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  <channel>
    <title>Feedback</title>
    <description>Feedback &amp; Suggestions</description>
    <pubDate>Mon, 17 Apr 2023 16:25:07 +0000</pubDate>
    <lastBuildDate>Mon, 17 Apr 2023 16:25:07 +0000</lastBuildDate>
    <generator>Empires Mod</generator>
    <link>https://forums.empiresmod.com/index.php?forums/feedback.5/</link>
    <atom:link rel="self" type="application/rss+xml" href="https://forums.empiresmod.com/index.php?forums/feedback.5/index.rss"/>
    <item>
      <title>Some Thoughts on Development</title>
      <pubDate>Mon, 11 May 2020 06:39:34 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/some-thoughts-on-development.21252/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/some-thoughts-on-development.21252/</guid>
      <author>invalid@example.com (.:.HeXi.:. emcalex329)</author>
      <dc:creator>.:.HeXi.:. emcalex329</dc:creator>
      <content:encoded><![CDATA[I&#039;ve been playing Empires again the past weeks, due to the quarantine, and I&#039;ve some feedback on development I&#039;d like to share.<br />
<br />
The devs should be applauded for their work in implementing quality of life changes to the game - things such as the new defuse bar over mines, the commander hull health displaying in numerical values in the upper left of the HUD, typing &quot;ref&quot;, &quot;rax&quot;, &quot;targets&quot;, etc., in team chat alerting the comm, for instance. These sort of changes, while relatively minor,...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/some-thoughts-on-development.21252/" class="internalLink">Some Thoughts on Development</a>]]></content:encoded>
    </item>
    <item>
      <title>Differentiate the ML and MG turrets on the minimap</title>
      <pubDate>Fri, 01 May 2020 14:37:49 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/differentiate-the-ml-and-mg-turrets-on-the-minimap.21251/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/differentiate-the-ml-and-mg-turrets-on-the-minimap.21251/</guid>
      <author>invalid@example.com (BitterJesus)</author>
      <dc:creator>BitterJesus</dc:creator>
      <content:encoded><![CDATA[Right now, both mg and ml turrets are just seen as triangles pointing upwards. Make the the MG or ML turrets (only one of them) point downwards, so that there&#039;s a difference between them.<br />
<br />
:D]]></content:encoded>
    </item>
    <item>
      <title>Biggest flaw right now</title>
      <pubDate>Sun, 26 Apr 2020 10:30:25 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/biggest-flaw-right-now.21250/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/biggest-flaw-right-now.21250/</guid>
      <author>invalid@example.com (Deiform)</author>
      <dc:creator>Deiform</dc:creator>
      <content:encoded><![CDATA[Damage on vehicles penetrating the armour and hitting the hull. What&#039;s the point of good driving skill by rotating your vehicle if people can just hit any side until your hull dies?<br />
<br />
It&#039;d be fine if there was 1 specific weapon that could penetrate, but doesn&#039;t make sense for every weapon to do it - it makes the game far less fun.]]></content:encoded>
    </item>
    <item>
      <title>Sabotage Bar Should Reset if the Scout looks away from the structure/moves too far</title>
      <pubDate>Wed, 19 Feb 2020 12:03:46 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/sabotage-bar-should-reset-if-the-scout-looks-away-from-the-structure-moves-too-far.16767/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/sabotage-bar-should-reset-if-the-scout-looks-away-from-the-structure-moves-too-far.16767/</guid>
      <author>invalid@example.com (BitterJesus)</author>
      <dc:creator>BitterJesus</dc:creator>
      <content:encoded><![CDATA[Suggestion is in the title.<br />
<br />
Why?<br />
<br />
Mostly, it would make the scout a bit less powerful, and a bit less of a nuisance to deal with. If he has to worry about shooting anyone AND maintaining the sabotage bar, his job will be harder. <br />
<br />
A lot of the times a smart scout will pre-sab 4-5 structures to 95% of the bar, and then finish them all off at the same time. Up until the sabotage, there is no way to tell that the structure is in the process of being sabotaged. This becomes an &quot;invisible&quot;...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/sabotage-bar-should-reset-if-the-scout-looks-away-from-the-structure-moves-too-far.16767/" class="internalLink">Sabotage Bar Should Reset if the Scout looks away from the structure/moves too far</a>]]></content:encoded>
      <slash:comments>15</slash:comments>
    </item>
    <item>
      <title>Change the Commander/Squad Target reticle</title>
      <pubDate>Sun, 02 Feb 2020 16:10:36 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/change-the-commander-squad-target-reticle.21240/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/change-the-commander-squad-target-reticle.21240/</guid>
      <author>invalid@example.com (Xyaminou)</author>
      <dc:creator>Xyaminou</dc:creator>
      <content:encoded><![CDATA[You shouldn&#039;t be able to know what class your opponent is without having a look at him, knowing what class your target is gives an even bigger disadvantage to the targeted person.<br />
The text also often gets in the way of your line of sight, it can be very annoying and I often find myself cancelling the target if it&#039;s not directly relevant to what I&#039;m doing at the very moment.<br />
<br />
Remove all the text from the target reticle and instead use different geometric shapes to indicate what it is that you...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/change-the-commander-squad-target-reticle.21240/" class="internalLink">Change the Commander/Squad Target reticle</a>]]></content:encoded>
    </item>
    <item>
      <title>Placing Turrets &amp; Walls with your Engineer Tool should cost charges</title>
      <pubDate>Tue, 26 Nov 2019 02:18:41 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/placing-turrets-walls-with-your-engineer-tool-should-cost-charges.21233/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/placing-turrets-walls-with-your-engineer-tool-should-cost-charges.21233/</guid>
      <author>invalid@example.com (Xyaminou)</author>
      <dc:creator>Xyaminou</dc:creator>
      <content:encoded><![CDATA[Placing walls in well ingrained in Empires meta, however it is far from being balanced, a skilled engineer can keep placing walls as soon as they go down, and the only thing keep them in check is the Mortar.<br />
Turrets can also be abused in a similar manner, many of you have seen me place and recycle the same turret over and over just for cover, it&#039;s as easy as to press one button with the correct binds.<br />
<br />
However, I believe there&#039;s a simple solution to all that trickery, add a cost to placing...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/placing-turrets-walls-with-your-engineer-tool-should-cost-charges.21233/" class="internalLink">Placing Turrets &amp; Walls with your Engineer Tool should cost charges</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Need a 5th class: Answer - The Sniper</title>
      <pubDate>Sat, 20 Jul 2019 23:04:29 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/need-a-5th-class-answer-the-sniper.21221/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/need-a-5th-class-answer-the-sniper.21221/</guid>
      <author>invalid@example.com (mrmeow)</author>
      <dc:creator>mrmeow</dc:creator>
      <content:encoded><![CDATA[Scouts can have their scout rifle replaced completely. Snipers get rifleman body armour, basic pistol choice, then ONLY sniper rifle. this sniper rifle is like scout rifle but damage is doubled, along with much more vivacious and powerful firing sound. they can choose sticky explosive nades or sticky stun nades. also adjustable scope from current zoom to double that.<br />
<br />
a good special ability would be &quot;armour piercing&quot;, so when this is activated their sniper rifle can hurt vehicles.]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Economical Balance</title>
      <pubDate>Tue, 16 Jul 2019 14:51:07 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/economical-balance.21228/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/economical-balance.21228/</guid>
      <author>invalid@example.com (Xyaminou)</author>
      <dc:creator>Xyaminou</dc:creator>
      <content:encoded><![CDATA[There have been many debates about what to do with the economical aspect of Empires, some want a lot of resources, some want few resources.<br />
I believe I have finally found a solution that everyone can agree on.<br />
Remove resources altogether and replace the refineries with vehicle slots, the more of these points you capture the more vehicles you can have.<br />
Some vehicles such as APC would require fewer slot than others, such as heavy tanks, so they can be rushed all across the map to keep the...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/economical-balance.21228/" class="internalLink">Economical Balance</a>]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Returning Player: A Review</title>
      <pubDate>Thu, 27 Jun 2019 16:09:24 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/returning-player-a-review.21222/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/returning-player-a-review.21222/</guid>
      <author>invalid@example.com (Roflcopter_Rego)</author>
      <dc:creator>Roflcopter_Rego</dc:creator>
      <content:encoded><![CDATA[The purpose of starting this thread is to give players who have played fairly consistently over the last few years an idea of how the game appears from the position of a relative outsider, as well as give some suggestions and start discussions about what can be improved that is within the realistic scope of both the devs AND the wider community.<br />
<br />
<span style="text-decoration: underline">The Good<br />
</span><br />
<ul>
<li>The core gameplay loop is still great fun and really addictive.</li>
<li>Changes to the lobby system and bots have worked....</li>
</ul><br />
<a href="https://forums.empiresmod.com/index.php?threads/returning-player-a-review.21222/" class="internalLink">Returning Player: A Review</a>]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>Revert the shotgun/shotty pistol damage the what it used to be.</title>
      <pubDate>Fri, 17 May 2019 04:20:25 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/revert-the-shotgun-shotty-pistol-damage-the-what-it-used-to-be.21211/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/revert-the-shotgun-shotty-pistol-damage-the-what-it-used-to-be.21211/</guid>
      <author>invalid@example.com (Spike)</author>
      <dc:creator>Spike</dc:creator>
      <content:encoded><![CDATA[The shotgun and shotgun pistol are currently awful due to a damage change that was done quite awhile ago. The shotgun and shotgun pistol damage before this change was 22 damage with 9 pellets it was put like this because it was meant to be able to kill even a rifleman at close range with health upgrade. I know this because i was the person who put it at this damage value and it was tested at the time.<br />
<br />
However now the shotgun and shotgun pistol are completely unreliable and not a viable...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/revert-the-shotgun-shotty-pistol-damage-the-what-it-used-to-be.21211/" class="internalLink">Revert the shotgun/shotty pistol damage the what it used to be.</a>]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Reduce the effectiveness of Rifleman</title>
      <pubDate>Wed, 08 May 2019 04:29:53 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/reduce-the-effectiveness-of-rifleman.21212/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/reduce-the-effectiveness-of-rifleman.21212/</guid>
      <author>invalid@example.com (Spike)</author>
      <dc:creator>Spike</dc:creator>
      <content:encoded><![CDATA[I think the majority of empires players will agree with me that the rifleman class is abit ridiculous and that the class holds far too much power on the battlefield.<br />
<br />
would it be possible to slightly reduce the effectiveness of rifleman ? because they have far too much going for them.<br />
<br />
<span style="color: #ffffff">1. an infantry bullet resist of 25 percent <br />
<br />
2. the ability to provide high damage pin point fire at any range <br />
<br />
3. the ability to dump 350 damage on a tank within seconds with sticky bomb...</span><br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/reduce-the-effectiveness-of-rifleman.21212/" class="internalLink">Reduce the effectiveness of Rifleman</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Make the smg's and pistol's more accurate and hit harder slightly</title>
      <pubDate>Sun, 28 Apr 2019 15:43:37 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/make-the-smgs-and-pistols-more-accurate-and-hit-harder-slightly.21213/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/make-the-smgs-and-pistols-more-accurate-and-hit-harder-slightly.21213/</guid>
      <author>invalid@example.com (Spike)</author>
      <dc:creator>Spike</dc:creator>
      <content:encoded><![CDATA[The smg&#039;s and pistols in empires currently feel pretty terrible i think they at least need to be pinpoint accurate for the first couple of shots making them better to use at range because empires is a game with large open maps.<br />
<br />
It is kind of frustrating having to play engineer sometimes due to you not having anything you can really reach out and touch the enemy with. <br />
<br />
Even when you are in range to hit the enemy you will still have issues i have listed some below<br />
<br />
1. Bad hitdetection...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/make-the-smgs-and-pistols-more-accurate-and-hit-harder-slightly.21213/" class="internalLink">Make the smg&#039;s and pistol&#039;s more accurate and hit harder slightly</a>]]></content:encoded>
    </item>
    <item>
      <title>can't open empires as of april 19 on linux</title>
      <pubDate>Sat, 27 Apr 2019 12:59:17 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/cant-open-empires-as-of-april-19-on-linux.21210/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/cant-open-empires-as-of-april-19-on-linux.21210/</guid>
      <author>invalid@example.com (mrmeow)</author>
      <dc:creator>mrmeow</dc:creator>
      <content:encoded><![CDATA[waited for the weekend game time and now empires won&#039;t open. it&#039;s worked for years on linux.]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Development Process Question</title>
      <pubDate>Fri, 12 Apr 2019 10:32:23 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/development-process-question.21209/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/development-process-question.21209/</guid>
      <author>invalid@example.com (Grave)</author>
      <dc:creator>Grave</dc:creator>
      <content:encoded><![CDATA[Hey guys. I&#039;ve been in and out of this game for the last decade and a half. I&#039;m not someone who would have been remembered by all, but I have been here nonetheless. I&#039;m hoping this does not come across as pointed but this is a game I&#039;ve always loved coming back to over the years and I am dismayed at the current state of the game and community, so let us get straight into it.<br />
<br />
<span style="text-decoration: underline">What exactly is the design goal, design aesthetic, and development process that is being used to create this...</span><br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/development-process-question.21209/" class="internalLink">Development Process Question</a>]]></content:encoded>
      <slash:comments>18</slash:comments>
    </item>
    <item>
      <title>My opinion on lack of spontaneous server activity</title>
      <pubDate>Tue, 09 Apr 2019 03:36:35 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/my-opinion-on-lack-of-spontaneous-server-activity.21204/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/my-opinion-on-lack-of-spontaneous-server-activity.21204/</guid>
      <author>invalid@example.com (mrmeow)</author>
      <dc:creator>mrmeow</dc:creator>
      <content:encoded><![CDATA[I know there were strong reasons behind it, and it&#039;s just me Mr. Meow, but the push for servers to do a &quot;lobby&quot; kind of thing and all go to infantry maps if there are no players strongly inhibits spontaneous player growth. I know that the idea is the bots will get people to stay and play around a bit and hopefully others will see player counts and join. But, I regularly see 1 to 3 players who are clearly brand new (cyrillic names or names i&#039;ve never seen), theyre on district (UGGG), they...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/my-opinion-on-lack-of-spontaneous-server-activity.21204/" class="internalLink">My opinion on lack of spontaneous server activity</a>]]></content:encoded>
      <slash:comments>35</slash:comments>
    </item>
    <item>
      <title>Why does BE have a silenced pistol?</title>
      <pubDate>Fri, 15 Mar 2019 16:46:02 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/why-does-be-have-a-silenced-pistol.21206/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/why-does-be-have-a-silenced-pistol.21206/</guid>
      <author>invalid@example.com (Lazybum)</author>
      <dc:creator>Lazybum</dc:creator>
      <content:encoded><![CDATA[Title says it all, why do they have one? I&#039;m not opposed to the idea and the sound itself is nice, but P1 is statwise the same for both teams and for good reasons(same as smg1), so I don&#039;t really see why BE just gets a bonus like that.<br />
<br />
I&#039;d like it more if both teams could just get a silenced pistol for when you wanna be a tacticool operator. Same stats as P1 but probably with less range/slightly more inaccurate?]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>User Interface: Quick Observations (WIP)</title>
      <pubDate>Tue, 18 Sep 2018 18:22:09 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/user-interface-quick-observations-wip.21177/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/user-interface-quick-observations-wip.21177/</guid>
      <author>invalid@example.com (Awpolt)</author>
      <dc:creator>Awpolt</dc:creator>
      <content:encoded><![CDATA[Noticed a few things right away while assessing the current UI from the Beta branch. Here&#039;s what I found so far.<br />
<br />
Note: See images for reference IDs.<br />
<br />
1.) Wages:Val should be streamlined like the other elements; add an Icon that represents the intent.<br />
<br />
2.) Resources:Val should be streamlined like the other elements; add an Icon that represents the intent.<br />
<br />
3.) The Icons on the Minimap seem rather large, especially the player Icon.<br />
<br />
4.) The Engineer charge value has a 0 beside it. Unsure why....<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/user-interface-quick-observations-wip.21177/" class="internalLink">User Interface: Quick Observations (WIP)</a>]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Defusal's busted inside buildings</title>
      <pubDate>Wed, 05 Sep 2018 16:10:02 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/defusals-busted-inside-buildings.21175/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/defusals-busted-inside-buildings.21175/</guid>
      <author>invalid@example.com (PwnedYoAss)</author>
      <dc:creator>PwnedYoAss</dc:creator>
      <content:encoded><![CDATA[Not sure if anyone has reported this, but the Grenadier defusal skill hasn&#039;t worked in buildings in a very long time. You supposed to be able to defuse mines by holding down E while looking at one, but due to the E build for all classes features it doesn&#039;t work anymore.]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Re-implement Tactical Discussion</title>
      <pubDate>Tue, 04 Sep 2018 15:33:40 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/re-implement-tactical-discussion.20566/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/re-implement-tactical-discussion.20566/</guid>
      <author>invalid@example.com (Xyaminou)</author>
      <dc:creator>Xyaminou</dc:creator>
      <content:encoded><![CDATA[<a href="http://images.akamai.steamusercontent.com/ugc/596943538437373699/319B7D190816809A9991E58744063ED8072BB7EE/" target="_blank" class="externalLink" rel="nofollow">Apparently it used to be a thing.</a><br />
<br />
Talk to Trickster.]]></content:encoded>
      <slash:comments>42</slash:comments>
    </item>
    <item>
      <title>Suggestion : Doctrines</title>
      <pubDate>Fri, 16 Mar 2018 10:57:41 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/suggestion-doctrines.21156/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/suggestion-doctrines.21156/</guid>
      <author>invalid@example.com (Axeman)</author>
      <dc:creator>Axeman</dc:creator>
      <content:encoded><![CDATA[<b>Background</b><br />
<br />
For the last 5 or so years there have been a lot of (half-hearted) attempts to port Empires to newer engines, update graphics or gameplay, etc...<br />
<br />
One idea I have had and suggested in the past now seems relevant again given the prescribed vision laid out by a developer here (<a href="https://forums.empiresmod.com/index.php?threads/a-plan-symmetrical-vehicle-combat-bringing-back-counters.20365/" class="internalLink">https://forums.empiresmod.com/index...-vehicle-combat-bringing-back-counters.20365/</a>) . That idea is to add a parallel track of research which I basically call...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/suggestion-doctrines.21156/" class="internalLink">Suggestion : Doctrines</a>]]></content:encoded>
      <slash:comments>5</slash:comments>
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