Having discussed it with the players, it still remains a mystery to all what COW 1.5 is supposed to add or is fixing, which COW 1.0 did not provide or which couldn't be fixed in COW 1.0.
Understandable goals could be:
Unfortunately for COW 1.5, there is a huge difference in activity in the test games compared to the COW 1.0 games I am in. And I am not observing this with the random User1234567 players (they behave normally and go inactive als always), but especially with the normally more active players.
As is, the game has changed profoundly, but nothing seems to be fixed or added; on the contrary, because:
Thusly awaiting, and eagerly so, COW 1.6:
Naturally, the intended tweaks for 1.5 should be incorporated in 1.6:
Understandable goals could be:
- Player retention/Combating inactivity rates =>
- making the game play more interesting with an understandable learning curve
- offering a level playing field, pulling players in to play and to keep playing and progress
- offering incentives, like cool badges (S1914) and rewards for achievements (COW 1.0)
- making the game play more interesting with an understandable learning curve
- Monetization/Creating more revenues =>
- making it feel worthwhile to invest proper RL-money in a virtual world
- make players want to support the game with RL-money because they love it
- make players want to win above their level (for which they must first learn to like the game)
- making it feel worthwhile to invest proper RL-money in a virtual world
Unfortunately for COW 1.5, there is a huge difference in activity in the test games compared to the COW 1.0 games I am in. And I am not observing this with the random User1234567 players (they behave normally and go inactive als always), but especially with the normally more active players.
As is, the game has changed profoundly, but nothing seems to be fixed or added; on the contrary, because:
- seasoned players are less interested to play and
- new players go inactive as always (or more often even? Only Bytro could assess that properly)
Thusly awaiting, and eagerly so, COW 1.6:
- with more than just tweaks of the now existing stuff in 1.5.
- with more options for moral and economic/industrial management.
- with more realistic stats for the units = less extreme differences between att vs def.
- with more realistic research progress.
- with a set of progressively difficult tutorial maps for new players; possibly each with a good gold reward to get them accustomed to using gold (first compensating for their still lacking skill and later getting them to buy, because they are accustomed to it)
- an attractive HC package, offering what is most needed for most: automation of certain manual functions, allowing for more off-line time (or practically: HC as it used to be in COW 1.0, but feel free to be creative and add something new).
Naturally, the intended tweaks for 1.5 should be incorporated in 1.6:
- if manpower will be required for everything, than we need higher output and/or lower cost and/or more options to improve output to keep the game playable.
- for different techs, techs should be more differentiated in requirements, because now nobody look at the resource or research requirements, except manpower.
- except for the faster battle-tick, the game has slowed enormously, chasing new and old players away alike. Maybe output tweaks can solve that?