DarkRebel wrote:Midge wrote:You're a little off on risk vs. reward DarkRebel.
It can't be near even, that has what has crippled the game in the last year. The fact that attacking was so difficult that many at best only go 50/50 with it, makes it too frustrating and not worth it to them.
PvP mega games only work when attackers win a large majority of the time. I should not be able to reel off 8 defenses in a row, it is not good for the overall experience of the game, because when I am defending I am not experiencing, but those 8 attackers are experiencing negatively.
I don't know that dev bases are the answer, but getting people to log in more to attack more leads to more crystals being spent to finish research and reload troops/air and such. That leads to increased revenue.
I think they have overdone it a little here in particular with the cost of crystalling prestige units, but they have a general idea of what they are doing. I would suspect that next months revenue report will mark a real increase for the first time in nearly a year.
You went off on a tangent.
We are discussing the loots (reward) here, not about the difficulty of attacking opponent bases in PVP. There wasn’t any sigificant change, as attacking dev bases is still as easy as before and attacking real player bases is still as hard as before. Just that attacking easy dev bases is now much more rewarding than attacking real player bases.
That was the entire point though. Attacking dev bases for no loot sucked. Attacking big bases and losing sucks. So, the game lost thousands of players who just didn't want to put any time into it.
This is a shift to try and make it not suck. I was under the impression that you were arguing it is a bad thing for loot to be available, so I may be wrong if that is not the case.
I was also under the impression that you were saying the risk/reward needs to be there in attacking (meaning that you need to risk losing to gain reward) which I could be mistaken also.
I was simply pointing out that the risk/reward from the last 8-11 months has driven thousands of players from the game because winning battles was too difficult.