Let’s make the game harder.

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Dec 13, 2016
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Dominations is far too easy. Let’s make it harder. At the moment it’s set up so that everyone wins to keep all noobs happy. We should be able to lose a much higher % of resources when attacked. Let’s double the cost of walls, Make upgrade times longer and reduce the number or workers. What do you think guys?
 

shukra

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Jul 12, 2017
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while i sense sarcasm .... it wouldn't be *really* all that different as long as the advantage/disadvantage were shared by all ... it's really about finding the magic point of the most fun between easy and hard, so that the tension resolution of advancement is a foundation for the business model.
 

Green Bird

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Jun 27, 2017
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Doubling the resource cost but halving the upgrade time would do it for me.
 

_Flash_

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Jan 25, 2016
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There are multiple ways to make the game harder.

But, as someone pointed out earlier, it's about finding a sweet spot between difficulty and fun.

Making upgrade times longer and reducing workers might not be in the best interests of the game. Here's why:

1. There need to be reasons for players to login to the game frequently, and to play the game. It's part of keeping the players hooked to the game. Increasing upgrade duration and reducing the number of workers would reduce the need for players to login to the game frequently.

2. Typically, people who play games allocate or plan for a certain amount of time towards gaming. The key is to maximize that share of time for a game, if the game wants to be successful. If upgrades take longer and there's less to do in a game, that share of gaming time gets allocated to other games.

3. Getting people to play a game is part of capitalizing on the habit loop that people form from playing a game. This is another reason why a gaming company should want its players to login and play the game daily, so that they stay hooked to this habit loop.

4. It's important to consider that the time which people devote to games is typically what people consider as entertainment time. It's discretionary in nature. Given that it's discretionary time, it's important to offer entertainment value from the time people spend on playing the game.

It's for these reasons why offense needs to be slightly overpowered than defense. People gain entertainment value when they attack and play the game actively, that is, when they are online. Not so much when they are offline, and aren't playing the game, when they defend. But, this is an entirely different discussion altogether. We can park this for now.

Losing a higher percentage of resources when attacked might encourage players to login more frequently, and to play more actively, and not stay offline for too long for fear of losing the resources. So, that might not be too bad a thing for the game.

Doubling cost of walls would affect everyone equally, so, it should probably not matter too much. In fact, since it'll make defense less attractive and less viable, it's probably better for the game.

Apart from these, there are other ways to make the game more challenging for skilled players. Climbing on the medal leaderboard is probably one of them, without having to make the game harder than it is now.

So, overall, mixed thoughts about your proposal, and I've explained the reasons for the same.

Cheers, and happy gaming! :)
 

Patrick Bardet

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Jul 31, 2015
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55
I agree with _Flash_ you don't need to change the game mechanic if you want more difficulty: for multi climb to the higher league and for war go to top alliances or do war without any sandbag :))).

The game shall be suited for hardgamers but also occasional gamers. The level in defense has been raised quite high now so that in war to attack equivalent level bases, it is not like in the past where almost everybody could 5* easily, you need good skill level to 5*, any mistake can lead to failure.

An additional increase in difficulty and you will lose a very large part of the players. It should be fun for everybody.
 

rising_meatball

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Oct 14, 2016
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59
OP is a paid troll from Nexon. it is easy to solve if he thinks the game is too easy, just put his workers in idle and reduce play time. it would be more difficult solve if he thinks game is too hard, which requires Mod/dev/Company's help in re-balancing, which they are in complete player ignore mode right now.
 
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