Prom d Exolandia
Baronet
We are asked to explain how we judge that a benefit is not worth the shot / cost (pun in French that jumps to the translation, too bad) perks to be activated.
We check if the perk is already useful:
- if not useful (% of defense of the city for example) we won't go any further => direct trash
- so useful, is it useful for many players?
* if not useful for many players, is it useful for beginners?
§ if not => trash
§ if useful for many players or useful for beginners, is the collective cost greater than the sum of the potential gains (not easy to determinate)
- if yes => trash
- if the cost is lower than the potential gains, is there a way to help for less (for example donating resources directly to a player)
* if another cheaper way => trash
* if no other cheaper means, if useful to the guild and if earnings exceed the costs => the perk will be activated
By following this simple / simplistic algorithm we see that 90% of the perks defined by the developers end up in the trash. And the remaining 10% will depend a lot on the guild profile (a guild with a lot of attackers? a guild with a lot of traders? a guild with only advanced players? a guild with a majority of beginners?)
To help us calculate whether a perk is interesting, the time taken to activate the perk should not be taken into account, the x days of validity should not be at the renewal of the perks but at the date of activation (for example benefit valid for 30 days after activation). And a perk on which we have started to invest should not be renewed.
We check if the perk is already useful:
- if not useful (% of defense of the city for example) we won't go any further => direct trash
- so useful, is it useful for many players?
* if not useful for many players, is it useful for beginners?
§ if not => trash
§ if useful for many players or useful for beginners, is the collective cost greater than the sum of the potential gains (not easy to determinate)
- if yes => trash
- if the cost is lower than the potential gains, is there a way to help for less (for example donating resources directly to a player)
* if another cheaper way => trash
* if no other cheaper means, if useful to the guild and if earnings exceed the costs => the perk will be activated
By following this simple / simplistic algorithm we see that 90% of the perks defined by the developers end up in the trash. And the remaining 10% will depend a lot on the guild profile (a guild with a lot of attackers? a guild with a lot of traders? a guild with only advanced players? a guild with a majority of beginners?)
To help us calculate whether a perk is interesting, the time taken to activate the perk should not be taken into account, the x days of validity should not be at the renewal of the perks but at the date of activation (for example benefit valid for 30 days after activation). And a perk on which we have started to invest should not be renewed.
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