Topic: Industrial collapse
Corrected version.
This has been made for dev Calvin. It would be very good if he’ll write "I read this" after he will read. This is not the guide to action and it’s only my thought.
Dear developers. I try to speak about balance as little as possible. Mainly because I think that balancing should be done by authors, not players, second reason is that there are a lot of people with whom I do not want to communicate (because discussions with them is reduced to small talks). But your plans shock me and even frighten.
1) Why beginners should be competitors to old production workers?
Extensions: the Old production worker plays from the release, has bought the preorder, played all this time, built server economy. In general, wasted time and also money. And now you will make so that the beginner comes and makes to it a serious competition???
Relations: I, as well as many production workers in our corporation made the big efforts: organized campaigns for a raising of relations of fighting corporations and now you want to cross out with ease these hours? Very interesting.
2) Who has told that it is hard for beginners to play?
In our corporation there are many production workers, which manufacture the equipment for itself. They dig resources, overwork and have quite good earnings. Nobody complains. All understand that it’s necessary to raise relations to manufacture more effectively.
Motivation: the Person should understand accurately dependence of extensions and the relation on efficiency. The first depends only on a subscription, it can raise the second, playing. Playing. While the player tries, while it is difficult, while it will be necessary to organize groups for raising relations it is that what to strive for.
3) What’s the need to make such big changes in the game system? You are going to bring global revolution in the game world with this upcoming patch. What for? I think, it would be wiser to tweak game mechanic more gradually, knowing what was good and what went bad, not rushing like that.
4) Where did it come from: there was a topic at the forum were some alpha players have complained that active beta players have advantage. That to lift reputation is difficult(Especially on beta islands). But you should see that current relation system already works and it is balanced very good. Who wants to play - that plays and receives from game everything that he wants.
5) Why the history repeats?
Certainly I apologize very much, but it looks that way:
Someone started a topic at the forum complained a bit and you obediently have gone to do what those players asked you to do. Don’t you think that failure of such way of reacting is obvious? You deprive of motivation those players which play for a long time and are going to play still for a long time (?) for the sake of those who will enter, will play one month and will leave?
Mine some cents (IMHO):
From the very beginning you didn't pay attention to the fact that only those outposts are valuable which has a refinery, recycling and repair bonus. The bonus of decoding, prototyping and mass production is so insignificant that there is a question between corporations who will posess outposts with bonuses of processings. How to be with other outposts? They are empty because there is no point in living there..
Сайт корпорации: www.chaos-online.ru
Раздел приема в корпорацию: http://www.chaos-online.ru/foru....-perpetuum/