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Phelim

Member Since 06 Dec 2013
Offline Last Active Jul 17 2017 14:07

#982756 Attacking Bases Pointless?

Posted by Phelim on 17 July 2017 - 13:48

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.




#982040 Crazy Pricing Variations

Posted by Phelim on 25 June 2017 - 09:46

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.




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