Mad
08-10-2012, 05:53 PM
I just wanted to initiate a a discussion on gold units because there seems to be an underlying conflict between the heavy gold spenders and those in a second group made up of free players and low-to-mid gold spenders.
For example, many serious players in the low group are taking their time levelling up in an effort to build a decent army to withstand whale territory. MW is working like crazy via events to try to stop this camping. I find that very ironic. I believe MW would like all the players to participate in events, but because of the high levelling associated with events, many players bow out. I know I do. Of course, if a player is not participating in an event, they won't be buying gold.
Those who participate in all events will quickly find themselves propelled into whale territory, totally unprepared. In the end they just quit and I am sure this includes those who have even bought gold. It would be interesting to know the number of abandoned bases. There is attritiion in every game, but I suspect MW has exceptionally high stats.
Meanwhile, the whales are complaining players are keeping their allies low in an effort to avoid being destroyed and are complaining about players camping.
The basic issue is the power of the gold units and that players can buy indestructible armies by spending hundreds and in some cases thousands of dollars.
I have no problem with the buyers, without them we wouldn't have a game as MW needs revenue to survive.
However, we need to level the playing field just a bit. If the whales want us to move up, then give us a fighting chance, when we do.
I am going to make some recommendations.
1. MW should limit how many gold units can go into battle. For example, maybe set a maximum of 80% gold units in any given battle. If a player is raided, reduce the number of gold units he can use to defend his base to 50%. These are just percentages. I have no idea the size of these gold armies and maybe these % are meaningless.
2. Allow gold units to be damaged -- not destroyed -- but maybe knocked out of battle for a week.
3. Allow players to build gold defenses. This defense doesn't destroy gold units but based on the level it has been upgraded randomly selects 5%, 10% or 20% of the opposing players gold units and removes them from the attack or damages them.
4. Create silver units, that can be more competitive against the gold units. I suspect, this was the intent of valour units, but many of these units are utterly useless and are easily destroyed.
5. Create money and valour units with high defensive scores and almost nothing for attacking. This would give the low groups some hope in a battle.
Give people a chance and I believe the upper levels will have hundreds of active players. I know high gold spenders may not like these suggestions, and I understand. I mean you have invested a lot of money in these gold units with a certain expectation of performance.
I don't know if there can be common ground here or not.
To GREE I say, give me a fighting chance I will buy some gold.
For example, many serious players in the low group are taking their time levelling up in an effort to build a decent army to withstand whale territory. MW is working like crazy via events to try to stop this camping. I find that very ironic. I believe MW would like all the players to participate in events, but because of the high levelling associated with events, many players bow out. I know I do. Of course, if a player is not participating in an event, they won't be buying gold.
Those who participate in all events will quickly find themselves propelled into whale territory, totally unprepared. In the end they just quit and I am sure this includes those who have even bought gold. It would be interesting to know the number of abandoned bases. There is attritiion in every game, but I suspect MW has exceptionally high stats.
Meanwhile, the whales are complaining players are keeping their allies low in an effort to avoid being destroyed and are complaining about players camping.
The basic issue is the power of the gold units and that players can buy indestructible armies by spending hundreds and in some cases thousands of dollars.
I have no problem with the buyers, without them we wouldn't have a game as MW needs revenue to survive.
However, we need to level the playing field just a bit. If the whales want us to move up, then give us a fighting chance, when we do.
I am going to make some recommendations.
1. MW should limit how many gold units can go into battle. For example, maybe set a maximum of 80% gold units in any given battle. If a player is raided, reduce the number of gold units he can use to defend his base to 50%. These are just percentages. I have no idea the size of these gold armies and maybe these % are meaningless.
2. Allow gold units to be damaged -- not destroyed -- but maybe knocked out of battle for a week.
3. Allow players to build gold defenses. This defense doesn't destroy gold units but based on the level it has been upgraded randomly selects 5%, 10% or 20% of the opposing players gold units and removes them from the attack or damages them.
4. Create silver units, that can be more competitive against the gold units. I suspect, this was the intent of valour units, but many of these units are utterly useless and are easily destroyed.
5. Create money and valour units with high defensive scores and almost nothing for attacking. This would give the low groups some hope in a battle.
Give people a chance and I believe the upper levels will have hundreds of active players. I know high gold spenders may not like these suggestions, and I understand. I mean you have invested a lot of money in these gold units with a certain expectation of performance.
I don't know if there can be common ground here or not.
To GREE I say, give me a fighting chance I will buy some gold.