Counter offer to present your personal game development strategy

Reputation 61
Group Government Alliance OnlyOneTeam4Rever 169 63 102 Points 36 738 581 Messages 758
I don't really believe in a political system, for the simple reason that a project is first and foremost a service business that needs to be focused on customer satisfaction - for both XCraft to benefit and the users of this game (Player)...
However, I am of the opinion that the situation looks very lopsided - and only XCraft generates its profits in the short and medium term through (probably) cheating and thus only gains benefits for itself, while players only lose with strange arguments. which often contradict each other.
In addition, since the introduction of the political system, the old policy was one-sided, dictatorial... there is no emperor in a democracy! As soon as an emperor rules in a country, the form of government automatically becomes a monarchy/dictatorship... I don't think they even know what a democracy is, and have implemented a political system for their own amusement at the expense of the players in order to increase the return in favor of XCraft and to the detriment of players....
well, this is already incidental and let's treat the project as a service business ..... and now to the topic itself:

Now let's check out their recent activities here:

1. Reducing Aircraft Carrier Airspeed (Because the update is so common, I'm not sure if this fits your current argument or not - I'll take that into account very well.)
2. a massive reduction in pirates in the habitable galaxy (after a small return of only 11%)....
3. introduction of comets, including changes in the rules of invisibility (there were too many updates - so I summarize it like this)
4. introduction of several combat zones in high orbit (visible and invisible)
5. Argument for changing rookie defense (rookie defense solution - high orbit - planet?)
Sorry for my poor knowledge of the language - it's not very good, but I'm sure it will be understood... at least the changes are known..

administration rationale:

the game is positioned as a multiplayer pvp space strategy ...
in short - space war player vs player where category is strategy not arcade style....
players ostensibly only play arcade games and use too few strategy options in the sense that has been offered for decades....

My counterargument is this:

it has always been a strategy game where over the years the strategy options have actually dwindled in terms of PVP....

Examples:

certain flight strategies that have removed evasion options for defenders with the introduction of the warm-up phase... big ships can no longer overtake small ships and therefore cannot be used as bait to trap attackers.... 2018 I enjoyed using this strategy and I also often sent reinforcements through gravity tampolins...
In addition, another change made it impossible for the gravity tram to quickly send reinforcements over medium distances....
a massive reduction in the speed of building ships at planetary pirate stations....
regular deterioration in the quality of life and development of farmers .... sorry, but in fact, farmers are as much a part of the war as robbers .. because in real life, warring civilizations developed due to the settled nature of farmers, and hunters turned into robbers and the first agreements on the functions of the elite for joint cooperation against other enemy civilizations ..... farmers provided food, logistics, trade (and more) and could be trained as soldiers to be deployed inland for protection or at the front for conquest depending on current needs ..... The storyline of human history unfolded about 12,000 years ago, and the game gradually turned into a stone age scheme as the infrastructure deteriorated....
It also referred to an important area of elemental strategy in which I, as a player, was prepared to steal a planetary station in order to quickly build massive fleets that were even able to prevent a reconquest and thus also be used as a trap for would-be attackers. .... rapid production of ships is an elementary part of warfare in real life ....
Due to the update in very short periods of time, it is almost impossible to develop strategies at all - which makes the whole PvP strategy a kind of "Medieval Viking attack strategy" as the last option in the PVP sense (fast across the sea in fast dragon ships, plundering almost defenseless monasteries and quickly running away with the loot before a stronger army comes to the rescue) - because there are almost no connections to the gate (after the last change, rebuilding the gate is utopian and impossible - and even the imperial officer and other options help little or no help) ... .
In my opinion, true warfare is very well connected to the fact that both attackers and defenders can use different options for quickly building up armies, use building with the promotion of elite functions (military leader, warrior) and thus make decisions about larger territories including potential opportunities logistics, food, reconstruction possibilities, etc. should be .... and is not a limitation for "Medieval Viking Attack Strategies with Stone Age Life Form"
also huge resource acquisition opportunities - eg. The reduction in pirates also led to a reduction in strategy - Example: a player under 100k can ambush a pirate hunter, destroy his flagship and rob his nearby planet on the next flight, and then settle on an OPS and refuel - i.e. you need pirates as bait of various sizes (reducing the number of pirates and wrecks destroys this PVP strategy option).... In addition, the main motive of war without exception is always to increase the economic efficiency of one's own empire (country, state)... In other words , a player that has expanded, harvested resources, and further developed its economy and military position should find it easier and better, not harder, to pay more money to maintain a barely playable account through growth.....

Of course, I can give more examples that have pared down war strategies… no wonder players just get stuck in the game and use it as a paid social network and click on pirates from time to time out of boredom when it’s hardly playable otherwise…. .
if a nation has no resources - or is uneconomical, it is unlikely to be attacked by a nation that wants to improve its own economy ... War is always about the economy and never about faith or personal things, which are really only used as a means of propaganda were used to bring the enemy to their knees on 2 levels (weapons and politics)....

My suggestion is to keep at least some of the player versus player strategy options:
I've been teaching a lot of noobs and for a few years now... I've noticed 2 types of players - a minority that ask questions and look things over.... Players who don't want to learn anything and think that investing enough money to be good. .. because the result of the investment increases the static points faster, and he thinks that he has learned everything he needs - therefore he does not really deal with the mechanics of the game ....
this scheme of not learning anything and only buying makes it to the top 100 because they never learned anything else as rookies....
how they started, they continued - and it was impossible to properly train these noobs, because they reasoned like this: "I grew faster than others" ...

therefore, I recommend allowing the purchase of Hydarian Crystals and Premium only to players who have earned and fought more than 100,000 stat points... Or allowing only players with more than 15 combat levels to purchase premium... in both cases, the player will be forced to think about finding resources in the galaxy with the help of the naval forces and will rather look at the features of the game .....
Most of them will still be buyers after that, but they will look at the game mechanics before investing and will therefore be more willing to learn in terms of PVP....
I also recommend at least 20% bulkheads, as well as 5x the number of pirates with the subtlety that only pirates that are not green are attacked .....
In addition, you increase the flight speed of all types of ships and halve the duration of the battle.... in fact, flying is sometimes so tiring that a normal professional player is not even ready to launch a fleet in some situations. .. I often feel the same the thing with my little Tossa.... i can't play for a week for only one reason - the flight takes too much time, and in some situations even much longer than i have free time.... it makes no sense to send via galaxy large fleet lasting 4 hours when you only have 3 hours of free time....
and reduce the frequency of your updates to once every six months... Rationale "It takes a noob about half a year to really know all the mechanics and features, even under the guidance of an experienced player"...

But I think they are not interested in players being able to play, they should just spend money and die for food and disappear unqualified to make room for the next paying idiots who then feel cheated and cheated... so I I doubt you will accept my offer.

for the following reasons - on the one hand they shorten the gates with the argument "too many pluses for big ones" and on the other hand they want to take away the initial protection..
with the current updates that you have organized and still planning, it's more like when a newborn literally drowns before even having time to walk and talk .... And I don't think that's right :-(

22 September 2022 03:01:56
22 September 2022 03:01:56
Reputation 61
Group Government Alliance OnlyOneTeam4Rever 169 63 102 Points 36 738 581 Messages 758
k0stepan,
нет..
25 September 2022 01:00:06
25 September 2022 01:00:06

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