mkenobi wrote:Some people are never satisfied with what they have. Months ago the OP was complaining that the game was too hard for his Prestige base, so he started a mini/sandbagging base and he was happy because he was having a good time and fast progress, and now is complaining that there are no challenges for him with that base.
This has always been the problem with this game! The conflicting requirements!
1. If you want to do well in conflicts and events (to get frags) you need easy opponents, and you can get them by minimizing your base score and medals... BUT then you are not challenged...
2. If you want challenging opponents, you can easily get them by maxing out your base score and medals... BUT then it's difficult do well in Conflicts and Events and thus to get frags and be able to keep up with top level opponents...
If only they could they could setup the game so that you could acquire frags at a decent rate while facing challenging opponents! (It's actually not too difficult to do but the devs choose to not bother trying...)
Yes, agree it's circular. You can get the best of both worlds only for a while and then medal count or some other factor shifts you back into making a choice. That said, the devs get a lot of heat for not trying, but I believe it's not a lack of effort. They have their own vicious cycle to deal with. Make the game fair for everyone and it will not drive income. There's no incentive or driver to make players spend money. Make the game challenging for the core players that drive revenue, and devs will get complaints. Getting complaints is the lessor of two evils for them, since they can't forego the money aspect. It's a business and livelihood for them and just a game for us. They follow the 80/20 rule. 20% of the population drives 80% of the revenue, although in practice some businesses see a 90/10 or even 95/5 rule. Getting players to agree on what is "fair" and what is "challenging" is also very difficult. Based on feedback, a majority of the playing population would not want to face high level gr, buffed turret bases. They also want to be able to win on defense. Any balancing act means someone has to lose. Can't have it both ways.
A majority of the experienced players know what follows, but I think the info below might help beginners understand why things work the way they work.
Conflicts - Drives crystal purchases and spending, by putting the top 20% of the playing population in competition with each other for limited "rewards". These are virtual rewards by the way, so keeping things in perspective is the tip of the day.
Events - Drives crystal purchases and spending by putting time contraints on each level, and then adding bonus crates if you finish early.
Objectives - Drives crystal purchases and spending by putting time constraints and high total build/deploy objectives or high destroy totals to incentivize cyrstal spending to bypass timers.
Planetary Command - Allows you to jump to different planets and compete in all of the events/conflicts, HD's, objectives, etc. and basically opens up more portals for income generation.
Medals - Drives crystal purchases and spending by putting players into increasingly difficult matchups as they continue playing. Medals can reflect some skill gains and probably have some correlation with frag accumulation, but make no mistake, this drives income. Accumulation of medals means you are either good at the game and will therefore be a candidate to buy crystals or you have been playing for a long time, like the game, and therefore are a candidate to spend money to buy cyrstals.
Heroic Defense - Drives crystal purchases and spending by making it difficult on beginners. Encourages use of heroes and starships, which drives crystal spending.
Base Upgrades - Drives crystal purchases and spending by putting you in higher base score brackets, which draw higher level matchups. Similar to medal count. Guess what ... that drives crystal purchases and spending. Guess why turrets and traps drive the biggest change in base score? Guess why the research center is the biggest bottleneck? Guess why getting upside down (base upgrades ahead of troop or armory troop/equipment upgrades) is the norm for uninformed players?
Wars/Outposts - Drives crystal purchases and spending because the competitive squads will use crystals to speed up turnaround times on attacks. Troop training, vehicle and starship building often drives crystal spending during outpost exchange flurries.
Timers - Cook times and other timers drive competitive players to crystal training/building, and therefore drives income. Starships are a common complaint, but guess why it gets so difficult at high levels and why starships have the longest cook times? Hmmm ... need starships to 3 star high level bases with maxed gr and buffed turrets?
Dev bases - CNFO's don't drive income. Easy dev bases drive conflict thresholds higher, which drives income. Skip dev bases, and live bases drive crystal spending by degree of difficulty.
Etc., etc. Players are at fault and not devs. Players are either too OCD or completionists at heart, or their competitiveness drives them to grind and in turn spend crystals to reach their end game. One way or another, players do it to themselves. I always look at things from a business perspective, since I believe you can learn something from every business model. I have yet to see a solution to any of the above, that will not require some other income option like a monthly fee or "Gold Pass" option like Clash of Clans introduced. Want a free game that's perfect, that has no in game purchase options? Good luck with that one.