Spoiler:
Love the game but I have found a play-style that is obviously not what the devs intended.
When first starting out, I automatically buy the 4 dwarflings because they will level up quickly.
- Don't bother spending $ on a training dummy, just let the the dwarflings level up and when you think they are high enough, then just fire the military one you start with and replace him with a level 15+ dwarfling
- Once all dwarflings are at a high level, replace the crafter because he will probably only be level 3 when the dwarflings are level 15 or more
- Don't need to do this to the researcher or probably the gardener, definitely not your digger(s) because they are constantly working and will probably be level 10 or more at this time
- for this to work you have to be very careful where you dig because if you run into an enemy, you only have the original fighter to deal with it, until the dwarflings are high enough
- I don't bother going past 10 dwarves since they are all high level anyway
- This may not work on the later levels, don't know because I am playing each level for 8+ hours each to get every last resource ... and I like to take my time.
Balance fix:
- Limit the dwarflings to a predetermined max level; I don't know, let's say level 3
- Put a time limit on the game so that if someone is taking all his time to beef up his troops and not really exploring, then the monsters will start to dig and look for you. Better yet, have random encounters.
- Have crafters gain experience by going around and fixing everything you have built; maybe things deteriorate over time or just have them tinker with things to gain some experience
- Have military get together to do jumping jacks, push-ups, etc. to gain some experience. If you really want them to build up then of course buy training dummys (that last longer, or only work to give x levels for each dwarf - Hey, maybe once they are level 5 they have to use the second type of dummy, level 10 and up the third type of dummy, etc. The dummies don't disappear but could cost more)
Suggestions:
- At higher levels, I would like to see the digger dwarf have a chance to detect minerals. As he is going through the tunnels to go to a job, he might stop for a second and have a big yellow question mark or exclamation mark over his head and point in a North, South, East, or West direction. Depending on his level, he could sense so many squares away and maybe one or two levels up or down. They say Dwarves can smell the minerals and elements like gold and platinum, etc.
- Can the digger dwarf also be able to automatically build ladders (if wood is available). The user could replace them with stone or better ladders if wanted.
- Some kind of pop-up to let you know new items can be built
- Some kind of "go there quickly" button to place your view where something really important is happening, such as a goblin is attacking
- Have it so the teleport (say by holding the Shift key down and clicking on the military button) can gather all of one kind of dwarf (i.e. military, or diggers) in one click and then you can go and drop them off normally. Guess if one of them is eating, it is interrupted, and if one is sleeping then he remains sleeping on the floor at the new location dropped off
- Be able to use the teleport to collect a dwarf who is sleeping on a chair or bed, so that you can sell the chair or bed and replace it
- At higher levels, maybe the crafter can "upgrade" an item for less cost than selling the old item and building the new item. It would still take the same amount of time to upgrade?
I am sure there are a lot more ideas from other people who have played more levels than I have. Again great game but I am hoping to constructively make it even better. What do you think?
Love the game but I have found a play-style that is obviously not what the devs intended.
When first starting out, I automatically buy the 4 dwarflings because they will level up quickly.
- Don't bother spending $ on a training dummy, just let the the dwarflings level up and when you think they are high enough, then just fire the military one you start with and replace him with a level 15+ dwarfling
- Once all dwarflings are at a high level, replace the crafter because he will probably only be level 3 when the dwarflings are level 15 or more
- Don't need to do this to the researcher or probably the gardener, definitely not your digger(s) because they are constantly working and will probably be level 10 or more at this time
- for this to work you have to be very careful where you dig because if you run into an enemy, you only have the original fighter to deal with it, until the dwarflings are high enough
- I don't bother going past 10 dwarves since they are all high level anyway
- This may not work on the later levels, don't know because I am playing each level for 8+ hours each to get every last resource ... and I like to take my time.
Balance fix:
- Limit the dwarflings to a predetermined max level; I don't know, let's say level 3
- Put a time limit on the game so that if someone is taking all his time to beef up his troops and not really exploring, then the monsters will start to dig and look for you. Better yet, have random encounters.
- Have crafters gain experience by going around and fixing everything you have built; maybe things deteriorate over time or just have them tinker with things to gain some experience
- Have military get together to do jumping jacks, push-ups, etc. to gain some experience. If you really want them to build up then of course buy training dummys (that last longer, or only work to give x levels for each dwarf - Hey, maybe once they are level 5 they have to use the second type of dummy, level 10 and up the third type of dummy, etc. The dummies don't disappear but could cost more)
Suggestions:
- At higher levels, I would like to see the digger dwarf have a chance to detect minerals. As he is going through the tunnels to go to a job, he might stop for a second and have a big yellow question mark or exclamation mark over his head and point in a North, South, East, or West direction. Depending on his level, he could sense so many squares away and maybe one or two levels up or down. They say Dwarves can smell the minerals and elements like gold and platinum, etc.
- Can the digger dwarf also be able to automatically build ladders (if wood is available). The user could replace them with stone or better ladders if wanted.
- Some kind of pop-up to let you know new items can be built
- Some kind of "go there quickly" button to place your view where something really important is happening, such as a goblin is attacking
- Have it so the teleport (say by holding the Shift key down and clicking on the military button) can gather all of one kind of dwarf (i.e. military, or diggers) in one click and then you can go and drop them off normally. Guess if one of them is eating, it is interrupted, and if one is sleeping then he remains sleeping on the floor at the new location dropped off
- Be able to use the teleport to collect a dwarf who is sleeping on a chair or bed, so that you can sell the chair or bed and replace it
- At higher levels, maybe the crafter can "upgrade" an item for less cost than selling the old item and building the new item. It would still take the same amount of time to upgrade?
I am sure there are a lot more ideas from other people who have played more levels than I have. Again great game but I am hoping to constructively make it even better. What do you think?
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