Post by Ood on Nov 3, 2013 20:19:09 GMT -5
Hello again, this is my third such post, to view the previous two click below:
Feedback & Suggestions (2)
Feedback & Suggestions
The previous two posts followed the same format, today I'm posting a bit differently, hopefully a bit more to the point.
First and foremost, the game as it stands today (Build 74) for most players (myself mostly included) is boring. The playerbase has shrunk so that its now rare for there to be more than 4 people online (as opposed to 10+ being not uncommon 10-15 builds ago). The flow of items has slowed to what might as well be a halt for high level players. Even win condition progress has become exceptionally slow, to the point that the map is manually reset, not 'won'.
What's changed from ~build 60 to build 74? Increased focus on 'map-based explicitly-rewarded minigames'. I think that most people agree these minigames are cool, they give purpose to clearing, and they help spread out rewards to all players (instead of previously only rewarding convoy killing). All of those are definitely good, however there's one thing that hasn't changed. It's still clearing the same old structures over, and over, and over again.
The basis of this game is currently boring.
To kill convoys, you need to clear boring structures.
To kill subcommanders, you need to clear boring structures.
To connect/level towns, you need to clear boring structures.
To get minerals, you need to clear boring structures.
To kill commanders, you need to clear boring structures.
Just about the only bit of the game that escapes the 'boring structures', is scouting, which arguably is near useless since you're wasting time that could be used clearing boring structures to get to better content.
How can this, quite massive, problem be solved? Improvements to the basic grid need to happen, and happen quickly. Increasing the variety of structures, letting some structures affect other structures, and either let some structures take up more than 1 grid or provide for a way any structure can be increased in size.
Currently, we have the 12 different structures in the 'main game'. 12. Everyone knows how much I dislike bringing up Realm of the Mad God here, but imagine a Realm with only 12 different enemies, 5 'lowland' enemies, 4 'midland' enemies, and 3 'highland/godland' enemies. Now don't let any of them move aside from their minions (if they even have any). Would Realm still be fun to play? Sure, there still might be an occasional event, but instead of being pointed towards these events, you have to grind out endless amounts of the few enemies, then find them, then finally kill them.
To alleviate some of the boredom of a static 'grid' structured main game, please consider adding in the very near future:
Structures that affect other structures such as:
Structures that take up more than one gridspace.
'Enlarged' normal structures that are the same as 'normal' structures, but increased in power, and size.
Other ways to reduce the boredom of clearing the same structures over and over seem to be in the works. Adding more 'patrols', and other randomly activated events is also a good start, but in my opinion should be put on hold, while the very base of the game is worked on.
I don't think I'm alone in thinking that the 'clearing boring structures' status quo for getting to more interesting content needs to change, and quickly.
Feedback & Suggestions (2)
Feedback & Suggestions
The previous two posts followed the same format, today I'm posting a bit differently, hopefully a bit more to the point.
First and foremost, the game as it stands today (Build 74) for most players (myself mostly included) is boring. The playerbase has shrunk so that its now rare for there to be more than 4 people online (as opposed to 10+ being not uncommon 10-15 builds ago). The flow of items has slowed to what might as well be a halt for high level players. Even win condition progress has become exceptionally slow, to the point that the map is manually reset, not 'won'.
What's changed from ~build 60 to build 74? Increased focus on 'map-based explicitly-rewarded minigames'. I think that most people agree these minigames are cool, they give purpose to clearing, and they help spread out rewards to all players (instead of previously only rewarding convoy killing). All of those are definitely good, however there's one thing that hasn't changed. It's still clearing the same old structures over, and over, and over again.
The basis of this game is currently boring.
To kill convoys, you need to clear boring structures.
To kill subcommanders, you need to clear boring structures.
To connect/level towns, you need to clear boring structures.
To get minerals, you need to clear boring structures.
To kill commanders, you need to clear boring structures.
Just about the only bit of the game that escapes the 'boring structures', is scouting, which arguably is near useless since you're wasting time that could be used clearing boring structures to get to better content.
How can this, quite massive, problem be solved? Improvements to the basic grid need to happen, and happen quickly. Increasing the variety of structures, letting some structures affect other structures, and either let some structures take up more than 1 grid or provide for a way any structure can be increased in size.
Currently, we have the 12 different structures in the 'main game'. 12. Everyone knows how much I dislike bringing up Realm of the Mad God here, but imagine a Realm with only 12 different enemies, 5 'lowland' enemies, 4 'midland' enemies, and 3 'highland/godland' enemies. Now don't let any of them move aside from their minions (if they even have any). Would Realm still be fun to play? Sure, there still might be an occasional event, but instead of being pointed towards these events, you have to grind out endless amounts of the few enemies, then find them, then finally kill them.
To alleviate some of the boredom of a static 'grid' structured main game, please consider adding in the very near future:
Structures that affect other structures such as:
- Healing tower that heals the 8 structures adjacent to it
- 'Buff' tower, that buffs all structures within X distance of structure/
- Laser fences, structures that make impenetrable or high damage 'fences' between each instance of the structure within a certain distance.
- Sniper towers
- AoE DoT Towers that affect large areas
Structures that take up more than one gridspace.
'Enlarged' normal structures that are the same as 'normal' structures, but increased in power, and size.
Other ways to reduce the boredom of clearing the same structures over and over seem to be in the works. Adding more 'patrols', and other randomly activated events is also a good start, but in my opinion should be put on hold, while the very base of the game is worked on.
I don't think I'm alone in thinking that the 'clearing boring structures' status quo for getting to more interesting content needs to change, and quickly.