This is just another article about "How to make CoW better"
Attention for moderators! This article can contain sincere and cynical arguments about the economic model of game and about mechanic of common wealth. If you decide to hide this material from other players community - it's your rigth, but you must report game-admins about this text. Attention for moderators!
1. Balance
The main important part of game process is a balance. First of all we should realize that perfect balance does not exist, it's a beautiful myth. It's possible just to aim more or less improvement of balance.
Game currency is a part of the balance. And bonuses, which players can buy by this currency, are game-part too. The most important question is what proportion of these bonuses has influence to gameplay.
For today (august 2016) the proportion of balance and game-gold is broken. This problem breaks players's fun and hits on the BL's wallet.
Classification of players
Display Spoiler
1. 60% using only free-gold from first stage of game. Most of them leave CoW after 1-2 weeks.
2. 20% using gold sometimes and not many 5000-10,000. These players like strategic games and CoW, but there is no enough gold-functions, for which it would be nice to pay.
3. 10% don't using gold and playing special team-battles between clans. They like CoW too, but they have no fun from buying a victory.
4. 10% using gold a lot, but other players don't like them much (it's a soft formulation). They are not bad, but they using broken game balance and make a big part of other players don't want to play more.
Criticism should be constructive, that why this article not even shows a problem, but trying to present variants of effective solutions for BL and players. Not compromise, but profitable solution!
For this solution BL need not to buy a new game-engine or hire 100 progarammers to write a lot of code.
BALANCE - means a very little difference between the opportunities player without gold and player with gold. Using the in-game currency (regardless of how it is received) should not give an advantage to more than 5-10% of any parameter over those who do not use the currency. This correlation is repeatedly proven in other projects. In the case of an ideal development of the game, at least half of the gold-advantages ordinary player should be able to neutralize (spending more time, by performing more tasks etc.). This classical understanding of the situation.
Very important for battlefield conditions to be equal. Conditions of development can be different: ecomomy, building and technologies. But war (a key moment in CoW) MUST be equal for everyone!
It's a simple formula: good balance = more fun for players = more players = more profit for BL = more content = much more fun...etc.
Such game options as: unlimited buying of units, technologies and buildings, increasig of game-moral and golden-spies - they are breaking balance. All of them are analogues of button "KILL ALL".
And this options have no equivalents. They aren't compensating by usual game options. It spoils the game, unfortunatly.
IMPORTANT! This thread is NOT about cancellation of gold, is NOT about accusations to BL. Nope. This article shows the problem and considering variants of solution.
Example-
Display Spoiler
Example of game -Boomz- (from Mail)
It is a comics game like legendary Worms, but without worms. This game has MMORPG system, and players can buy a lot of things, but the main battle-process (shoting like in worms) is changeless from gold-options. Instead of this players are paying for duaration of ther equipmet and another effects.
Compared with -Boomz- from spoiler CoW has broken exactly battle-process, instead of indirect bonuses. But it can be corrected, so that the process will be repaired.
2. Game economy
The main source of income is donations of players - buying of golden-options. This option is used by all in different scales, so it is certainly need to be in CoW. But not in such formant, which is breaking the balance.
The second source of profitability - is the special facilities (High Command or premium). Ideally, you should add more features in premium, to make it more attractive for users.
For example to set a time of missile launching or air-managment - setting of planes behevior in different battle situations.
And the thrid source, which is not using in CoW for now - customisation. It can bring more profits than gold-options.
Because it's potential audience is much more wide. A lot of player can spend a little money for unique decorations (like in -Team Fortess 2- or -Battlefield heroes-).
3. Suggestions
We have 4 styles of armies customisation in game for now (Soviet, USA, Japan and Reih). It'll be easilly to make new variants like items in game-shop. Another items of customisation can be variants of buildings (especially forts). It's important to make game-shop more representable, because for now it has only two positions (premium and gold).
More demand will be on the profile customization. Game achivements for now are able only for owner, but it'll be nice to place them into profile information. And player can choose which achivements will be presented. Style and colour of this panels of medals-achivements player will be able to buy in game-shop.
More usefull will be such option as customization-editor, where player can set his own style of units and buildings (and may be colur of nation on map). Editor and packs of details for customization should be separate items.
For example: you bouying editor and 5 packs of styles. after you can create your own customization from Soviet and USA styles, but without their logos (using your own logo from templates range in editor; not a white star, but a black square).
The following items can diversify game-shop: repairs-packs with 5, 10 and 50 items.
Packs:
-sanitary company- (increase HP on 20) for Infantry units; (all such units in stack)
-company of engineers- (increase HP on 30) for armor units;
-mechanical parts- (increase HP on 20) for air units;
-repairmen company- (increase HP on 30) for naval units;
Every player can use packs of one type only 5 times in day. That's how a gold-option bacame a game-mechanic, and demand on it will encrease.
Every player will have his own inventory, attached to his game-account. It this inventory he can to store items and pack, which he bought in game-shop, and using in his games. BUT for each of his games must be set a counter to limit the use of repars-packs.
Examples-
Display Spoiler
In one map player X used four-sanitary companies- for stack of 8 inf. and he increased their common HP on 100. For this game-day he can use such pack only one times. But in another map this player X can use all 5 times. The only limit of using is a number of pack, which he has in inventory.
As a separate item can be extra-repairs, wich encrease 35 HP for all type of units, but can be used only one times in day.
The same items can be made for boost of boulding and researching.
-Packs of science-plans- with 5 and 10 items. Eack pack encrease researching for 12 hours. Five types of packs for each technologies brunch (inf, armor, air, secret and naval). Palyer can use any pack only two times in day. (f.e. use one air-plans and one armor).
For building -overtime construction- packs (-12 hours); 5 times per day
For producing units -total mobilization- packs (-12 hours) five types of mobilization packs for each brunch of units;
5 times per day for each type of pack.
The same system can be used for increasing of morale in province - from game-shop items and limited by personal counters on server.
The same system can be used for espionage. Button -reveal all armies- must be removed.
That's how we can create gold-using with a human face!
Additionally can be made a new game-element - government (added into panel with province administrarion like a third inset.
In government inset player can choose 3 ministers and one -national idea-.
One minister can be appointed or dismissed only once a day. So player must to choose between changing one of the current ministers or appointting of new.
National idea can be changed only once a 5 days.
Ideas and ministers packs should be separate items is game-shop. So all player will be able to create their own build of government for each game, they are playing.
Examples of ministers:
+3% of speed to naval technoligy
+1% to increasing morale of units when new day is comming
+2 of resources income
+5% of income in non-core provinces
+2.00 HP for inf units
- etc.
Examples of ideas:
- speed bonus of morale recovery in provinces "Police nation"
- +5% to recruits income "Total Mobilization"
- etc.
So we will have more items in shop = more balance = more game fun = more players = more profit of BL etc...
Attention for moderators! This article can contain sincere and cynical arguments about the economic model of game and about mechanic of common wealth. If you decide to hide this material from other players community - it's your rigth, but you must report game-admins about this text. Attention for moderators!
1. Balance
The main important part of game process is a balance. First of all we should realize that perfect balance does not exist, it's a beautiful myth. It's possible just to aim more or less improvement of balance.
Game currency is a part of the balance. And bonuses, which players can buy by this currency, are game-part too. The most important question is what proportion of these bonuses has influence to gameplay.
For today (august 2016) the proportion of balance and game-gold is broken. This problem breaks players's fun and hits on the BL's wallet.
Classification of players
1. 60% using only free-gold from first stage of game. Most of them leave CoW after 1-2 weeks.
2. 20% using gold sometimes and not many 5000-10,000. These players like strategic games and CoW, but there is no enough gold-functions, for which it would be nice to pay.
3. 10% don't using gold and playing special team-battles between clans. They like CoW too, but they have no fun from buying a victory.
4. 10% using gold a lot, but other players don't like them much (it's a soft formulation). They are not bad, but they using broken game balance and make a big part of other players don't want to play more.
Criticism should be constructive, that why this article not even shows a problem, but trying to present variants of effective solutions for BL and players. Not compromise, but profitable solution!
For this solution BL need not to buy a new game-engine or hire 100 progarammers to write a lot of code.
BALANCE - means a very little difference between the opportunities player without gold and player with gold. Using the in-game currency (regardless of how it is received) should not give an advantage to more than 5-10% of any parameter over those who do not use the currency. This correlation is repeatedly proven in other projects. In the case of an ideal development of the game, at least half of the gold-advantages ordinary player should be able to neutralize (spending more time, by performing more tasks etc.). This classical understanding of the situation.
Very important for battlefield conditions to be equal. Conditions of development can be different: ecomomy, building and technologies. But war (a key moment in CoW) MUST be equal for everyone!
It's a simple formula: good balance = more fun for players = more players = more profit for BL = more content = much more fun...etc.
Such game options as: unlimited buying of units, technologies and buildings, increasig of game-moral and golden-spies - they are breaking balance. All of them are analogues of button "KILL ALL".
And this options have no equivalents. They aren't compensating by usual game options. It spoils the game, unfortunatly.
IMPORTANT! This thread is NOT about cancellation of gold, is NOT about accusations to BL. Nope. This article shows the problem and considering variants of solution.
Example-
Example of game -Boomz- (from Mail)
It is a comics game like legendary Worms, but without worms. This game has MMORPG system, and players can buy a lot of things, but the main battle-process (shoting like in worms) is changeless from gold-options. Instead of this players are paying for duaration of ther equipmet and another effects.
Compared with -Boomz- from spoiler CoW has broken exactly battle-process, instead of indirect bonuses. But it can be corrected, so that the process will be repaired.
2. Game economy
The main source of income is donations of players - buying of golden-options. This option is used by all in different scales, so it is certainly need to be in CoW. But not in such formant, which is breaking the balance.
The second source of profitability - is the special facilities (High Command or premium). Ideally, you should add more features in premium, to make it more attractive for users.
For example to set a time of missile launching or air-managment - setting of planes behevior in different battle situations.
And the thrid source, which is not using in CoW for now - customisation. It can bring more profits than gold-options.
Because it's potential audience is much more wide. A lot of player can spend a little money for unique decorations (like in -Team Fortess 2- or -Battlefield heroes-).
3. Suggestions
We have 4 styles of armies customisation in game for now (Soviet, USA, Japan and Reih). It'll be easilly to make new variants like items in game-shop. Another items of customisation can be variants of buildings (especially forts). It's important to make game-shop more representable, because for now it has only two positions (premium and gold).
More demand will be on the profile customization. Game achivements for now are able only for owner, but it'll be nice to place them into profile information. And player can choose which achivements will be presented. Style and colour of this panels of medals-achivements player will be able to buy in game-shop.
More usefull will be such option as customization-editor, where player can set his own style of units and buildings (and may be colur of nation on map). Editor and packs of details for customization should be separate items.
For example: you bouying editor and 5 packs of styles. after you can create your own customization from Soviet and USA styles, but without their logos (using your own logo from templates range in editor; not a white star, but a black square).
The following items can diversify game-shop: repairs-packs with 5, 10 and 50 items.
Packs:
-sanitary company- (increase HP on 20) for Infantry units; (all such units in stack)
-company of engineers- (increase HP on 30) for armor units;
-mechanical parts- (increase HP on 20) for air units;
-repairmen company- (increase HP on 30) for naval units;
Every player can use packs of one type only 5 times in day. That's how a gold-option bacame a game-mechanic, and demand on it will encrease.
Every player will have his own inventory, attached to his game-account. It this inventory he can to store items and pack, which he bought in game-shop, and using in his games. BUT for each of his games must be set a counter to limit the use of repars-packs.
Examples-
In one map player X used four-sanitary companies- for stack of 8 inf. and he increased their common HP on 100. For this game-day he can use such pack only one times. But in another map this player X can use all 5 times. The only limit of using is a number of pack, which he has in inventory.
As a separate item can be extra-repairs, wich encrease 35 HP for all type of units, but can be used only one times in day.
The same items can be made for boost of boulding and researching.
-Packs of science-plans- with 5 and 10 items. Eack pack encrease researching for 12 hours. Five types of packs for each technologies brunch (inf, armor, air, secret and naval). Palyer can use any pack only two times in day. (f.e. use one air-plans and one armor).
For building -overtime construction- packs (-12 hours); 5 times per day
For producing units -total mobilization- packs (-12 hours) five types of mobilization packs for each brunch of units;
5 times per day for each type of pack.
The same system can be used for increasing of morale in province - from game-shop items and limited by personal counters on server.
The same system can be used for espionage. Button -reveal all armies- must be removed.
That's how we can create gold-using with a human face!
Additionally can be made a new game-element - government (added into panel with province administrarion like a third inset.
In government inset player can choose 3 ministers and one -national idea-.
One minister can be appointed or dismissed only once a day. So player must to choose between changing one of the current ministers or appointting of new.
National idea can be changed only once a 5 days.
Ideas and ministers packs should be separate items is game-shop. So all player will be able to create their own build of government for each game, they are playing.
Examples of ministers:
+3% of speed to naval technoligy
+1% to increasing morale of units when new day is comming
+2 of resources income
+5% of income in non-core provinces
+2.00 HP for inf units
- etc.
Examples of ideas:
- speed bonus of morale recovery in provinces "Police nation"
- +5% to recruits income "Total Mobilization"
- etc.
So we will have more items in shop = more balance = more game fun = more players = more profit of BL etc...
The post was edited 2 times, last by Mors1917 ().