#4: Cathedral of Aachen - If you're somewhat of a PvP'r or want to be on the military side of GvG, you're going to need this one along with the Castel del Monte and Statue of Zues Marks - Coin boost and goods is another must have GB #2: Statue of Zues - Even if you're not a hardcore PvP'r, this GB is too small not to have in your city and becomes useful when fighting on the Continent map (if you purely negociate, you know not to get it ) #1: Lighthouse of Alexandria - That supply boost is really useful plus you get goods! I just thought I'd throw it for the sake of a more complete answer.This would be my preferred order assuming I'm starting a brand new city: This point does not directly relate to Great Buildings, as they can't be motivated anyway. So there goes another incentive to log in every day. But aiding helps prevent plunder! So guilds ask their members to aid a few times a week (plus you get coins, blueprints and other goodies). Since you can be plundered, you had better come back in time to collect your productions before somebody else takes them (incidentally, this is also why the combat system is so out of whack, if you heavily favour the attacker, the only real defence is to log in in time to collect one's productions, it is an encouragement to get on the game more often). One of the ways to encourage players to log in the game is the social interaction system, both aiding and plundering play a role in this. This leads us to the last point: social interactions. Since right now it is one of the big things that keep players in the game, that means that less players would remain interested in the game for a long while. Less incentive means that less people will undertake it. If you take that away, there's less incentive to actually work on getting and upgrading them. Great Buildings are nice because they give big stuff and are always safe. This means that some players who actually like plundering would also leave the game, as they would not find it as appealing (less easy victims, less players in general, several reasons). If you push plundering too hard, you run the risk of driving them away, thus decreasing your player base. There are many players who thoroughly enjoy GE, GvG, and even neighbourhood fights who nonetheless would rather not have the plundering feature. They just would rather not get plundered. Those players that you say that want to play FarmVille, do not want to play FarmVille, they want to play Forge of Empires. Remember, we need a big, stable player base to make sure we can generate as much income for the game as possible. What players love or hate actually has an impact on the game. On a side note, there are things, such as LoA's bonus to productions or DT's aid, that I'm not sure how easy or difficult would be to code. While good playstyle ought to be rewarded, you can't have the five top players absolutely dominate everyone else without serious detriment to the game. I guess that if you could steal, say 80 FP from 7 players in a good day, that would be a bit too big an increase of power and give you too big an advantage over players who aren't as lucky and vigilant as you. Great Buildings can have huge productions, stuff like 30, 40, 80, 120 FP in one day and even more. For that, you need a stable, reasonable big player base, ways to keep it interested in the game, and ways to spend while making the game playable for free.īut let's start from the beginning. I can think of three reasons: balance, player base, and social interactions.Īll of them stem from one same thing: how to make the biggest amount of money possible. In the same way, I don't know why special residential buildings can be motivated and thus protected from plundering while special productions buildings can't. I don't know why you can't plunder Wishing Wells or Victory Towers but you can plunder Mahrajah's Palaces. I do not know why Inno decided that somethings should be plunderable and other things shouldn't.
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