Calamity Jane
Farmer
- Reason
-
Reason:
Inno Games has changed a lot to accommodate the addition of phone players and iPad players, and I am sure that this one emphasis has brought in a lot of income for your company. I am sure you are aware of the complaints coming from computer players about a lot of the changes - they are taking this game from a fun battle game to a city building version of Farmville: instead of growing crops you are growing Great Buildings and special buildings from events. Many cities are now full of this stuff that doesn't help much at all, just looks pretty... I will not go into the complaints, nor will I post the comments of phone players here, as you have them in your feedback already. The combined result of recent changes have been to lessen the value of time spent on computers playing and enable more to spend valuable time on phones doing individual activities.
- Details
-
Details:
Simplifying and making more individual efforts like events, Guild Expedition and Guild Battlegrounds are not satisfying the players who want more group efforts, more experiences for their play time and more excitement than a glorified share-around-the circle that Guild Battlegrounds are fast becoming. There is no challenge with Guild Battlegrounds if everyone coordinates and cooperates to alternate ownership of sectors.
Events have become distractions rather than enjoyable activities. The Settlements and daily challenges again have been oriented to add a dimension of personal activities during play time, and again are not oriented for group activities. Those activities that require groups are becoming more and more focused on individual play or minimized/ marginalized for other single player activities. For those who have limited time to spend on the game, the individual activities can take up the majority of time available leaving a limited amount of time for group/ guild oriented activities. If there was a separation of activities or at least a focus of activities for phone players then the limited amount of time available in the day can be expanded by just doing individual player options during breaks. This recognizes that some are already doing this pattern. The difference is that phone only players will not have the added burdens of fighting/ giving lots of goods for activities that they find difficult. Guilds for phone players can have the option of not participating in Guild Expedition, and phone players don't need to do Guild Battlegrounds at all, just Settlements and Daily Challenges and aiding will most likely fill the time available for phone players.
Visual Aids:
Example: former events used to have a neighborhood challenge. If you could beat your neighbors then you won some decoration. The prize was small but many are still found in the highest oldest cities as a memento.
Example: neighborhoods have always been a source of daily fights for computer players (and phone players less so) and now they are taken away. Is it because phone players find fighting difficult and takes a long time? I think so, and so do many others. Regardless of the cause, it again was a simple way to measure yourself and your progress against other players your Age.
If phone player separation occurs the neighborhood can again be designated as a fighting arena BUT no plunder if the phone options are chosen. These are examples of activities not available now, I can always add more examples too but developers know them as well as I.
- Balance
- Balance: the end result of separating the 2 teams should be a different orientation of the game play for players. This will in turn separate the players who want a multi-player setting from those who want a single-player setting. For each team and the players they serve the orientation is more simple... Individual play vs group play. Future game suggestions can also be defined by this one parameter and assessed by the appropriate team for inclusion or further development. The balance would then shift to phone vs computer, individual player vs multi-player. This proposed balance would enable those who want simple game play to have simple game play, and for those who want complex game play to have the added dimension of multi-player activities.
- Abuse Prevention
-
Abuse Prevention:
Game abuse is impossible with single player options only. Those who alternate between phone and computer platforms should still access the same city as on phones, but have a wider display of options including guild activities, battles with neighborhoods (which will NOT show up on phone event history), Guild vs Guild war and chat functions. Any abuse would and has always come from the computer players and will not change as a result of this proposal.
- Summary
-
Summary:
I say it's time to separate the 2 streams, keep the single player activities on the phone like Antique Auction, Tavern, aiding your neighborhood, limited guild interactions, and Settlements; and start more activities oriented for computer players to keep the group dynamics intact, keep the sense of group achievement and group bonding. Please consider these words carefully, and consider also that computer players were doing this game first. They are the longest diamond spending (income) stream you have. It's time to consider more group / neighborhood/ guild challenges that require a group to finish. I propose a final separation between the activities phone players can, want to and will do vs the activities computer and tablet players wish to see.
- Have you looked to see if this has already been suggested?
- yes I looked at the DSNL and checked previous submissions, this is a new unique idea