1. #1
    Drifting death's Avatar
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    Supreme commanders

    Now there are a few few things that unbalance this game, personal boost alliance boost and commanders.
    This leads to newer players feeling unable to be competitive.
    I would like to suggest a fix, give every player a way to make just one max commander.
    This is a players supreme commander he gets only one to start but this commander has special abilities as he is able to absorb any number of commanders. The type and stats the commander gets are controlled by what you merge into it.


    Suggested system to run this new commander.
    1. You get tokens from the daily reward system to allow merges into it.
    2. The players can pick any existing commander they have to base this new commander on. the game just takes the existing specs and adds them to the new supreme commander.
    3. There is a max that the game sets for all attributes.
    4. Possibly stat boost items as prizes.
    5. This commander has a new trait, army fast travel boost.
    6. A new type of power regeneration so if you use its 10 moves up fast only special items recharge it.
    7. If a player maxes one he gets another so a player always can improve his commanders, but only one at once. Max total is 10. (Gree can always decide to increase max traits) to continue players growth.
    8. If a supreme commander is used in defence he adds an extra commander to the defence battle or has traits that can be upgraded that allow him to bring up to 4 extra into a defence battle. So its like a capture attack battle but for defence of normal attacks but only for the defender of the attack.
    9. Important at full max everyone's commander is equal in every way but the upgrade system governing the way players build up there supreme commander make everyone's different until it gets maxed.
    10. New event rewards that offer ways to boost just the supreme commander.
    11. Give the commander extra abilities like a let the player set the rebuild rate when he attacks if he sets it at only 5% he gets damage boosts for determined attack, but if he sets it at 75% he does less damage but takes less.
    12. Only attacks or defence battles on players level it up attacks on npc bases have no levelling effect. This forces players to battle....


    DD.
    Last edited by Drifting death; 06-13-2015 at 02:06 AM.

  2. #2
    The first part sounds ok.

    The second part sounds like a good way to make even more people quit. Creating yet another divide between coiners who would buy everything and those who play for free would once again be left at the bottom with nothing.

    I think it would really annoy the big spenders who have spent thousands of pounds and plenty of time working hard to win events to build up their boosts only to get caught up by a total noobie who spent less than 200 pounds and only been playing a day.

    Also gree would loose out, why would people spend thousands a month when a one off payment is all you need.

  3. #3
    Drifting death's Avatar
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    Quote Originally Posted by SuperNoodle View Post
    The first part sounds ok.

    The second part sounds like a good way to make even more people quit. Creating yet another divide between coiners who would buy everything and those who play for free would once again be left at the bottom with nothing.

    I think it would really annoy the big spenders who have spent thousands of pounds and plenty of time working hard to win events to build up their boosts only to get caught up by a total noobie who spent less than 200 pounds and only been playing a day.

    Also gree would loose out, why would people spend thousands a month when a one off payment is all you need.
    That's the point if everyone spends a little gree gets more than when a few spending big. Gree would call it a big win if 75% of players spent £200 rather than 5% spending thousands.

    But to be honest the game for me is at a point that unless something radical happens to change the divide that exists now I may well quit.
    I don't expect gree to add the one off payment system, as you point out they make big money from the spenders but you will find that the big spenders, spend to get the limited commanders and personal boosts.
    So if gree just doesn't do the personal boost one off payment but did the rest. The game would change.
    This is not a free game it never has been you can pretend to play for free but you cannot compete without spending a little now and then.
    My suggestion is about getting real. to play you have to pay if gree provides boosts at set amounts players will spend I will not gamble spend which is Gree's current system you spend in the hope you get something good, I for one am not throwing money down that system but give me a fixed reward for a fixed amount I may consider it worth it, as I enjoy the game if I can be competitive. And if you want to be competitive you have to spend I just want the amounts needed fixed up front.
    This game has always had a 2 tiered system I just want gree to add an honest 3rd tier with set prices giving set rewards.
    If you came to world 8 and had a good look around and see how empty it is, that is a bigger worry for the big spenders in my world that suddenly having 200-300 players being active and aggressive and bring new life to our world because they have purchased boosts which they too can buy. The players that cannot spend or will not spend are still in the same position they were always in at the bottem of the pile unless they are fantastic players. But for the price of a few xbox one games things could change.....

    The game is broken because its always been geared for spenders. I just want gree to take the gambling part out of spending so we know what we are getting for our money.

  4. #4

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    Way too complicated. GREE needs to fix what it has first. The easiest way is to extend the commander inflation that we have seen on the high end down to the low end. That means better daily rewards (how about instead of Jr, Sr, and an occasional elite recruit change to elites, guaranteed epics and an occasional platinum recruit) and better rewards for the lower levels of the ltm's and lower tiers of events.

    That being said, you don't understand GREE's business model, which is common for the industry. Just like Casino's they make their money on a few whales rather than a lot of minnows. It's just the way the freemium revenue model works. For better or for worse, there aren't enough light gold spenders, and there are too many true free players who won't be enticed into spending no matter what. See here, for example: http://www.developereconomics.com/mo...-dirty-secret/

    Up to this point it sounds like the industry has hit on a fantastic profit formula to be emulated by all. However, if you look at the numbers and their implications then things start to look a little darker. Of the 1.5% of players who pay anything for their “free” games, 10% of those account for more than 50% of the revenue (see Swrve report above). Indeed just 1% of paying players, that’s 0.015% of all players, account for 13% of revenue; contrast with 11% of revenue from the bottom 50% of payers. Even with the astronomical size of mobile user bases, some basic arithmetic suggests the top 1% are spending more than $10k a year each on these games, even the top 10% are spending hundreds of dollars.


    98+% of players don't pay anything (and never will). Most of the rest account for a small proportion of GREE's revenue.

    The only reason GREE has for improving the lot of the 98% is that if they leave, the paying players will either leave or stop paying. That can be seen in the spending patterns in "dead" worlds.

    As for "knowing what you are spending", that's all part of the plan. GREE employs cognitive psychologists and behavioral economists who have figured out how to separate people from their money. They will tell you that if people knew exactly what they were getting that they would ultimately spend less.

    BC

  5. #5
    Drifting death's Avatar
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    Your right, and I haven't read a better explanation of the freemium system.
    But like you said, Gree needs to keep everyone happy that means something for the big players to strive for ( sharks in the pond ) and us fish or the sharks just starve in there ponds.
    What that is, is hard to say the best security for gree would be a system for the sharks to jump ponds if there are to few fish to feed them all... As sharks left on old ponds are going to die if not well treated.
    I am happy to trickle along on free gold and advert clicking, which pays my bills as far as I am concerned I have spent on gold in the past which would have payed for 3-5 years gaming on playstation plus, so I am not free loading. But I don't feel I am getting any value for even that. Because I signed up for a strategy game which it was.
    the effect gold spending had on the game was far less than now.
    Now the old sharks in the ponds are so far out in front they will never be matched without gold spending on a scale I just will not do.

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