Suggestion 2.0
Posted: Sun Apr 05, 2020 6:55 pm
Ok
I posted some suggestions few months ago, and now i am returning with few more thoughts about the game, after playing it some more.
How do we get new players to tlk, and how do we keep them? That seemed to be discussed a lot in these several months that i played. And my conclusion is that new players are joining the game, but they quit very fast. Why? In my opinion, mostly because of the old and veterans players, and then because of the steep learning curve of game mechanics.
Most of you will probably laugh, but if you come as a new player in tlk, without prior knc experience, its a very complicated game. You dont know what army to make, how to use it, how to protect yourself, and you end up after few days thinking you have much better ways to spend your time then TLK.
So first, TLK needs guides. Tutorials. On everything: how to train, how to use the right scenarios, how to rank up fast, how to build a pvp army, how to build a rank army, how to pvp, what army to use to counter a specific army, and so on, how to use heroes for rank/pvp, how to alocate points, etc. Things that most of you take for granted now.
Yes, you can join chat and maybe you.ll find there someone that will explain things...i heard this argument. It doesnt suffice. You want people you play your game, make it easy going and explain all mechanics. Tutorials. Guides. With pictures or gifs even, if possible.
Next, the major factor of people quitting - the gangbang wars. Yes, i heard the arguments of the people defending them: everyone id doing them, in turns you gangbang, or get gangbanged, thats where the fun is, thats how the game always has been. Thats so wrong. The game isnt like that, we make it like this. We want the medals, we want the easy glory and victories, no one wants a real challenge.
Every single age, is the same scenario: four or five teams of experienced players seize their countries leadership, then team up and take out the rest, and then chase each other around in circles for 3 more days, get their medals, and wait next age.
This game already is very very time consuming, and when you add a 3 or 4 vs 1 war on you, you end up saying fck this shit. No matter how good you are, in a war against 3 or 4 enemies you end up losing sooner or later. And while this might be very fun for those old and hardcore tlk fans, for the rest casual or new players its a stop-game experience. I have seen it, i have talked with people that quit, and they all said the same: fck this shit, this is no fun for me, i have no reason to keep playing it.
So what can it be done? My ideea - add more tactical options, that will allow casual players and those not hardcore active, to survive and outmaneuver their enemies. What options are there? I have just a few ideas i am afraid...but if admins are really interested they can always start a focus group with some of the players and come up with more solutions.
Here are my ideas:
1. eliminate gangbang wars! this should be a priority. You can do this in several ways:
- warslots - i mentioned this in my previous post. its pretty musch self explanatory: each country has a limited number of wars in which it can participate. Lets say 2 real wars and 1 friendly war. This brings up lots of warblocking options, which can be use to counter those hyper active countries
- remake the country strenght formula, and when the combinated strenghts of the attackers surpases the defender strenght over a certain limit, no other wars can be started against that defender. This is a very raw ideea, i didnt put too much thought into it, but, maybe someone will expand on it.
2. When an alliance is broken, an automated message is send to all HC members and there can not be war declared between the former allied countries for a number of tick. 6 hours seems a fair period of time. Again, this is a measure against unfair behaviour of some players, and also provides a tactical safety. I have seen cases when a country declared on their ally, for different reasons, without any notice, and when most of their allies were offline.
3. Add more escape routes to each map, especially to africa map, where its very easy to corner a country. A nice example is Rome map, with all those routes between cities.
4. Make border training harder as you rank up, or give less XP for each fight. These days in day 5-6 of the age half of players are counts and marqueses. Maybe add several more ranks also and expand the xp gaps between them.
This will work best especially if you eliminate the posibility of joining an army set up by a player with same rank as you. This would be a radical change, and make planning lot more difficult, thus maybe, more tactical and interesting in long term. I am not sure yet if this a good ideea or not.....but i would give it a try for one two ages at least.
5. PVP area is best as it is now. I would only bring one change only. No more dead units. Instead, after one unit is losing all its HP and should have been killed, its put in hospital for a certain BIG amount of time, without the posibility of beeing dismissed or replaced or healed, and returns to encampment only after this period passes. This has a double effect - protects the armies of those offline, that will eventually get it all back, limits the behaviour of pvpers that i have seen, which will pvp even if they know they.ll lose or get killed units, cause they know they will just buy new one ( hardcap, softcap, anyone??). so it will make people think twice before hitting someone, as one hit bad hit can put their armies out of action for a while.
I am sure there are more ideas you guys can come up with. I had some more, but its enough for now.
The real question is, do you want the game to change? Or keep it like is now, a cult-like game, for a small grup of hardcore fans....
I posted some suggestions few months ago, and now i am returning with few more thoughts about the game, after playing it some more.
How do we get new players to tlk, and how do we keep them? That seemed to be discussed a lot in these several months that i played. And my conclusion is that new players are joining the game, but they quit very fast. Why? In my opinion, mostly because of the old and veterans players, and then because of the steep learning curve of game mechanics.
Most of you will probably laugh, but if you come as a new player in tlk, without prior knc experience, its a very complicated game. You dont know what army to make, how to use it, how to protect yourself, and you end up after few days thinking you have much better ways to spend your time then TLK.
So first, TLK needs guides. Tutorials. On everything: how to train, how to use the right scenarios, how to rank up fast, how to build a pvp army, how to build a rank army, how to pvp, what army to use to counter a specific army, and so on, how to use heroes for rank/pvp, how to alocate points, etc. Things that most of you take for granted now.
Yes, you can join chat and maybe you.ll find there someone that will explain things...i heard this argument. It doesnt suffice. You want people you play your game, make it easy going and explain all mechanics. Tutorials. Guides. With pictures or gifs even, if possible.
Next, the major factor of people quitting - the gangbang wars. Yes, i heard the arguments of the people defending them: everyone id doing them, in turns you gangbang, or get gangbanged, thats where the fun is, thats how the game always has been. Thats so wrong. The game isnt like that, we make it like this. We want the medals, we want the easy glory and victories, no one wants a real challenge.
Every single age, is the same scenario: four or five teams of experienced players seize their countries leadership, then team up and take out the rest, and then chase each other around in circles for 3 more days, get their medals, and wait next age.
This game already is very very time consuming, and when you add a 3 or 4 vs 1 war on you, you end up saying fck this shit. No matter how good you are, in a war against 3 or 4 enemies you end up losing sooner or later. And while this might be very fun for those old and hardcore tlk fans, for the rest casual or new players its a stop-game experience. I have seen it, i have talked with people that quit, and they all said the same: fck this shit, this is no fun for me, i have no reason to keep playing it.
So what can it be done? My ideea - add more tactical options, that will allow casual players and those not hardcore active, to survive and outmaneuver their enemies. What options are there? I have just a few ideas i am afraid...but if admins are really interested they can always start a focus group with some of the players and come up with more solutions.
Here are my ideas:
1. eliminate gangbang wars! this should be a priority. You can do this in several ways:
- warslots - i mentioned this in my previous post. its pretty musch self explanatory: each country has a limited number of wars in which it can participate. Lets say 2 real wars and 1 friendly war. This brings up lots of warblocking options, which can be use to counter those hyper active countries
- remake the country strenght formula, and when the combinated strenghts of the attackers surpases the defender strenght over a certain limit, no other wars can be started against that defender. This is a very raw ideea, i didnt put too much thought into it, but, maybe someone will expand on it.
2. When an alliance is broken, an automated message is send to all HC members and there can not be war declared between the former allied countries for a number of tick. 6 hours seems a fair period of time. Again, this is a measure against unfair behaviour of some players, and also provides a tactical safety. I have seen cases when a country declared on their ally, for different reasons, without any notice, and when most of their allies were offline.
3. Add more escape routes to each map, especially to africa map, where its very easy to corner a country. A nice example is Rome map, with all those routes between cities.
4. Make border training harder as you rank up, or give less XP for each fight. These days in day 5-6 of the age half of players are counts and marqueses. Maybe add several more ranks also and expand the xp gaps between them.
This will work best especially if you eliminate the posibility of joining an army set up by a player with same rank as you. This would be a radical change, and make planning lot more difficult, thus maybe, more tactical and interesting in long term. I am not sure yet if this a good ideea or not.....but i would give it a try for one two ages at least.
5. PVP area is best as it is now. I would only bring one change only. No more dead units. Instead, after one unit is losing all its HP and should have been killed, its put in hospital for a certain BIG amount of time, without the posibility of beeing dismissed or replaced or healed, and returns to encampment only after this period passes. This has a double effect - protects the armies of those offline, that will eventually get it all back, limits the behaviour of pvpers that i have seen, which will pvp even if they know they.ll lose or get killed units, cause they know they will just buy new one ( hardcap, softcap, anyone??). so it will make people think twice before hitting someone, as one hit bad hit can put their armies out of action for a while.
I am sure there are more ideas you guys can come up with. I had some more, but its enough for now.
The real question is, do you want the game to change? Or keep it like is now, a cult-like game, for a small grup of hardcore fans....