: The trade resource selector: once the value has been edited manually, pressing + and - buttons tends to concatenate "1" and "-1" strings to the end existing values instead of changing the value suggestion: The dark notice popup appears over the GPS button. Would work better if centered, so that it doesn't cover the icons on neither side. suggestion: Resource icons should link to resource purchase screens! (finding the UBT purchase screen is still hard!) suggestion: The TP resource icon is misleading, looks more like a land/land lv measure. This one needs something dedicated. suggestion: The bottom main UI buttons: once the capture button was moved to the bottom right corner, its really hard to hit with thumb when holding phone in a single hand, also, the spread variant looks worse than the previous one; I'd suggest to revert to the previous alignment (left-aligned) suggestion: The bottom main UI buttons: I liked circles more, but... if you use hex to make the design more interesting, perhaps try to use the fact, that these are hexagons, and try to align icons like the honeycomb? (screen) Update 2020-01-02 20:06 bug: the "rename" button is missing both from lands and from bases bug: the trackbar for attack wave begins ~20% filled bug: the attackers/defenders number is aligned left, should be centered Update 2020-01-02 20:24 bug: in the Perk tab, the popup box describing each perk is missing bottom border Update 2020-01-02 21:00 bug: the action buttons on the main screen have labels that are not localized suggestion: the font used for some elements has a very special rendering of lowercase letter k (looks like an R with a vertical line protruding upward), which makes it much less readable; if possible, I'd recommend a font with a less decoratve / more standarized rendering Update 2020-01-04 06:05 bug: the value pickers (trade, build army) ignore the input, ie.: open "build army", type any value, press "build", only one soldier will be built; open trade dialog, type any amount of resources and trade, button-set values will hold, manually typed values will zero. Update 2020-01-06 21:17 bug: while the building Upgrade button has been moved to the Construct screen and appears alternately with the Build button, this doesn't work correctly with lv100+ lands: the button always shows Build for making new instances of the building, but if a building already exists, there is no place for button to upgrade it; noticed by @Luna and [USSR] MaX Update 2020-01-07 22:41 bug: base points are not being added after the capture, or the My Lands screen is not properly updated, base points and base levels do not grow upon captures I will post new bugs in this main post.
  3. The Goal button isn't really necessary once you're past the tutorial or well into the game. There should be option to hide it, and the suggestion is: Once the final goal is reached, add a button to the goals panel: "Hide the goals button" (this came up during Discord talk with @ValarMorghulis) This could also be usefull for ingame announcements. Like, when introducing a new feature, you can add new goal to let players know about it. Once they fulfill new goal, they will again be able to hide the goal button.
  4. There are several panels in game that show information about a list of objects. The 2.0 update brought several updates to these panels, some of which improved the experience, while others, especially the graphic style, decreased their readability and usability. I'll make a general comment first and then will jump to specific panels directly: General comment There are two concepts introduced in new UI that, together, dramatically decrease the readability of various screens: the extreme use of various frames, borders, varying backgrounds, the ui paradigm further moving away from a tabelar/grid layout towards a chain of specialised UI boxes. These two together make it harder to find specific informations, or to quickly review them in a batch. I'll show exact examples below with change suggestions: My lands screen What was a single row of actions has now been split into two lines. It made the list longer and otherwise very cluttered. The middle row wastes a lot of space, and yet the icons feel kind of hidden, unimportant, or not even a button. It's now very hard to read through all the bases to inspect if they are not lacking in soldiers. The base name is lost in the clutter, due to the size and new font. The "produces" row: for 95% of gamers, or even more, this row will always show 0 on theirmain base and 99,99% it will show 0 on all bases that are not currently played in. It was far beter before, when it only showed values when they really existed. Suggestions: Messages screen Not much changed, but suggestions: time in same row as title, right-aligned (better position to compare and focus eye on in grid, less space); a way to quickly recongize message type (war, trade, alliance, share etc.) - perhaps an icon column to the left of the whole message block, or a small icon + color coding of the header background? smaller action buttons, in-box (so that user knows it's related) and bottom-right aligned Build screen "View details" totally not needed - contains 95% same info as already displayed (the only difference being defence/attack stats) resource cost very unclear due to items being spread along the row; lots of horizontal bars, again - hard to differentiate different blocks build time placed in quite a wrong place; building level in two unrelated locations; squares icon (to the right from base name) - I was even surprised it leads to anywhere; nor really clear; Suggestions: Edit: Trakced players screen This screen would also love an update to one-liners with two single buttons at the end. The player-specific "Track" button should be renamed to "Show" or "Show player", as the player is already tracked (misleading), also the same label is used for new players (so if we leave the first one "Track", perhaps this one should be "Add"?) The add new player button ("Track") is very small as it was before. Many new players have trouble noticing it. Perhaps a bigger, gold one should be used? (same for other similar screens, I assume)
  5. Currently, resource production and collection require player to manually browse through each base and click the button once for each base. This is a real pain, as it requires 2N clicks and consequently generates 2N quite slow server requests, also leading to many weird behaviors (and switching bases left/right is also sketchy when done along resource collection). Would it be possible to implement a button to trigger selected action at once on all buildings of the same type? Same problem exists with replenishing soldiers, but if possible, I'd rather suggest a "Max out" button on each base header (if base has less than max soldiers) and one global (max out all).
  6. There are several Android applications that are able to prevent the screen shutdown and lockdown. Thus, I understand, there must be an API that allows application to temporarily suspend this. Would it be possible to implement such feature (even if opt-in) to prevent phones going dark after few seconds of inactivity? I understand that there are several workarounds. I personally use the "don't lock while on external power" developer option. But if a simple and native option exists, it'd still be easier and also more available to less-proficient Android users.
  7. Would it be possible to enable an option for the map to follow GPS location, or, in other words, keep screen centered on player all the time? Preferably, such feature would need a button on UI to toggle it's state. If there is an issue with low-end client devices efficiency for such feature, the feature might be a hidden, opt-in option (such as, the icon could become visible after enabling it on profile). Allowing for the map to follow the player would be especially useful when routing/navigating on a bike
  8. One of the daily chores of many DE players is searching for nearby FoT or enemy players. Currently, the task can be performed only via a combination of player tracking and slow, manual map browsing, plus perhaps map filtering on slower devices to make things faster (had a few weeks on some old Galaxy A5 and it was pain). I wonder, if it would be possible, perhaps within 2.0 UI schedule, to include a feature that would serve as a reconnaissance report. My first idea of such feature was to enhance the current base list screen with following elements: an indicator that would display the number of FoT lands and enemy lands in range of the specific base, upon a click, an expanded view showing the list of FoT lands and enemy lands in range, with a button for "attack" action and perhaps also "offer purchase" action This way we could quickly browse through and strike enemy FoT encampments, as well as monitor enemy activity without spending much time on scrolling through the map.
  9. 1. Base renaming button Currently, the only way to rename a base would be (I presume) to find on the map the land corresponding to the base and press the rename button there. It would improve visibility, if an additional button pointing to rename options was placed in the base list window. 2. Name restore option This might be an issue that does not affect many people, but during the period of location data provider switchover, I've made several bases which received names based directly on land names, and those name are still highly incomprehensible, like "cafe UCEN" or "Lakeside Fire Department". Since the rename feature was introduced, I could off course "purchase" an option to rename the name to the default value, but then... It's weird to pay for just restoring the "default" free name. This made me to think: would it be possible, regarding bases only (!) to provide a free option to "restore" the name of the base to either a "default" name (the one provided by current algorithm) or even better, one of the choice of "default"/"free" names that are based upon the geolocation data (like "City", "Region" etc., whatever the service provides). This way, the "premium" feature would only relate to the fully customized name, while "regional" name would remain a free option.
  10. If possible, adding a filter for Local leaderboard icons (binoculars) would be beneficial to a player with large amount of bases. These icons are layered above the base circles and thus, in largely divided areas (like europe) you cannot see your bases clearly.
  11. Would it be possible to get a little flag button on Utility Structures, similar to the one already present on lands and Resorce Stations? It's quite a problem, when you have a Base around one of your lv100+ lands (which is, I think, what every player starts with). Once your base grows, it begins to cover your utility structures and forbids the player to level them up - using the Flag action buffs the Base defense only.
  12. A little suggestion or a bug report, not sure: When creating the trade offer, the only interface available is a slider. As trade offers for single lands are usually, well, of low value, it's getting increasingly hard to trade when the player has plenty of resources. Would it be possible to convert the value label (on the left from the slider) to an editable field? Such that player could click it and enter the amount via keyboard? (both Android and iOS should allow for the field to require a strict numeric value)
  13. In the current alliance system, it's hard to monitor the alliance territorial extension in-game, without any external tracking solutions. Would it be possible for the game to display allied players base areas (circles)? The base area display would be totally enough; most players tend to keep the exact base location a secret for various reason, but if only the circle is displayed and only at widest zooms (when lands disappear), no privacy is then exposed; the fact, that circle center coordinates would be exposed in application communication, might be viewed a security issue, but this data could easily be truncated to as few digits behind coma, as required to provide a lesser accuracy (few hundred meters or even worse), this is not an issue when drawing a circle at such a low scale; land display in such a large scope is also not necessary, I think the current scoping for lands works totally OK. Seeing allied base areas would allow player to better plan land and resource trade, that would lead to better communication and will effectively make it more feasible to create some intercontinental trade networks that would allow players and alliances to to trade in global scope, something I am slowly trying to build up. Such global trades going through multiple player chains would require communication and trust building between players. promoting the bult-up and growth of the in-game community, and would greatly influence of the otherwise limited alliance system.
  14. I'd like to make an another feature suggestion: Currently the game lacks any means of in-game communications. From what I understand, and likely agree, embedding an advanced and complicated chat system into game would be, well... complicated But why not make some very simple forms of communication, by allowing players to set a "label" or "comment" on various current game objects, e.g.: a comment on an attack action, that could be set in combat window by attacking player (e.g. "If you keep attacking me, you will face consequences, let's talk on Discord") a comment on a trade action, that could be set when defining a trade offer (e.g. "Please accept this trade demand as a retribution for your attacks") a label/plaque on a land object, that could be set by owners, for various uses, like notes, commemoration, fun (e.g. "Here lay the bodies of 833 brave soldiers who protected this land from barbaric attack by this and this player", "Will sell this land for 100 personnel") The game is really lacking in communications, since some players don't check on the Discord link in the Chat menu. Adding such small labels would allow a minimal communication and make it easier for players to avoid conflicts and find friends
  15. I would like to make a small feature suggestion: In current game there are several map styles (Day/Night/Black), each of them having it's pros and cons that make them useful in different situations, eg: when biking with phone mounted, I prefer Night because the streets have much better visibility here in high sunlight; on other occasions I prefer Black, since it gives a good icon to background contrasts, it's just easy to see FoT and resources clearly on that map. Unfortunately, switching maps is quite hard now. Would it be possible to make a button in the UI screen that could be use to swap map styles - the way it does in Google Maps? I understand that the space in main UI is limited and it if that is an issue, I think that such feature could be included in the top left yellow button (3-Dot button), or even better, certain items might get reorganized to make place for the new one, e.g.: Items and Power-Ups is a button that is used less than once an hour or even less often; might get hidden in the 3-Dot button Current Objective button, while important for new players, looses it's purpose after few days of play, and could for example be moved into right corner and disappear once the objectives are complete Trade Management would better fit in main "Hamburger" menu. I leave it for discussion, but please keep comments focused on map style swap, not on what to remove from UI as what I wrote about removing buttons is more of a quick suggestion, not a merit of this topic
  16. I think a cool feature would be able to rename captured lands and bases. The existing naming system rarely gets where I actually am correct, and while it's cool to have each base as the town where it is, the lands just are boring. Keeping the lands name would be fine, but I want to be able to put a unique identifier on each land, maybe a "nickname" feature would be the right name for it. Let me know what you think, I really like this game and really hope it keeps growing and developing.
  17. Hi. Just a small suggestion - consider adding 500m radius circle to land you possess. If you draw this with the thin line it will be very helpful for players trying to establish better control over the nearby lands. Players will be able to see their lands potential area of influence and plan where they can find the most suitable place to settle in and cover the lands around their base. You know its hard to count direct 500 m walking You can also think about adding an extra item to get such intelligence temporary if you are afraid of too much server/device traffic.
  18. Resources appear on the map as one of several icons that are a fixed size no matter the zoom level (but they do group so far out). The resources actual position can be different to what one may expect by looking at the icon. This is common issue with "hot point" placement on custom cursors. I suggest setting a minimum icon size and adding a hitbox or "pickup radius" so if the player's range intersects the visible icon's region you register as a pickup. This avoids circumstances where the pickup doesn't register because a player is looking at the resource from the wrong angle.
  19. When pressing "Land Capture" within range of your base you boost the defence points for 2 hours but the current message suggests the duration of the effect will also increase. With additional check-ins increasing the points of defence it seemed to indicate that the effect would last longer than 2 hours but instead the action resets the countdown. I suggest changing the message to:
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