Hi everyone,
I don’t have an account here, on beta, so I already owe you an apology for posting here and not to the pre-release topic, but I feel the previous is almost abandoned.
Regarding the changes discussed here, although I don’t have first-hand experience, one thing stroked me:
number and amount of changes proposed here would have a massive impact upon game-play; this, by itself, doesn’t matter which ones or in what direction, I expect would annoy each and every veteran, because contradicts the nature of this game, at least as I understand it and I hope I’m not representing a very small minority.
Here probably a bit of clarification should be made:
- I understand this game as a (very) long-term strategy game; to be abundantly clear, as something opposite to shooters (react on spot) and to randomness (doesn’t matter what you choose, in the end everything will level up)
- I understand this game as a very soft, but still competitive game (in the end, it is tribal wars redesigned and with better looking buildings, isn’t it?! Lol, don’t shoot); so that, in my view, people do compete one to another, but only through “positive” interactions (I can’t heart anyone, most I can do is ignore him) and mostly through their long term decisions and eagerness/stubbornness/patience to put them at work.
Examples, if needed:
-I placed and upgraded ToS for it’s kp/day mostly; now I hear I should lose more kp than it brings during tournaments and some troops…
-I decided it suits me better to have larger quantities of troops, than quality of armies (again wonders, but now the decision might be very well reversed…)
-I decided to skip SSU so that I could do better in tournaments, but worse on map encounters, so that I pushed on production buildings, for catering on map; with this changes they might turn out to be dead weight.
No need to continue, examples should be in hundreds, without any exaggeration.
So, if you somehow agree with me so far, does it mean the game once started cannot suffer changes? Well, it’s both yes and no, from my point of view; if “no changes” (or at least not important ones) it’s possible, that should be the preferred way; but we are not in an ideal world, so when such changes “must” take place, a few rules should be followed:
- Accept that every change you make will affect player’s strategies and in different ways/amount; as a consequence, each time you have to do this, please, start your announcement with “we are sorry” and not with a big smile and “wonderful news”; it doesn’t make sense.
- Try to make those changes as small as possible, incremental if really needed.
- Try to think/foresee those changes well in advance (if possible more than the average players’ long term decisions…in my case that’s over a year, upon my word, so good luck); and obviously, communicate, even the row idea, as soon as possible.
- Always accept that adding something new is better than changing something already in place (basically you offer 2 choices: remain with what you have in place and that will stay as it is, or go for the new one, a new start for everyone).
And last, but not the least, talk with the people from programming department (who are clever boys, but probably don’t know a thing about this game) and ask them to picture that, every time they are asked to
change something, they find themselves in a pool full of shit; so one principle comes handy: don’t make big waves! And because they are clever guys, they will realise immediately they should use addition (in their smart functions) as often as possible, multiplication less so, and exponentials only for tsunamis (to be clear, for something new, everything is equally good).
Sorry if made it too long, these are my two cents thoughts…
Best regards,
Mihai, live-ro