I thought about many aspects of the game in depth when creating my previous topic Rewarding Limits (for buildings and companions) and I noticed that several systems present in the game are stacking up, unnecessarily reinforcing which can disturb new players and, over time, old ones as well.
I will describe what the game systems looks like now and present the points of view of two players to explain the problem.
Current state of game systems
- The more you put up building elements, the faster the purge will attack you.
- The more elements make a building, the longer decay timer will be.
Endgame player
This player has already collected most of the items and companions in the game. Purge only appears when he really tries to do something (big build or kill enemies). But no one forces him to do anything. Such a player may, out of boredom, make jokes at other players (troll), disturb, attack or help them. And most of all, focus on decorating and expanding his fortress.
His base is defended by the army. Such a player can log out at any time without looking at the decay timer.
New player
(or player who lost everything due to purge / PvP attack)
Such a player has to arm himself, dress up, find food, get workers and companions, build a shelter and multiple crafting stations. All of this must be done before purge or another player finds him, and before someone else has taken over the land that the player would like to live on.
The player has to do it quickly, without any break (logouts), because small building will decay quickly.
Summary
- The new player interacts with many aspects (systems) of the game. The endgame player doesnāt have to worry about many of them and no new aspect comes into play with the endgame.
- As a result, the game is not fair , the new player has too much to do and the old player has nothing to do.
- The new player can be overwhelmed by many aspects of the gameplay, which is reinforced by the pressure of other people who play and disturb process (even unconsciously).
- The new player has to do everything in the right order (first workstations, then build and catch companions), which slows down the process (without a mount and a companion, resources are slowly collected). Player must build T1 first (because he does not have all workstations and raw materials collected earlier), then T2 and finally T3.
- If a player needs to build T1 and upgrade a building to T2 and then to T3, the purge will come much faster.
- If a player is attacked by something and has lost a significant portion of his buildings and resources, then the game will slow down its recovery and will favor the other player who is doing nothing.
- The player who attacks others (PvP) will be favored by the game, it will be easier for him to maintain the status of the leader (alpha clan). It will be similar with alpha clans on PvE servers, where territories are being taken over aggressively.
Solution with tweaks
Itās shocking , but only two small tweaks are enough to move the mechanic crowd from the new players to the endgame ones (give them more goals and deep planning of activities) and even improve the performance of the servers.
- Change from:
The more you put up building elements, the faster the purge will attack you. to simply:
The more you have build elements, the faster the purge will attack you.- The new player will not be disturbed by the purge, and the endgame player will have to pay more attention to it, or reduce his base a bit (this is where I see the server performance improving).
- Important: Now, if an endgame player wants to purge quickly, kills and builds, he does so once a week, once a month, and does not destroy any extra buildings he has constructed to speed up the purge. If the purge will be faster due to the amount of owned and not placed items, endgame players will only need a large base without endless extensions.
- Change from:
The more elements make a building, the longer decay timer will be. to simply upside down:
The less elements make a building, the longer decay timer will be.- Such a change would make it possible to actively choose what style of play we prefer and whether we plan a vacation / break.
- If we play every day, we can have a large base and a short decay time.
- If we play rarely, it would be enough not to build such a large base to have an extended decay time.
- If we are planning a longer vacation, we could destroy some buildings and move all important things to a smaller vault to significantly extend the decay time (up to several weeks without a double decay timer event).
- Important: If such a change occurred, the game would have to count not the building elements of a single building, but all of the player / clan building elements. Which would also improve the performance of servers, because it would reduce the number of timers.
- Such a change would make it possible to actively choose what style of play we prefer and whether we plan a vacation / break.
Edit: Adding multiple emojis
Thought: Each of my post looks like a Christmas tree decorated with emoticons