E
Eeeee OOOooo
06 Sep 2023 02:34
Link
There seem to be more, seemingly weird limits on fun here these days that don't make a whole lot of sense to me, but I guess no one asked.
This is a "returning to the game again and here's my experience post." I return over and over to this game. I think I've started from scratch 6 times now, and have played in an ongoing state for probably close to a decade. This game has so many good elements others don't and has always had massive potential. I will have my fun, I will try to generate interaction with others, and I will make friends and foes. But there are problems here and significant areas that could and probably should be improved.
The intention of this post is to point at what I believe are regular pain points for players (both new and old) and ask if someone can explain why those pain points exist, are created, and are seemingly increased every time I return.
I was interested in expanding to the other side of White Giant, but realized I'd have to go up 2 war levels just to have range to relocate or buy a C3 with a list price of over 200 gold coins. I recently started again and don't have much game cash yet. Going up two levels will probably require several real life weeks of cash accumulation and waiting on weapons to be delivered. Will inexperienced or truly new players stick around for that experience?
"Why does no one fight anymore? Very few players seem to do war levels."
"Why do we have a smaller player base?"
- Few players can make a profit at all - it's much harder to make cash than it used to be, and *especially* at smaller country size. The beginner boost is ok, but 20b a game month doesn't help you achieve anything of note long term, in my opinion. That's not going to help you really even get to war level 2 in any sort of reasonable time.
- When players do make profit, the war guides are poor
- What do you do with one country and a little cash? What fun do people have playing that way relative to being able to have a few countries, or dare I say, even an "empire" that looks cooler on the map?
- You can only fight at each war level once, so it gets extremely expensive extremely fast with zero opportunity for repeat gameplay, testing, or practice.
- It *feels* like there are new extreme limits on gameplay in new ways every time I come back and start over
- Players who don't buy tons of population probably don't feel like waiting many real life months for migration to give them a big enough country to do stuff with, and there seem to be few alternatives
- I understand the game is meant to be a marathon, not a sprint, and it can take time to build. That said, most new players don't sign up for the "one-year-plan" without having fun along the way.
All of this in a game where 1/2 of the products are weapons, ammo, or gear for weapons and ammo (like military services, gasoline, military supplies). One might suppose it was intended or built to be a war game with a new world based around new weapon types.
Speaking of, I wonder how often the new weapons with targon will be used? They're currently only for defensive weapons, and C3's don't do a lot of attacking. Even if offensive weapons are added, you can only play each war level once, so is it really worth the hassle of expanding to a new planet just for one or two war levels of slightly better weapons that aren't necessary? PVP wars aren't really a thing anymore, are they? How many players will actually use targon weapons?
A new world is interesting, but this one won't attract new players to the game. It's more or less a "rich and very experienced players only" world, of which there are less and less it appears. The concept is fine, but I just wonder why a world for experienced players instead of for new players, or peaceful players was built. I think it's a really cool concept, and I'm glad it's getting tested out. I just wonder why of all things that could be created or invested in, this is it.
Ok then, I guess I will ignore war and expand some other way. I'll buy my countries. Oh wait, this first 30 mil pop computer one I looked at costs 200+ gold coins. 20 dollars? I only spent 12 dollars on my 3 month membership. Not super appealing. There's no way to search for countries that aren't exorbitantly priced either? :/ Even if I do find a way to expand without war, what do I eventually spend my game cash on?
It seems there are more and more limits on any sort expansion or having things to do in the game without high payment. People want to *play* - and that's now increasingly limited.
Ultimately, I feel that many recommendations have been made for years on the forum that just don't get implemented, are ignored, or not prioritized that could create a more playable and more popular game. Many updates are about reducing player cash, reducing player expansion, driving players away from playing the war game, from having empires, and from having reasons to log in. It's now mostly a single-player, isolationist-oriented, and smaller-scale game.
Shrugs. Just pointing out what I see. Someone point out what I'm missing please. I truly do not mean this to put Andy etc on blast, but would like to hear from others what they think. Andy does care about the game and wants it to do well, and perhaps feedback like this (or feedback from other players) can help steer the game back towards the days when it was actually hard to find open countries on planets.
Last thought for now: What I'd like to see is a game that's less expensive for players to play and with more things to do for each player. More players, each playing more, less expensive per player resulting in similar initial revenue. Sure that helps current players out in costs, but that truly isn't my point. That's probably a better formula for community growth and retention.
This is a "returning to the game again and here's my experience post." I return over and over to this game. I think I've started from scratch 6 times now, and have played in an ongoing state for probably close to a decade. This game has so many good elements others don't and has always had massive potential. I will have my fun, I will try to generate interaction with others, and I will make friends and foes. But there are problems here and significant areas that could and probably should be improved.
The intention of this post is to point at what I believe are regular pain points for players (both new and old) and ask if someone can explain why those pain points exist, are created, and are seemingly increased every time I return.
I was interested in expanding to the other side of White Giant, but realized I'd have to go up 2 war levels just to have range to relocate or buy a C3 with a list price of over 200 gold coins. I recently started again and don't have much game cash yet. Going up two levels will probably require several real life weeks of cash accumulation and waiting on weapons to be delivered. Will inexperienced or truly new players stick around for that experience?
"Why does no one fight anymore? Very few players seem to do war levels."
"Why do we have a smaller player base?"
- Few players can make a profit at all - it's much harder to make cash than it used to be, and *especially* at smaller country size. The beginner boost is ok, but 20b a game month doesn't help you achieve anything of note long term, in my opinion. That's not going to help you really even get to war level 2 in any sort of reasonable time.
- When players do make profit, the war guides are poor
- What do you do with one country and a little cash? What fun do people have playing that way relative to being able to have a few countries, or dare I say, even an "empire" that looks cooler on the map?
- You can only fight at each war level once, so it gets extremely expensive extremely fast with zero opportunity for repeat gameplay, testing, or practice.
- It *feels* like there are new extreme limits on gameplay in new ways every time I come back and start over
- Players who don't buy tons of population probably don't feel like waiting many real life months for migration to give them a big enough country to do stuff with, and there seem to be few alternatives
- I understand the game is meant to be a marathon, not a sprint, and it can take time to build. That said, most new players don't sign up for the "one-year-plan" without having fun along the way.
All of this in a game where 1/2 of the products are weapons, ammo, or gear for weapons and ammo (like military services, gasoline, military supplies). One might suppose it was intended or built to be a war game with a new world based around new weapon types.
Speaking of, I wonder how often the new weapons with targon will be used? They're currently only for defensive weapons, and C3's don't do a lot of attacking. Even if offensive weapons are added, you can only play each war level once, so is it really worth the hassle of expanding to a new planet just for one or two war levels of slightly better weapons that aren't necessary? PVP wars aren't really a thing anymore, are they? How many players will actually use targon weapons?
A new world is interesting, but this one won't attract new players to the game. It's more or less a "rich and very experienced players only" world, of which there are less and less it appears. The concept is fine, but I just wonder why a world for experienced players instead of for new players, or peaceful players was built. I think it's a really cool concept, and I'm glad it's getting tested out. I just wonder why of all things that could be created or invested in, this is it.
Ok then, I guess I will ignore war and expand some other way. I'll buy my countries. Oh wait, this first 30 mil pop computer one I looked at costs 200+ gold coins. 20 dollars? I only spent 12 dollars on my 3 month membership. Not super appealing. There's no way to search for countries that aren't exorbitantly priced either? :/ Even if I do find a way to expand without war, what do I eventually spend my game cash on?
It seems there are more and more limits on any sort expansion or having things to do in the game without high payment. People want to *play* - and that's now increasingly limited.
Ultimately, I feel that many recommendations have been made for years on the forum that just don't get implemented, are ignored, or not prioritized that could create a more playable and more popular game. Many updates are about reducing player cash, reducing player expansion, driving players away from playing the war game, from having empires, and from having reasons to log in. It's now mostly a single-player, isolationist-oriented, and smaller-scale game.
Shrugs. Just pointing out what I see. Someone point out what I'm missing please. I truly do not mean this to put Andy etc on blast, but would like to hear from others what they think. Andy does care about the game and wants it to do well, and perhaps feedback like this (or feedback from other players) can help steer the game back towards the days when it was actually hard to find open countries on planets.
Last thought for now: What I'd like to see is a game that's less expensive for players to play and with more things to do for each player. More players, each playing more, less expensive per player resulting in similar initial revenue. Sure that helps current players out in costs, but that truly isn't my point. That's probably a better formula for community growth and retention.
. There are so many possibilities beyond what I proposed.