Best posts made by Ubi-Thorlof
Hey Anno Community, one more update before the holidays:
Thank you for the reports, screenshots and descriptions of issues you have encountered since GU13. Those already greatly helped us investigate the causes for certain bugs and we updated the list of known issues in the first post. Please be aware, however, that the list is not exhaustive.
Apologies for any frustrations you're facing as a result of these issues, we will let you know as soon as we have news regarding GU 13.1
We worked hard over the last months to prepare a nice update-bundle for our community before the Holidays, but acknowledge that GU13 did not release in the state we would have liked it to release.
This is a lesson that we will include in our planning for next year and Season 4, to e.g. allocate additional time for bugfixing and polishing before a release.
Thank you for your ongoing support and Happy Holidays,
The Anno Team
Latest posts made by Ubi-Thorlof
Happy to hear you're enjoying the game!
In the period and setting of Anno 1800 there's a lot of room for all kinds of stories and places to explore. Unfortunately, we won't be able to cover them all and for now there are no plans to add additional regions to the game, which therefore also excludes places inspired by India, Thailand, China etc., but also Australia or the US.
That said, the team has had a lot of fun each time diving into the research for each region in the game, be it on a narrative or a visual level and for potential future projects, there are certainly some regions we would love to explore.
Hey Queglar - first of all: Thank you for this incredibly detailed and thought-out feedback.
There's no doubt that improvements could be made to the current system by addressing some of the points you made like providing more options where and how to use items in the game (your first 6 points).
Especially now, in its fourth Season, some systems are not working in the same way again, from a Design perspective, to how they did on release and without all the DLC. You for example mentioned the expeditions, which lose usefulness when the "Land of Lions" DLC with the Research Institute is activated. Without that DLC, however, they're still a big source for items (also in early game) and then lose relevance in late-game. That is okay, generally, not all systems have to have the same impact early on as they have after 60h or more of playtime.
While the topic of items will have to be discussed again for any potential future project (where feedback like yours would certainly play a role), we're currently not planning to overhaul the existing system in such a major for our live game. Various systems and mechanics are designed with the current functionality in mind and reworking, rebalancing and finally testing all this would be a major effort and most likely come with a lot of risks to break existing systems.
It's easier to rework a system like this before release, mid-development, than to do it when the game is out and people depend on changes not destroying savegames and generally updates being savegame-compatible.
As with all things, another factor is available time and resources. So, on top of potential risks and technical feasibility, we always have to prioritize tasks for the individual teams: There has to be enough time for the features of each individual DLC but also some quality of life improvements as well as bug fixes.
So, to conclude: Some great thoughts on providing even more options to tweak productions (though, I believe items "breaking" would add an unnecessary amount of micro-management) which are worth revisiting for any future project that involves such a system. But for now, in post-launch, such a rework is rather high effort and currently not planned.
Thank you for your wishes on the upcoming Season 4
As you might imagine, the rough designs for the individual DLC are already done to a certain degree, but especially for the last one there's still some room.
Looking at a few threads on the topic of S4, I believe some of your ideas are also part of our plans and then we got a few more surprises in the mix
Hey there, thank you for your suggestions.
While we can certainly into make some more adjustments here and there, we are currently not planning to adjust existing models or do major changes to main parts of the game system this late after release (e.g. on the topic of rivers). Even adjustments on a visual layer (and you mentioned a few points which are not purely aesthetic anymore) can be risky and work-intensive and in many cases we believe putting our resources into things with a larger gameplay impact provides a greater benefit to our playerbase.
thank you for your suggestion! There are already a few items increasing the range of public buildings, however by smaller percentages.
Do you consider these current bonuses too small, since you mention rather strong increases by 50% or even 100%?