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Comprehensive Suggestion List

Hello everyone, and welcome to the Call of War unofficial Comprehensive Suggestion List.

The goal of this thread is to list everything that has been suggested on the forums, and categorize them based on what players want. For now, there will be a simple 3 category system, but in the future I may rank some items depending on how important they are, or the frequency of discussion.

Items in the "Positives" section have a general support from most players, and some are very likely to be added in the future. Items in the "Negatives" section have been discussed and have been found to be a feature that should not be added to Call of War. Items in the "Undecided" category have mixed reviews and probably need more discussion to determine whether the majority of players want them or not. So, without further ado...

List of Suggestions for Call of War:

Positive Reviews:

  • Aircraft no longer defending against ground troops when not moving on an airfield
  • Disbanding Units
  • Marines
  • Paratrooper (sorry Bill)
  • Trading technology
  • Larger amount of men per infantry unit
  • Pacific Map
  • Faroe islands
  • Tank Destroyers
  • Coastal Guns
  • Naval Bomber Buff
  • Railroad gun buff
  • Cancel all orders button
  • Radio operators
  • Breaking down buildings
  • Commando rebalance w/ stealth
  • Minelayers + sweeper ships
  • Cruiser variants
  • Corvettes/Patrol Boats
  • Escort ships
  • World Map
  • Kiel Canal
  • Group Conversations
  • Intelligence Station building
  • Ocean Zones (to incentivize island hopping)
  • Other Maps (America, Middle East, Asia, etc.)
  • Group Chat for nations
  • Healing buildings
  • Healing troops
  • Farms/food rebalancing
  • SAM (mix of bomber and fighter)
  • Dynamic view range in different terrain
  • Sort TRADE LIST provinces in alphabetical order
Negative Reviews:

  • Resource Sliders (like S1914)
  • Buffing Infantry
  • Less resource intake from building things (food, manpower, etc.)
  • Tanks/mech inf only using oil when moving
  • More specific types of bombers (subject to change)
  • Multiple ports
  • Old graphics
  • Police
  • Recruiting office
  • Non-core production penalty removal
  • Minimap
  • Super Weapons
  • play as small AI countries
  • Retreating
  • Renaming Provinces
Undecided:

  • Province detail page
  • Kicking active players for RP
  • Prize Wheel (like S1914)
  • Capturing planes
  • Music
  • Wonder Weapons
  • Supply line logistics
  • Different Monetization features
  • Tank destroying aircraft
  • Faster railroads
  • Bunkers
  • Limit on Nukes/Reactors
  • Naming Regiments
  • Province View
  • Weather
  • Encirclement debuffing troops/province
  • Medals for First/Second/Third
  • Choosing where to place airfields within provinces
  • Rivers
  • Gold-free games
  • Gold limits
  • Radar
  • Deconstruction

I'm sure there's plenty of things that I've missed here, so feel free to include any suggestions I may have missed.

689 Replies

Sadly, what I'm saying is true. I myself was disappointed with HoI3 because of its complexity, and stopped plating it. hoI4 is a massive improvement because it's much simpler. That's why CoW needs to stay simple.

The past is a foreign country.

Pablo22510 wrote:

Sadly, what I'm saying is true. I myself was disappointed with HoI3 because of its complexity, and stopped plating it. hoI4 is a massive improvement because it's much simpler. That's why CoW needs to stay simple.
its not a matter of being simple or hard..

its a matter of personal playing styles..

I use, force of Medium tanks, flanked with LT and small pockets of infantry..

some use, Huge amount of art guns, and Armour cars..

its about making variables, and different playing styles, so the game isnt the same over and over again


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye

Bytro gets more money from lplayers who play a couple of weeks and leave than from players who have been playing for over a year. The number of the former is much bigger than the number of the latter.

The past is a foreign country.

Pablo22510 wrote:

oceanhawk wrote:

I 100% Disagree..

Simple is boring, Id rather lots of units, and have people play, and use different units

make lots and lots of variables!

You disagree. 99% of noob players will simply NOT know how to use the function, meaning they are confused and they leave the game.
Then you make your tutorials better, in game hints and tips: a guide book or something that can be viewed while playing.
"If the tanks succeed, then victory follows."- H.Guderian
"Hit first ! Hit hard ! Keep on hitting ! ! (The 3 H's)" Admiral Jackie Fisher
"The 3 Requisites for Success – Ruthless, Relentless, Remorseless(The 3 R's)" Admiral Fisher
Crates: a Term used to define any unwanted and unneeded feature in CoW
Game Username: LordStark01

oceanhawk wrote:

Pablo22510 wrote:

oceanhawk wrote:

I 100% Disagree..

Simple is boring, Id rather lots of units, and have people play, and use different units

make lots and lots of variables!

You disagree. 99% of noob players will simply NOT know how to use the function, meaning they are confused and they leave the game.
what?

thats rubbish,

people learn, thats lke saying..

somebody looks at the new iPhone..

I dont know how to use this..

I wont use it..

people will learn, that is the fun bit.

Its boring, if everybody plays the same, with the same units

Unlike something you buy and own, a web-based game that is too complicated would likely get closed and the user would just move on to something else more recognizable.

I say keep it simple-ish. But if there are more advanced capabilities, they shouldn't be so devastating to use against noobs that they can't rise to a level of proficiency themselves. In other words, if he or she keeps losing early in a match because they can't survive long enough to put a new capability into practice, then they are likely to abandon CoW

And we all lose when that happens.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

oceanhawk wrote:

its not a matter of being simple or hard..

its a matter of personal playing styles..

I use, force of Medium tanks, flanked with LT and small pockets of infantry..

some use, Huge amount of art guns, and Armour cars..

its about making variables, and different playing styles, so the game isnt the same over and over again

I've suggested before that this always happens...that all matches tend to fall into the same limited set of patterns depending on the maps and the players. But my solution (in another thread) is to bring a random map generator that would operate with a few options for the match creator and those options selected would needfully be sort-able for searches of new matches to join.

After playing several dozen matches, I could use the variety.

Pablo22510 wrote:

Bytro gets more money from lplayers who play a couple of weeks and leave than from players who have been playing for over a year. The number of the former is much bigger than the number of the latter.
I would beg to differ in that this can't be true forever. Eventually there won't be any more "new" users if the list of old-timers dwindles over time due to boredom via repetition (see above) and the word-of-mouth factor won't be nearly as powerful as it is now. With each passing day/week/month/year (take your pick) the competition will also increase in availability and that will also serve to weaken Bytro in this matter. There ONLY solution is to work hard to both reach new users while preventing noob-loss while also preventing the old-timers from retiring due to the boredom factor.

I say again, we need a random map generator.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

Pablo22510 wrote:

Sadly, what I'm saying is true. I myself was disappointed with HoI3 because of its complexity, and stopped plating it. hoI4 is a massive improvement because it's much simpler. That's why CoW needs to stay simple.
Hi Pablo,

Funny to see someone saying the same thing about HOI3. Bought it, tried it for many many hours, but at some point I thought. This game is complex...too complex....and a horrible interface to move around units with 4 'layers' of management. Half of the time I didnt understand whether I put a unit in the right layer or not, or didnt work.

HOI4 is out? I am inclined to try it. I love complex games, but there is something to be said about being 'overly complex'.

It is my experience that the best games are simple to play, but increasingly complex to master.

Like chess. Even a child can play chess, but to master it? libraries of books have been written.

miech wrote:

Hi Pablo,

Funny to see someone saying the same thing about HOI3. Bought it, tried it for many many hours, but at some point I thought. This game is complex...too complex....and a horrible interface to move around units with 4 'layers' of management. Half of the time I didnt understand whether I put a unit in the right layer or not, or didnt work.

HOI4 is out? I am inclined to try it. I love complex games, but there is something to be said about being 'overly complex'.

Hey miech! Nice to see that someone agrees!

Yeah, HoI3 was just overly complex. There were things that i just didn't understand, and many game mechanics were just wrong and unrealistic. HoI4 is a HUGE improvement. It is more or les the same, only much simpler, cooler, and the game mechanics are awesome. It's coming out on the 6th of June.

The past is a foreign country.

@Diabolical

I would have thought, you would have, been in favor of my ideas..

just had the feeling.. lol

@Pablo22510

but, the same game, is boring.

Simple games are boring.

People are not going to quit, because they are not doing well..

I can think, of a lot of players here in the forums, great guys, rubbish players, and are more active than myself...

even if we lose a few players, by making the game better, that sounds like an improvement to myself.

I think, 20 more units should be added.. as well as a 3rd research slot.. (not from day 1)

or maybe even more than 20units.

more buildings, more skins, more maps

Oil rigs, fields, missile silos..

more can be added, as a simple game is boring, and easy..

This game is like chess.. as somebody said..

anyone can play, and people can win smaller maps, even if they are not very skilled..

but to become a brilliant player, it takes hard work..

But Im slowly, becoming tired, of the same old game play, over and over..

If it wasnt for the world map, I would have left this game, before X-Mas of last year..


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye

Dude, how many times do I have to tell you?

Not everyone is a veteran player. A LOT of people simply leave the game because they don't understand or because they lose: take HoI3 for example.

The past is a foreign country.

Pablo22510 wrote:

Dude, how many times do I have to tell you?

Not everyone is a veteran player. A LOT of people simply leave the game because they don't understand or because they lose: take HoI3 for example.

the game play in HOC.. is not friendly.. its not as simple looking as here..

This is adaptable..it can be suited for all level of players..

Vet players, dont always win..

and on smaller maps, there is not always a top player, like Wildl there..

Yes.. its usually a good player, that wins the world map.. I have won it 3 times

but on the smaller maps... it is easy,

The first game I played..

22 player, as FInland..

and I won the game..

I was new, no knowledge..


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye

...

You are generalising from a specific, which in this case is you. Not everyone is like you. I also won my first game. But 99% of people didn't.

The past is a foreign country.

Pablo22510 wrote:

But 99% of people didn't.
That is probably very far from truth. Many people won their first game, because most of those who fail in first, never play again.

Paramunac wrote:

That is probably very far from truth. Many people won their first game, because most of those who fail in first, never play again.
Counting those who never played again.
The past is a foreign country.

Pablo22510 wrote:

Counting those who never played again.
What is the point of mentioning them in that case?

It proves the fact that many people who don't win just leave the game.

The past is a foreign country.

Exactly, that is why they are irrelevant to conversation.

No, because by proving that, you prove that many people are simple-minded.

The past is a foreign country.

No, it only means that most people register, try the game, and decide they don't like it. That is the case for most browser games. Including people who only play game for a day in any statistics about player behaviour is pointless. If someone stops playing on first day, you can't include him in any calculation if you want it to be good.

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