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#982757 Player Suggestions

Posted by Phelim on 17 July 2017 - 14:08 in General Discussion

Nukes should be far bigger than 5x5. I think 20x20 is OK, though I'd prefer bigger. And it should do something of some use, like kill off troops.

 

Resource nodes and enemy nodes (Aliens, Dropships, Darks) should be far more densely populated, and they should re-emerge within a few minutes of being depleted, and largely in the same 20x20 sector area. Enough of these deserts where you need to travel 2 hours to gather 45 minutes and 300K resources.

 

New player locations need to be scattered throughout the map, not just in some dense center where everyone is on top of one another.

 

Have your game designers go create some "Lords Mobile" accounts, play up to about level 20 or so, and then do a critical self-examination of your game and the differences between the two: Fun, shop, ease of use, realistic balancing, etc. "Lords'" big problem is that it is dominated by Chinese players who will spend $10,000+ to dominate Kingdoms. 150 so far. The pain of being the best, I guess.




#982756 Attacking Bases Pointless?

Posted by Phelim on 17 July 2017 - 13:48 in General Discussion

Our Alliance is trying to fight some level-equivalent or higher player(s), and I am trying to figure out how to kill off their troops. So far, it seems to attack them at their base, even with superior numbers, is borderline idiotic because of Medbays. Or, at least, the huge numbers they heal.

 

If our Alliance rallied a player with 800,000 troops, and even managed to get 1,000,000 in on the Rally, all of the defenders units would survive via the medbays. Great for defenders. However, the attacking troops would die flat out, destroying 10s of millions of power for the attackers. So while the attackers could claim "Victory" in the Rally, in reality the attackers permanently lose units and might, while the defender can just sit back and heal his lost 800,000 troops.

 

So what is the point here? Why on earth would anyone on earth attack another's base unless you are attacking much smaller players so you don't lose many troops?

 

Am I supposed to just start attacking opponents outposts, hoping to kill 20 players at a time until the other guy gets bored before I do?

 

Trying to figure this out.

 

EDIT: For comparison, in similar games even maxed out hospitals would only heal 2-300,000 troops max with big players armies in the millions. So if an Alliance Rallied a large player, his troops would eventually start dying off. This makes attacking a large player via a Rally a viable proposition. In this game, it's a fools errand.




#982313 Fix your Pay to Win Crap

Posted by Phelim on 06 July 2017 - 06:14 in General Discussion

Next time put your most valuable troops in your Bunker if you are logging out. You won't lose them that way. Anyone could have killed your troops, paying for advantages had nothing to with you losing troops.




#982125 Troop Packs in the Store

Posted by Phelim on 30 June 2017 - 02:10 in General Discussion

What is the logic behind when, how many troops are offered as part of a sale bundle in the store?

 

When I first started the game there were several high-value (over 1,000% value) offers right away. However,  now I don't know if that was just a newbie offer, or if it was a special event, or a random 1-time thing. Since it came so free and fast and early, I did not avail myself of the offer(s) as best I could figuring I'd get them if I liked the game. However, now that I have had a few weeks of nothing, I am a bit concerned about having missed a boat or two.

 

Thanks in advance.




#982040 Crazy Pricing Variations

Posted by Phelim on 25 June 2017 - 09:46 in General Discussion

Thanks for the reply. I just wanted to further clarify some points.

 

If player A is offered a sale for $19.99 that is of "1,800%" value, and player B is offered a $19.99 sale, but it's only in the 400% range, do you not see the advantage player A has?

 

SImilarly, if player C gets a $99.99 package with a great "1,800%+" value, but cannot shell out $100, he is at a great disadvantage to player D, who was offered a $9.99 package of "1,400%" value, as he can make the purchase easily.

 

This "fear of missing out" model of F2P business models is, in itself, one of the least consumer-friendly models there is to begin with. But to implement it on a highly competitive MMORTS game is just wrong. If I can buy troops just before a war, and you cannot, simply because software semi-randomly deems it so, that is truly anti-competitive.

 

You should look to other MMORTS games and see how they do it. I'll give you a hint: give the store away. You incur no real costs when you give away these virtual goods, and increased flow of them increases activity, combat, etc., which drives demand for more cheap, high value packages. You want people to stick around for a while and keep buying and re-buying. You should not just try to condition them into making one low-value purchase of a price of your choosing when you want it to be purchased.

 

You guys are doing this all wrong, and every day you make it impossible for little guys to stick it out by offering them little $3-5 options regularly. You should also give whales the choice between multiple high-value packages vs. trying to browbeat them into thinking that what you are offering has value, only because you have all these dummy sales previous meant to increase our fear of missing out.

 

FOMO may work in some scenarios, but here it hurts the game and pisses off players. We can all see the empty, abandoned bases littering the map. And we know why.

 

You need to be consistent between every player, and encourage folks to make lots of purchases at their preferred price point. Some days we can afford a $99.99 package, but most days most of us cannot. We can however, be convinced to purchase $5, 10 and $20 packages at a steady pace, and sometimes even spend MORE than that $99.99.




#981957 Crazy Pricing Variations

Posted by Phelim on 22 June 2017 - 19:10 in General Discussion

How on earth do some of the $99 packs offer 320,000 shards, plus stuff, yet other $99 packs offer only a fraction that amount of shards, and even less stuff?

 

This cash shop of yours has all the hallmarks of a user-driven pricing system, under the guise of "random, per user sales".

 

Can you guys be frank with us, and say unconditionally that everyone is getting the same exact "sales", both in terms of (assuming pricing in base U.S. dollars, as you have said you base the price your offerings):

(1) shards and extras for the dollar; and

(2) per package dollar amounts?

 

I feel as though since I initially paid for a larger package ($49.99-99.99) that I will never see the same lower-price and at the same time great value sales packages.

 

I do not think that removing the uncertainty about this will reveal anything too crucial to your competitiveness of the game. However, I will say that refusing to answer frankly and directly will convince me that based on previous purchases, each of us gets put in certain categories. E.g.,

 

(a) those in, say, a "whale" category would have his/her chances of getting reasonable, manageable and well-priced packages reduced so low as to be statistically irrelevant; and/or

(B) Those "impulsive/fear of missing out" types will always get a lower-value-per-dollar package before a higher one since they will usually buy quickly fearing that only crappier value packages will be shown for a while.

 

While I understand you are in the business of making money, I hate this feeling I'm starting to get, like I am getting fleeced by an algorithm.




#981956 PC Without Steam?

Posted by Phelim on 22 June 2017 - 18:48 in General Discussion

Thanks for the timely and well-written replies, unfortunate as the answer is:(




#981856 PC Without Steam?

Posted by Phelim on 19 June 2017 - 16:43 in General Discussion

Can I play this game on my PC without getting involved with Steam? Thanks in advance.





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