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#81
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It's always good to hear from the design team about the game unless they are there to just babble about nothing. Haven't seen that yet.
Isn't long term play and retiring a conflicting objective? There is some replay to this game but not sure how much. I'll take up tutmoses ii challenge. |
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#82
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isnt it worth it to add a ad to the side or bottom? that alone would double your ad revenue(i think)
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#83
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Add revenue isn't very big anyway. You'd get twice almost nothing. It would add a lot of irritation for the players.
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#84
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It's just good to see someone from TM is still arround, makes the community feel less abandonned.
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#85
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"But I don't really see any of these being implemented because of the nature of the way the game is currently being played- and I am not going to tell you how to 'play in order to enjoy the game properly'." Boy am I happy to hear that.
I think this game is a hoot. One of the reasons I bought scarabs was to support the creators of it, it was a very reasonable cost after all. I bought extra scarabs specifically because I had a paypal account and my girlfriend didn't. I then gave her some of them. I also gave a few scarabs to trade partners when they were short or just as a "thank you" for long term trading. The problem of people staying in the top rank isn't a problem. I saw someone who had hit a top of 6th only got a 11th-100th monument when they retired at 13th. That convince me to retire the day I hit 10th. I had waited way too long for that level tomb and I was convinced I would never hit 1st and its bigger tomb. The end game could use some adjustment though. The simplest adjustment is discussed in another thread. It involves the idea of people consuming more and more types of resources as the city level evolves to the upper levels. It could be implemented with no change to the user interface, just a scroll anouncing that "Your city has now reached x level and your citizens now demand y {resources} per day". After all, high level cities should demand a constant supply of cosmetics, pottery, sandals, bricks, ..... The end game now is only finding places to put stuff. That said, the current way has given me a fresh life to live and not just a repeat. At the end of my last life I had trade partners to whom I was giving 30k stuff just because they needed it quickly. They were doing the same for me, we were all finding places to put stuff. When they found out that I couldn't stay away from the game and had started again, I got 10k loads of stuff. I will say right now that I have no problem with gifting! I do it all the time with trade partners as a way of saying thank you. All the resources got me thinking about what kind of game it would be if resources wasn't a problem and only construction time mattered. My girlfriend heard what was happening and she sent me bricks, pottery and baskets (really useless during the end game). My trade partners have retired and my girlfriend is threating to also. Until that occurs I can found new cities with resources that she doesn't have and pay her back for the stuff she has sent me. At least I'm coming along second this time and can pick the missing resource city, she refused to listen to me when she was picking cities. I'm sure no one expected me to be playing the game this way (on a rush to hit level 22 and retire). I know I didn't expect this approach. However, I'm having fun this time also. It is entirely different from the first and I worry about different things (like trying to hit level 22 before she gets bored of the end game). But IT IS FUN. I'm meeting new people and I have to configure my cities different this time. But did I mention, I'm having fun. Yes Jeff, I bought more scarabs this time. My girlfriend couldn't give me back some of the ones I gave her. I think the cost of play is very reasonable. She says, "Given the amount of time I play, it is cheap!" |
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#86
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I'm more than 50 years old, but I haven't finished my "all buildings maximized" goal yet... ...then again, I'm not in the top 100, I don't trade or gift (I got all the resources I need to finish my buildings a long time ago), so I'm probably not part of Tink's "problem." I'd hate to see my account nuked from orbit before I'm done, and I'm glad to hear Mr Fiske is more amenable to letting people play how they want than Tink is.
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#87
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It's funny, when I made a very simmilar suggestion(I now see that I was wrong), Tink was one of the most vocal against it. My suggestion was to limit the amount of time in the top 10. I made the suggestion for similar reasones(there is a bottleneck at the top, and I also wanted a chance to get in). I now see that it is limiting and unfair to others, but it is curios that when I mad the suggestion, it incurred his wrath.
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#88
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I'm new. I don't care much about ranking. May be I get immortalized at rank 100 or rank 1, wouldn't make much difference.
Nevertheless, I'm with the high rankers that they should not be forced out of the game. Many times, I have been suggested that I should play the game at my own pace in my own liking. Then I don't see any reason it should not apply to the high rankers. If they want to hang around, let them. I don't think real solution would be in robbing their monuments or forcing them to get out of the server. Rather, I think a new ranking system should be developed, where the priorities are balanced on various points: 1. level of the buildings owned 2. trading activities (priority-based, of course; 2-3 categories - first, last week, second, last 2-3 months and last beyond that: more points to latest ones) 3. age of gamer (as it is currently) 4. time spent online 5. time spent as a pharaoh (more time spent, less points awarded; no penalties for 1 month or so, and the rate of penalty increases with time) 6. gifts sent and received (I'm not sure of this as the arguments seem to take gifts negatively) 7. quests completed 8. amount of goods in the warehouse This would keep rotating the rankings and of course, indirectly force the top-ranking pharaohs to go immortal, with dignity of course. This is just a suggestion and may not include every aspects of the game. Afterall I've been in this game just about a month and a half. Sayamistar ![]() |
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#89
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Quote:
![]() But how to compute gifts? Cheers!!!!!!!!!!!!!!!! |
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#90
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Some of those criteria are already used in calculating rank (like warehouse stocks and building ranks).
If your rank score were divided by your pharaoh's age, I think it would help break the log jam. Good idea. Time on line would just encourage use of scripts to "auto farm" that stat - not the kind of abuse that is needed. As to the rest, we really don't know if they are included or how (trades - probably not; quests - hard to say). The actual formula is not known, just that building levels seems to help and warehouse stocks are known to help. |
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#91
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my $1.42 worth....
rank is meaningless. unless you compare rank between two players who started on the same day at the same time and see how they are faring some time later versus each other's achievements, it has no more validity than any other measuring contest held in an AOL chatroom. it's been said before by others: another player is never going to beat my perfect city if i got there first. they just have to wait until i go immortal, or take away my perfect city, to move into my place. it's stupid, and it's counterproductive to revenue from a business perspective, as players will not go immortal and start over (and buy more scarabs, thereby rowing tinkerbells nile boat) but they will sit around, bored to tears, not trading, not producing, not selling or buying, but merely waiting for their turn to get the bigger tomb upon going immortal. The Company (TM) is no longer developing this game. What you have is what we've got. It's not perfect, it has so much room for more development. But it is what it is. If I had my way i would change the entire immortality/rank process and use a more revenue-generating, replayability (is that a word?) model:
I figure I need another month to fully stockpile my cities, and then if i want the biggest tomb, it will be a total of one year+ of gameplay before I even get close. I'd like to play again, but after a year, I will be looking for something else to play because I've wrung all there is out of this, and the end just doesn't seem that satisfying. And, in my humble opinion, the die-off in interest level, is directly tied to the rank/immortality portion of our programme. YMMV, but that's my story and I'm stickin' to it... Happy Building, |
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#92
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But anyways, what is the difference... our discussions are turning into deaf years... TM's not getting anything, nor they are giving anything!!! |
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#93
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Good thoughts grrlgeek. But I would recommend making some of the different end game options incompatible. That way people would have a reason to play again to collect one of every kind. Multiple alternative exits - that are not obviously ranked along the same path but rather reflect different paths altogether.
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#94
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I like your suggestion grrlgeek. Making tomb size based on city accomplishments, rather than rank, would eliminate the dead part of the end game. People who want a big tomb could get it and start over and it would be a reasonable goal at the end. If you want a big tomb now, you have to sit around and wait for the higher ranked players to retire. Your idea would eliminate the problem of #1 sitting on the position just because he can.
However, if a player wanted to just stick around to be the oldest player playing, you idea would allow that also. A very simple idea that would completely change the end game from dead to resolvable. It would seem to take the least programming of all the ideas for the end game that i've heard. I for one vote for this approach. Last edited by Solmar; 05-13-2011 at 10:26 AM. |
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#95
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#96
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Quote:
Last edited by Rhamses; 04-10-2013 at 05:11 AM. |
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#97
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#98
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What would happen If people on vacation or inactive for 1 month would be taken out of ranks until they reactivate! There are vacationers that have been on vacation from when I started back in Jan. This would allow office players and social players enjoy the game as well as allow a "passing lane" for rank climbers!?
-S |
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#99
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Yeah, I have said before that something should be done but I don't think deleting their account is the answer. I think that people who do not log in after a period of time should be set to automatic vacation mode. Doing this will not fix the problem overnight and for people who have been inactive for a couple of years, it may be too little/too late. I am not certain what would be the fair thing to do but I am pretty sure that whatever is fair will not be easy on the programmers. Ultimately, nothing may ever be done to correct this. I guess the best way to deal with it for now is to take the ranking with a grain of salt and understand that it may not be a true mark of someone's skill and dedication to the game.
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