Silent Tempest
Seeker
First, a reiteration of a very common complaint: where is the pet food?
Why give the players the option of having so many pets but put such an arbitrary limitation on pet food? It doesn't come up enough to craft in the MA and there is no other production format other than an event building from a while back...and Juul's Kitchen. I don't think I need to point out the pointlessness of the chances of getting pet food from there.
First suggestion: put pet food as a production spell in the MA; side-by-side with PoP, EE, CC, MM and IM. Or give the MA a whole new tab dedicated solely to pet food production. Put a 24 or 48 or (even) 72 hour timer on its production to limit flooding the game with pet food. This lack of pet food isn't creating a "challenge", it's creating disillusionment.
The next problem is a lack of military buildings (or boosters); i.e. ELR, MMM, UUU and DA. Again, they come up so rarely to craft in the MA.
Second suggestion: Similar to the first suggestions, add it as a production spell or give it a new tab in the MA. Maybe that new tab could be shared between pet food and military booster production. Add a 24/48/72 hour timer to each to limit flooding the game with them.
In terms of the Mystical Object (MO): diamonds are great, KP is great, and time boosters are a good consolation prize But every single building ever offered by the MO has been completely and totally pointless other than fodder for spell fragments. If it was a lot of spell fragments it could be a poor but still useful consolation prize but we're talking a pitiful 500 here and there.
Third suggestion: Make all MO offerings useful. If there is an insistence to include buildings in the MO why not put the military boosters/buildings in there instead? That way, players get to 100 VV and will at least get something useable. A useless building is worse than a kick in the teeth.
In terms of crafting buildings, other than the military boosters, they are usually useful or pretty; whichever takes your fancy. Sometimes they're useless, which is fine as long as I sometimes get good ones.
In terms of relics, after the first few chapters you're literally drowning in them and the option to craft them is redundant. The counter may be that it's going to take a long time to get enough relics to achieve the 700% boost. And I completely agree. But the option to craft a pitiful 5 relics over the course of 3.5 hours for the cost of 1 CC and a handful of spell fragments is way too expensive. Plus, how much difference is it going to make to craft a pitiful 5 relics here and there when you can score 13 for completing a province or receive an avalanche of relics by going hard in the tourney?
Whilst on the subject, I love PPs. Some players hate them or have mixed feelings. But you can get them so freely from events, trading stations, etc.; so why would I pay 10 CCs and 3k spell fragments for a measly 20% PP that's going to take 6 hours to craft?
Fourth suggestion: Drop the relic crafting recipe from the MA once a player is past, say, chapter 5 or whatever. Or drop it once the player has maxed all relics for that particular production. Or just drop them altogether. As above, there are much more efficient ways of getting relics. Re-jig the pricing for PPs or just remove them from the MA, as they're so freely available elsewhere for far cheaper.
As an aside, there was a topic on making the options for the MO open to choosing by players instead of random. The immediate counter was that everyone would just choose diamonds, which is a reasonable argument...if diamonds were a prize every single time. They aren't.
Fifth suggestion: I support the idea of choosing a reward from the MO. I also agree that if 500 diamonds are there it's a no-brainer what the option to choose will be. Why not amalgamate the format of MO prizes, then? If there's a diamond option make that a random prize with a 10% probability when the MO is clicked on and if the player doesn't get the diamonds then they can choose what their prize will be.
In short; crafting, MO, military boosters and pets are all great ideas. But when success in the game becomes contingent on having access to all those things and in useful quantities, limiting their availability isn't creating the desired effect of a "challenge". All you're getting are frustrated players. The counter may be that all the players are in the same boat and I completely agree. You're annoying ALL the players. As a business model, no company has boomed from angering their entire customer base; ever, in the history of time.
Why give the players the option of having so many pets but put such an arbitrary limitation on pet food? It doesn't come up enough to craft in the MA and there is no other production format other than an event building from a while back...and Juul's Kitchen. I don't think I need to point out the pointlessness of the chances of getting pet food from there.
First suggestion: put pet food as a production spell in the MA; side-by-side with PoP, EE, CC, MM and IM. Or give the MA a whole new tab dedicated solely to pet food production. Put a 24 or 48 or (even) 72 hour timer on its production to limit flooding the game with pet food. This lack of pet food isn't creating a "challenge", it's creating disillusionment.
The next problem is a lack of military buildings (or boosters); i.e. ELR, MMM, UUU and DA. Again, they come up so rarely to craft in the MA.
Second suggestion: Similar to the first suggestions, add it as a production spell or give it a new tab in the MA. Maybe that new tab could be shared between pet food and military booster production. Add a 24/48/72 hour timer to each to limit flooding the game with them.
In terms of the Mystical Object (MO): diamonds are great, KP is great, and time boosters are a good consolation prize But every single building ever offered by the MO has been completely and totally pointless other than fodder for spell fragments. If it was a lot of spell fragments it could be a poor but still useful consolation prize but we're talking a pitiful 500 here and there.
Third suggestion: Make all MO offerings useful. If there is an insistence to include buildings in the MO why not put the military boosters/buildings in there instead? That way, players get to 100 VV and will at least get something useable. A useless building is worse than a kick in the teeth.
In terms of crafting buildings, other than the military boosters, they are usually useful or pretty; whichever takes your fancy. Sometimes they're useless, which is fine as long as I sometimes get good ones.
In terms of relics, after the first few chapters you're literally drowning in them and the option to craft them is redundant. The counter may be that it's going to take a long time to get enough relics to achieve the 700% boost. And I completely agree. But the option to craft a pitiful 5 relics over the course of 3.5 hours for the cost of 1 CC and a handful of spell fragments is way too expensive. Plus, how much difference is it going to make to craft a pitiful 5 relics here and there when you can score 13 for completing a province or receive an avalanche of relics by going hard in the tourney?
Whilst on the subject, I love PPs. Some players hate them or have mixed feelings. But you can get them so freely from events, trading stations, etc.; so why would I pay 10 CCs and 3k spell fragments for a measly 20% PP that's going to take 6 hours to craft?
Fourth suggestion: Drop the relic crafting recipe from the MA once a player is past, say, chapter 5 or whatever. Or drop it once the player has maxed all relics for that particular production. Or just drop them altogether. As above, there are much more efficient ways of getting relics. Re-jig the pricing for PPs or just remove them from the MA, as they're so freely available elsewhere for far cheaper.
As an aside, there was a topic on making the options for the MO open to choosing by players instead of random. The immediate counter was that everyone would just choose diamonds, which is a reasonable argument...if diamonds were a prize every single time. They aren't.
Fifth suggestion: I support the idea of choosing a reward from the MO. I also agree that if 500 diamonds are there it's a no-brainer what the option to choose will be. Why not amalgamate the format of MO prizes, then? If there's a diamond option make that a random prize with a 10% probability when the MO is clicked on and if the player doesn't get the diamonds then they can choose what their prize will be.
In short; crafting, MO, military boosters and pets are all great ideas. But when success in the game becomes contingent on having access to all those things and in useful quantities, limiting their availability isn't creating the desired effect of a "challenge". All you're getting are frustrated players. The counter may be that all the players are in the same boat and I completely agree. You're annoying ALL the players. As a business model, no company has boomed from angering their entire customer base; ever, in the history of time.
Last edited by a moderator: