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  • Current state of the game

    Dissecting this base (only some of the base fit in the screenshot):
    -Hades environment
    -8 temples
    -10 monuments
    -7 centaur academies
    -2 hero academies (Perseus and Achilles)
    -3 gorgon towers
    -1 fire tower
    -1 archimedes tower
    -1 arrow tower
    -62 Aphrodite houses
    -6 Hades houses
    -2 Artemis houses
    -2 Hermes houses

    200 defensive points over my base, which took effort to design and punches above its weight in terms of the comparisons I've made against equal level opponents I fight against. What does this tell me? That I've been wasting my time with base design, I should sell all my barracks, all my towers, switch all my houses to Aphrodite, grab Perseus, and go all in on Centaur academies and gorgon towers.

    Question for devs: Is this the game you wanted to create? Where base design is reduced to such simple decisions?

    Now I will say, that of course a clever attacker could handle this base, those centaur academies should be bubbled, preferably double bubbled to protect against Aphrodite charm, you'll still get hit with a wave due to the 4 starting per academy though. Bigger issue would be Perseus and Achilles who will come after you fast, so you need to decide whether to prioritize Apollo temple, or get the Aphro/Hades temples in close proximity. Of course a clever attacker wouldn't be faced with these decisions, because the only realistic option to ensure an easy victory would be to monogod it, which brings us to the second problem with the current state of the game, to deal with these boring designed but high power bases, requires the incredibly boring attack style of monogod, where you essentially just AVOID the base.

    Not sure I can stick around with this game much longer, perhaps the only thing keeping me around is the fact that 90% of bases I attack are zombie bases which were designed pre-centaur, and are capable of being attacked with slow push, which requires skill but is also engaging and fun while still being a challenge.

  • #2
    This base seems like dog water but I have even less trophies so this just tells me that it seems like it’s pay to win and it is but it ok because we only compete against ourselves really. My mindset is that eventually every and any base can be taken down with enough time but it will definitely be a grind. Just pay money if it bothers you so much.

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    • #3
      Originally posted by Isniffstuff
      This base seems like dog water but I have even less trophies so this just tells me that it seems like it’s pay to win and it is but it ok because we only compete against ourselves really. My mindset is that eventually every and any base can be taken down with enough time but it will definitely be a grind. Just pay money if it bothers you so much.
      The only "p2w" is the two heros and the environment, total cost of maybe $20. I didn't get a chance to attack it unfortunately, showed up as a revenge but by the time I got around to it someone else had attacked me.

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      • #4
        I agree this is problematic. The economy of base design is too simple. I hope devs will complexify things in the future. Like decrease of 10%of efficiency of a building per time you make an other one
        Exemple : 1st arrow twr u build does 100 dmg
        2nd does 90 dmg
        3rd does 81dmg
        ...

        This kind of changes (instead of just increase like hell cost) is what make us think a lot to design clever bases. Please devs take care of what he said, there is simple and good solutions to this problem.
        ​​​​​

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        • #5
          Originally posted by Raphasifiout
          I agree this is problematic. The economy of base design is too simple. I hope devs will complexify things in the future. Like decrease of 10%of efficiency of a building per time you make an other one
          Exemple : 1st arrow twr u build does 100 dmg
          2nd does 90 dmg
          3rd does 81dmg
          ...

          This kind of changes (instead of just increase like hell cost) is what make us think a lot to design clever bases. Please devs take care of what he said, there is simple and good solutions to this problem.
          ​​​​​
          That could work perhaps, or maybe a maintenance cost could be introduced, but yes the economy side could certainly be tweaked to improve the situation. The wonderful thing about this game is the fact old alliances and users accounts don't just disappear after going inactive. So it's easy enough to see what's been going on in the history of this game. Doing some searches on alliances you can see there's really few alliances with active players left, whereas at different periods this game had a huge userbase. Then when you look at 'last assisted' you can get a good idea of exactly when these players simply stopped playing. There is a definite correlation there with the introduction of heros, and the bigger one, the introduction of centaurs.

          Right now the game seems to consist of a very small core 90% of players who for the most part are suffering under the sunk cost fallacy, having invested so much time and in some cases money into the game, you can't walk away easily without feeling you've thrown away the investment, even as the game provides little enjoyment or fun any longer, so you become embittered (just read through Kitten's posting history on this forum) and cynical with a faint hope that things will improve, but they don't, the devs don't listen and are like a tone-deaf company that continues bringing out products no one asked for or wants, while ignoring the requests for new features that would be fun. Companies than ignore the customer go out of business, and that's where this thing is headed.

          Right now the option is to use a very boring brain-dead attack style (monogod) to attack boring centaur/gorgon/hero/pinkhouse bases, to earn stone, to build braindead bases that rely on gorgons heros and centaurs to win. Then one day you wake up and ask yourself "what other cooler things could I be doing with my time than wasting it on this Sisyphean drudgery?

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