I've played since 2016, but never on beta til now. These proposed changes will have such a huge impact, I could no longer stand aside. Elvenar may have started as a city-building game, but it's evolved a lot over the years. For me and many others, the tournament *IS* the game. Without the tourney, spire and events, Elvenar would be like watching paint dry.
These proposed changes would impose a difficulty wall that would be exceedingly difficult to overcome. I am concerned about losing the ability to achieve the success I already enjoy, let alone being able to ever push higher. This would change one of the most fundamental aspects of the game, and not for the better. I've played every tournament since they became fellowship-based and when time permits, I push to around 40-50 provinces for 5-6 rounds. There is simply no way for me to accurately test these changes with a chapter 1 beta city.
I am VERY concerned by these things in particular:
1. The drastic increase in player vs enemy squad ratios even in the first round for anyone doing a dozen or more provinces.
2. The difficulty formula using expansions (including premium expansions). I've already refrained from placing any more expansions that I've earned and have stopped buying premium expansions! Inno made a change that reduced the impact of premium expansions, but it's still there. It's very simple. Don't punish players for spending diamonds! Why would I ever buy another one?
3. The difficulty formula counting AWs. There would no longer be an incentive to use any AW that doesn't directly aid in completing the tournament or Spire.
4. The notion that these changes could go live without addressing the many concerns that have been raised in this feedback thread. Players have provided alternate difficulty formulas and ratio tables to help address these problems, but I haven't seen any response from Inno about that.
Alternative formula to consider:
Base the tournament difficulty on *mandatory* squad upgrades alone. It's intuitive and would keep difficulty in line with progression. Then let optional squad upgrades improve the player vs enemy ratio. As it is, players have been confused for years about why squad upgrades might hurt them. Now players will still be confused when they learn that squad upgrades would have no impact on the tourney at all. This swings the pendulum too far in the opposite direction.
Regarding diamond sales:
I understand decisions are made based on the long term financial benefit for Inno. I support that. After all, the game only exists so long as there are players willing to buy diamonds. But by including premium expansions in the formula, I fear it will discourage people from spending diamonds on them. (I've already stopped.) Remove expansions from the formula entirely.
Perhaps the unstated intent of the higher difficulty is to reduce the amount of KP we earn each week. Combined with the recent reduction in cost to purchase KP with diamonds, this makes a lot of sense. But if you piss off everyone by taking away what we can already do, we'd sooner quit than spend diamonds on KP that we could previously earn through gameplay.
There are SOO many other ways Inno could earn money which have yet to be explored, many of which don't even affect gameplay. I'd pay diamonds for exclusive avatars. I'd also buy premium culture buildings if they could be upgraded. It would be fun to have an entire city based around a particular chapter's theme, but it's impractical if all those premium buildings are outdated a chapter later. New premium-only skins for some buildings would also be nice. And none of that is pay-to-win.
Beyond that, all the occasional offers that pop up for time boosts, troop instants, artifacts, etc should always be available through an in-game micro-transaction store. Though I personally would still prefer to win these through gameplay, you'd get a lot of people tossing diamonds in for these perks. Do all of that and you'll stop caring so much that some people earn a lot of KP in the tournament. I know many players that would readily buy some bear or phoenix artifacts with their hard-earned or purchased diamonds.
What I like:
Since I fight upwards of 50 provinces for 5-6 rounds, that's as many as 1200 encounters in a week for just one city. That is A LOT of clicking. Reducing it to one encounter per province is very helpful. But this also comes at a cost. Right now, early tournament encounters are the best place to learn how to fight since the losses are minimal. If the tourney, spire & world map encounters are all difficult, players who are learning how to fight will have a huge barrier to entry.
To offset this, I propose introducing a new ability for the barracks to access "training" fights. Let players explore fighting using all possible units in fake random encounters with zero losses. Even as an experienced fighter, I'd find this incredibly valuable for testing troop combinations and practice fights I might otherwise cater.
(Sorry for the length. First post on beta might as well be a long one.)
