Al the Conqueror
Lochagos
Wondering who is coming here... Hopefully no tools
Looking at the world no one is lol, 209? Players as of right nowWondering who is coming here... Hopefully no tools
Not coming. Work and conquest = not worth my time. If inno is listening at all, they should know that about 50% of their players only play revolt worlds. I'll check back i (FFS ... September?) when the next world is likely going to open. Good luck to all here in this world. Have fun.
Scotropolis I think we played together a few years back. Initially as enemies and then I believe we ended up on the same side. I remember thinking how much of a pain you were, but then was glad to join forces lol. I took a few years off but decided to give it another whirl and haven't recognized any old mates other than you your name here.
Sadly Grepolis has lost most of its early players like us. Adding "heros" was a great improvement to the game and gave it a boost. Adding the 30% BP rule for attacking allies was just silly as most internals are easily seen by GRCR Tools by all on server. Adding 12:00 - 8:00 "Night Bonus" was brilliant. Creating "Domination" was a nice try at a new end game but much like the -30 to +30 luck swing in attacking, it drove lots of players away. Now almost all worlds are "conquest" which stinks. Golds uses as "instant complete" is a terrible change from cutting build time by 50% making uuber heavy gold users basically unstoppable early in worlds.
At the end of the day, for every good change Inno made to Grepolis, it seems they made one or more changes that were bad which has resulted in a diminishing player base.
Inno, if you are listening and want to again become relevant and profitable like when you actually had money to run TV adds, consider making the following changes.
A) Capping the amount of gold that can be used each month per player to say 5,000-10,000 (not including the advisors gold).
B) Having worlds where advisors are mandatory. This makes the world incredibly more competitive.
C) More speed 2 and 3 revolt worlds with night bonus FFS. 50% of your players HATE conquest.
D) Dump casual worlds which is a waste of your processor, memory and hard drive space on servers. If you want worlds for purists, give them "no advisor" worlds with a 1000 gold per month cap.
Much like morons that think taxing the rich creates more revenue, you seem to think that giving heavy gold users a giant advantage is good for your bottom line. BOTH ARE WRONG. Taxing the richest people higher makes richer people leave your area. Heavy gold users may give you a small boost for the beginning of worlds but they ultimately get bored then quit Grep all together. Try to get players (like me and others) to spend $10-$20 per month on a competitive interesting strategic game and you will see the masses come back and your revenue stream be steady.
You have a unique game model but this constant gold grab is killing your player base Stop it and settle back down so your game can again be a fun hobby and what it should be; a relatively inexpensive strategic game to play with friends new and old.
A) A gold cap would be smart, but I would rather see a cap on how much gold can be purchased rather than spent. This would mean players that gold farmed would be able to gain an advantage through optimal play by getting more gold than those just buying gold. You know, reward skill at playing the game more than those with wallets...The way this could work is there could still be a common bank like there is now for gold, but it would have a limit to how much gold could be pulled form the bank or purchased each world. So, say you have 100k gold at the start of a new world, but you only were able to withdraw 2500 gold a week from your bank. Then at the end of the world whatever gold you had would be rolled back into the bank.A) Capping the amount of gold that can be used each month per player to say 5,000-10,000 (not including the advisors gold).
B) Having worlds where advisors are mandatory. This makes the world incredibly more competitive.
C) More speed 2 and 3 revolt worlds with night bonus FFS. 50% of your players HATE conquest.
D) Dump casual worlds which is a waste of your processor, memory and hard drive space on servers. If you want worlds for purists, give them "no advisor" worlds with a 1000 gold per month cap.
I see you got your understanding of economics from the same spot Inno did. As Scot explained, the current model is not long-term sustainable, which is why the player base has shrunk to a small fraction of what it was at it's peak. Pay to win in a competitive game does not work long term. There has to be a balance between spending money to gain an advantage and keeping that advantage from being overwhelming. Right now the game is literally pay to win. You can just flat out purchase practically everything available in the game. This more than anything else is what keeps new players from staying, and drives away old players. Inno shot themselves in the foot making the game pay to win.capping gold spending is taxing on their profit margin but it's a nice jumbo shrimp of a read
No they don't, in fact the opposite is closer to the truth. It is very difficult for a well equipped military to win against a poorly equipped militia in a war. Because a well equipped military has a huge support cost, where as a militia is practically free. Also, calling this a war simulation is like calling Tekken a boxing simulator.Everyone does realize that this is a war simulation game, right? You know who wins real wars? The ones with better funding, that's who.
Okay, explain to us how exactly that makes sense......a well equipped military has a huge support cost, where as a militia is practically free.
Coming from the guy that called this game a "war simulator". Examples of this would be the US vs British during the revolutionary war, Vietnam vs the US, Afghanistan vs Russia. All were won by poorly equipped militias essentially because the war was not cost effective for the better equipped and wealthier aggressor.Okay, explain to us how exactly that makes sense...
Coming from the guy that called this game a "war simulator". Examples of this would be the US vs British during the revolutionary war, Vietnam vs the US, Afghanistan vs Russia. All were won by poorly equipped militias essentially because the war was not cost effective for the better equipped and wealthier aggressor.