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Forum General Is the war game now unplayable? (Fearless Blue)

Is the war game now unplayable? (Fearless Blue)

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ShcyzMattiCa (Fearless Blue)
06 Feb 2009 17:04 Link
and that news was posted what on feb ????

Ok then . . . your point was Sammy?
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coolwind (Golden Rainbow)
06 Feb 2009 20:36 Link
I'm with Augustus here and cannot argue with Sam on his point, but the crux of the whole matter rests with the owners not approaching their customer base in a business like manner.

When you have a captive audience, (and I have taken money from a few !)you must give them adequate notice of proposed changes. That's my only gripe, and to be honest I couldn't care less what the changes are, as long as the owners excercise a bit of customer care for mutual benefit.

With this game, one real time month's notice at least should be given of any changes that may incur further real cost for the customer.

It's basic business acumen.

Wanna sell it????
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Augustus (Fearless Blue)
06 Feb 2009 21:57 Link
Just to add to my previous entry:

There is 2111 players according to the player by country and non-specified count.

If you figure that it cost $4 a month times 12 months=$48 a year per player.

My math brings that to $101328.00 dollars a year, of course this is US currency.

That's not bad for the equivalent to a part time job.

Now with that in mind, I would like to suggest that maybe you would revert some things back to the way they were.

And lastley I would like to recommend that you would drop the GC monthly charge from 30 to 10 a month, I think that's fair.

See I'm not against you making money, I'm just against the game players here helping you buy your second home. Thank you in advance.
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quaxocal (Golden Rainbow)
06 Feb 2009 22:07 Link
Augustus, you realize they have multiple paid staff which they have salaries for?

Its not just ONE person running this game.

Not to mention, the enormous costs of running the game itself.
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Johanas Bilderburg (Kebir Blue)
07 Feb 2009 00:06 Link
<!-Quote-!>Quote:

Ok then . . . your point was Sammy?<!-/Quote-!>



Adapt or leave.
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coolwind (Golden Rainbow)
07 Feb 2009 01:33 Link
that's the point Q
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quaxocal (Golden Rainbow)
07 Feb 2009 02:54 Link
Well my point was, his argument about lowering the coins we pay and such, or W3C making enough for a second home, is far off the mark with his math.

The game isn't cheap to run, that's for sure.

However, there are better ways of making money off of it than crippling gameplay.
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Barney Rubble (Little Upsilon)
07 Feb 2009 07:40 Link
Find the next loop hole. Im sure one exists. Thats the fun of this game. Geting cozy next to a player whom you dont particularly like, then showing him or her your new found tricks.

They are there, they always are.

Evolution of bug exploitation....

1. crafty players find the bug.
2. crafty players use the bug, hopefuly with some degree of responsibilty.(in most cases I like to think I did, perhaps not)
3. other players finaly catch on and the use of certain "leveraged tactics" becomes common place.
4. people take note, complain or what not, and the bug/tactic is closed.

This has gone on for years and will continue too. the navy thing is the latest.

heavy localized defense....gone.
preinvasion...gone.
Nuke bug...gone.
heavy navy...gone.
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General Dirt (Little Upsilon)
07 Feb 2009 08:02 Link
preinvasion...gone.
Nuke bug...gone.


2 of my personal favorites!

And lets not soon forget the infamous fort bug. hehe

This navy thing is no big deal folks. Instead of each country having a 'super fleet', we shall all have 30 smallish fleets with hellish D. Bombing all of them out every month will prove to be a major bitch. This style of navy fighting will be just as fast as a high paced ground war. imo

Yes we will lose more nfp. Big deal, buy more!

Dirt
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Augustus (Fearless Blue)
07 Feb 2009 14:54 Link
All my point is that to leave things with the military alone.

When the US walked into Iraq they didn't just send 400 tanks and 400 jeeps and 10000 men because "that's all they were allowed to send" that's stupid.

Yet that's exactly what the "powers to be" have done here. Just leave it alone, your only hurting yourselves in the end.

About the GC issue, I think 10 GC for each is more than fair. If it was up to me, I wouldn't charge any GC at all.

In the end, you label Fearless Blue as the "war planet" then let it be such, if you haven't noticed your driving people away, but then again; maybe you don't need our money anyway.
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ShcyzMattiCa (Fearless Blue)
07 Feb 2009 15:23 Link
I too disagree on empire fees

Maybe pay the same 30 for 3 or six months on any given world.

That would be sure to drive up permanent members quickly. War wouldn't be to expensive either(as a result of NOT killing GC on maintenance fees).

More players = more money for w3c
More (less costly)war = more fun
More fun = more members and revenue for w3c

I thought this wasn't a beta test version of this game??
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coolwind (Golden Rainbow)
07 Feb 2009 20:28 Link
I'm with Wendy and Augustus on this, just now you pay your annual sub and get 360 coins and they want it back to let you have your empire and enterprises continue within the sub period. I think they should really look at this curious membership system.

I get fed up trying to keep up with when things are due to be paid for with GCs and I only have 4 elements to look after !!

hell knows what it's like for you guys with a dozen countries etc. and playing on other worlds LOL.
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Zdeněk Pavlovský (Fearless Blue)
07 Feb 2009 21:04 Link
What some of you suggest was proposed many times before. Simple concept:

- flat monthly fee

- no option to buy in-game assets with real cash

- ability to gain population through raiding of either c3s or other players

Except the monthly fee thats how the game used to be long time before. Time and effort devoted to the game was rewarded, and so was what is sometimes called skill, and even if they are still rewarded today, ability to what W3C probably like to call .. invest .. real cash is far more important. So what that only this fact severely limits the number of potential players, who either do not have the cash or simply do not want to .. invest .. but play a game and have fun?

Is it "better" to have 10000 subscribers or 100 investors?

For reasons which are in my opinion pointless to discuss at the moment W3C decided they didn't like such concept and opted for what there is now.

For the same reasons it pointless to propose and debate such changes.


edit: the game always had "beta" feel to it. ever changing environment requiring players to adapt, come up with new strategies, with new ways how to beat the system and other players.
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Augustus (Fearless Blue)
08 Feb 2009 16:22 Link
To answer your question, when you have "investors" they expect a certain return on their "investment"

So what exactly are we getting for our "investment?"

"investors" are not as quick to "invest" when there are fees and penalties involved that add up to more than their original "investments" at least I wouldn't anyway.

Again I ask the question, what exactly are we paying for with our monthly "investment" of GC?

If this could explained logically, I would quit asking.

I too as cool wind has, just "reinvested" for another 6 months just last month and already having to possibly spend more RL cash if I want to keep playing because I do not have the GC to keep my empire and enterprise going.

The only thing I see GC is for is to keep your countries and enterprises available. You put your "investment" (RL cash) in but if you don't have the GC every month, you can't play!

So I go back to my original question, what are we getting for our "investment"?
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Zdeněk Pavlovský (Fearless Blue)
09 Feb 2009 03:56 Link
A pyramid scheme is a non-sustainable business model that involves the exchange of money primarily for enrolling other people into the scheme, often without any product or service being delivered.

http://en.wikipedia.org/wiki/Pyramid_scheme
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General Bobo (Fearless Blue)
11 Feb 2009 19:13 Link
Tanks
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Vengent (Little Upsilon)
11 Feb 2009 23:27 Link
Is there any sign this is improving?

I was -so- close to level 6 and those coin rewards, but my financial index has collapsed, and I have no idea how to adjust. I have a CEO heavy economy, still lose pop constantly (100 mill+) even with 220+ health index, I bulldozed a few thousand schools because the latest news update sounded like they my pop was too educated. No such luck.

All I do now is convert population in a futile effort to catch up, and no matter how close I get to 100%, more MLW and HLW suddenly go missing. I feel like nothing I do gameplay wise is relevant to these issues, so inevitably - why bother.

Are the level goals going to be changed to reflect this new reality with finances?
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Keith Allaire (Little Upsilon)
12 Feb 2009 01:59 Link
I was able to partially recover by phasing in public corps (which let a country keep 24% or so of the profits in addition to country resources used).

Neglect your workforce for a short while to weed out the crappy-salary-paying CEOs. Replace their corps with state corps, with an eye towards IPOing them. Notice I said neglect for a SHORT while--you don't want your workforce so messed up that you can't recover to replace their corps after they've taken their slave wages elsewhere.

When they max out their upgrades, stuff them with all the supplies and cash you can, and then IPO them. You want your CEO to have 24.99%, your country to have a fraction of a percentage point less than that, and the rest can either be sold to your second CEO (if you have one) or to investment funds in your own countries.

You want them to be enterprise controlled public corporations...they still make countries good money. Weeding out the corps that only pay 100 salaries is a bonus. :)
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Vengent (Little Upsilon)
12 Feb 2009 04:37 Link
What really gets me, is I had a public focused corp strategy, but couldn't make enough money, was constantly just below the 120 FI for level 6. I spent an insane amount of time with my CEO slowly purchasing all those public corps.

Now this...

At least it's something, thanks for the suggestion.