Exiliado
Approved user
- Joined
- Dec 26, 2017
- Messages
- 101
There is little in this update to improve the game in any substantial way.
I noticed that the Missile Silo gets a buff from the Museum. But when I am attacked successfully, it's by CWA players fielding heavy tank mk6's which would have defeated the Silo regardless.
As for the new University leader, I welcome the new General, citizen reductions, and discounts on General upgrades. Though small, I will award one star for those.
The term "Fort Generals" seems to be redundant. When it says "Fort Generals" I suspect it just means "Generals", so the wording is silly. If not, the implication that Generals receive buffs on defense (but only if posted in the Fort) that do not apply on offense (or, one assumes, in the Pentagon) would upend the traditional uniformity of unit stats, which is poor design.
The time reductions on upgrades to war tactics and generals are welcome though I note that they are once again given in odd fractions that disadvantage players whose play style benefits from whole-day increments, and I wonder if the designers have simply forgotten the relevant principles of game design here.
For its part, the Museum update confuses previously clear taxonomies and gives players the choice to either reverse the previous focus on loot, in which case it's counterproductive—or not to, in which case it's irrelevant.
All in all, the game continues to careen into needless complexity, offering marginally useful benefits and diluting previous choices, while reflecting a poor understanding of players and the game itself. As updates are rare and time is ticking away, every lost opportunity to address core issues carries an ever heavier price. I rate this new release as one star out of five—a marginal victory at best.
I noticed that the Missile Silo gets a buff from the Museum. But when I am attacked successfully, it's by CWA players fielding heavy tank mk6's which would have defeated the Silo regardless.
As for the new University leader, I welcome the new General, citizen reductions, and discounts on General upgrades. Though small, I will award one star for those.
The term "Fort Generals" seems to be redundant. When it says "Fort Generals" I suspect it just means "Generals", so the wording is silly. If not, the implication that Generals receive buffs on defense (but only if posted in the Fort) that do not apply on offense (or, one assumes, in the Pentagon) would upend the traditional uniformity of unit stats, which is poor design.
The time reductions on upgrades to war tactics and generals are welcome though I note that they are once again given in odd fractions that disadvantage players whose play style benefits from whole-day increments, and I wonder if the designers have simply forgotten the relevant principles of game design here.
For its part, the Museum update confuses previously clear taxonomies and gives players the choice to either reverse the previous focus on loot, in which case it's counterproductive—or not to, in which case it's irrelevant.
All in all, the game continues to careen into needless complexity, offering marginally useful benefits and diluting previous choices, while reflecting a poor understanding of players and the game itself. As updates are rare and time is ticking away, every lost opportunity to address core issues carries an ever heavier price. I rate this new release as one star out of five—a marginal victory at best.