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View Full Version : Food for thought.



Takiofallen
11-06-13, 06:58 PM
Ok so troop promotions times were raised by 1000% (no really people do the math) in an attempt to "Balance" the game. ( yeah because setting new players back by 6 months helps older players who have a 2 month head start even out) Why not allow more then one troop promotion at a time? If we have the resources why not? I wont have to wait until next year to get my summoners maxed like the older players were able to do in 10 days. (yeah thats what balance is *wink *wink)

just a thought

Grog76
11-06-13, 07:20 PM
In an attempt to 'balance' the game, it has become completely skewed towards early adopters i.e. many Australian players where limited release occurred; or players that are willing to spend excessive amounts of cash to level up.

If you're not one of these groups, good luck!

To borrow from George Orwell, 'All players are equal, but some players are more equal than others.'

sand
11-08-13, 09:02 AM
Folks, we should know by now that when TeamLava or FireMocha says "balance," it's actually doublespeak for "precalculated inequalities." Balance does NOT mean "make equal" in the context of their game set-ups. They think it's more interesting to introduce variable pricing, variable wait times, variable speed-up fees and variable rates of return in many of their game features. Supposedly, it prevents the cookie-cutter effect where all players wind up with all the same stuff and use identical strategies, resulting in an eventual stalemate.
To make the "balanced imbalance" difficult to challenge, the developer will always refuse to give details as to how many or which players are selected for which economy, or even to disclose how many different economies they have imposed upon the game.
It is also not unusual for them to reduce, discontinue or curtail features, thereby giving earlier players (or payers) an express advantage.
This is the game. Players will find workarounds. They make the MMORPG; we morph the MMORPG.

jacobvanbourne
11-16-13, 07:10 PM
'balance' is also doublespeak for 'push them to buy gems to speed up upgrades/promotions'.

Adjie8
11-16-13, 10:59 PM
Folks, we should know by now that when TeamLava or FireMocha says "balance," it's actually doublespeak for "precalculated inequalities." Balance does NOT mean "make equal" in the context of their game set-ups. They think it's more interesting to introduce variable pricing, variable wait times, variable speed-up fees and variable rates of return in many of their game features. Supposedly, it prevents the cookie-cutter effect where all players wind up with all the same stuff and use identical strategies, resulting in an eventual stalemate.
To make the "balanced imbalance" difficult to challenge, the developer will always refuse to give details as to how many or which players are selected for which economy, or even to disclose how many different economies they have imposed upon the game.
It is also not unusual for them to reduce, discontinue or curtail features, thereby giving earlier players (or payers) an express advantage.
This is the game. Players will find workarounds. They make the MMORPG; we morph the MMORPG.


Yup. I though all storm 8 games include this need a lot of money to buy amount of gems which needed to make upgrade in those games more faster ...