DeletedUser
Guest
Me don't likey
a) Customer service
The Ticket response rate is horrible, a disaster. If this were some project of a student who is doing this in his spare time, hey, no big thing. Take your time. But if you are a multimillion dollar company and have a paying customer then you really should ban a player within 3 weeks, if he deserves it, or at least answer the ticket, why you think it's no problem.
If you have a customer buying premium for the beta and you decide you want to give out an additional 100% gold, then at least give those few who allready bought the bonus too. Those people who are the first that wanted to support you are those you will keep for quite a long time, your cash cows. Not really the clients you want to piss off, by saving a few gold pieces.
Transfer gold is not possible. On the one hand you squeeze some more bucks out of the players, on the others you promise players it is allowed to give gold away for ingame events, but make it impossible. Are you that greedy?
b) Scouting
The most important thing about scouting is that you can dodge units, so that the enemies doesn't see them. In grepolis, if I understand it right, you only get a report if you had enough (i.e. more than the attacker spent) gold in your cave. So, ex post, after the attack took place you get a report. Defense against scouting is pretty expensive, espacially when you get targeted by a bigger enemy or an alliance who can easily decrease your cave silver.
c) Farm space
2000-2500 farm slots are so few, since you have to spend farm space on your own defense, transport ships, offense ships for the attack, defense ships for the 24 hour take over period and then you need ground offense too. If you upgrade your pits to level 40 or your harbor, barracks to maximum you block even more slots. Basically when you try to take over a village on another island you have around 800-1000 slots for offensive units. 200-250 chariots.
d) The wall
A level 30 wall gives you 300% defensive bonus? Is it possible to take over a village that has been fully built. if the village is just going for ground defense our force from c) will do 5% damage. Even if you send the maximum amount of cavalry with no naval support, just transport ships you'll end up with 10% losses. Take into consideration that the defender can stack.
e) The Catapults
The damage has improved, but they are still miles away from being useful. you need a full farm of catapults to get a wall down. The offensive value is horrible so you get blocked by the tiniest forces. In the end you will need to send offensive units along, so that some catapults survive, do minor damage and loose massive amounts of resources anyway.
f) Rebuild times
With miracles and a lot of resources you can rebuild an empty farm within 4 days. Basically bigger player can take over a village on an island deep in enemy territory and build up a defense or an offense superfast, and since it is superhard to take over, he will probably stay there.
g) The timing
The lack of timing sounded fun, before I spent 3 seconds thinking about it. This game shouldn't be about who has the fastest connection, who has the best mouse and who can cheat undetected the best. But ... it should be possible to still attack active players. At the moment you can easily dodge the naval forces and block the transportships, thus making it necessary to attack with totally mixed villages and those have nearly no attack power.
h) the delete/skip report button
I'm not interested in watching the same stupid attack animation over and over again. I want to skip it. At the moment when I click on next report I have a good chance of clicking delete report. The skip button however looks just the same and is miles away.
i) the graphics
They are nice, very nice, but if I play with a mobile I don't want those graphics, I want fast loading times of less than a minute per page and I want far less traffic. Why is there no "classical" overview?
j) The island grid
I have no clue where I am, I cannot calculate how far the next island is, cannot even guess it. Can anyone see those blue buttons from your tribe members or is it just me? The overview just doesn't deliver the information I need.
k) the distances on the island
As I understand everyone on the island needs the same time to reach all farm villages, which is good, but why is the distance to an active adjacent village trice the traveling time. Is there really no better solution. Is there no solution that you need only a few minutes to a village on the other side of the island, but hours to a village on the corner of the island?
l) The mythical units
I like how the cost huge amounts of mana and you need ages to get them, but why are there some so seriously overpowered (i.e. meduse) and most others suck. Why isn't it possible to support an attack on an island with your mythical units? I want to take over a village on my own island. I send over a bash and then in a second wave the colonization ship. Since it is on water I don't want to build transport ships for all my medusae, so I think I can surely send them in a second wave. No - you can't, since the defender has switched to praying to another god.
m) the miracles
I create an alliance with 100+ players, wait till around 30 of them get a temple and ask them to cast zeus lightning on the rank 1 player. he looses at least 30 buildings over night, with no warning and all he can do is to switch to athene to try to block the effects. but he will have too few mana and the attackers can just test out if he is defended by a shield and wait till he isn't. Basically you can get rid of every player if you have enough stupids following your lead
faster build times?
Rebuild time from an empty farm to a full one in 4 days. Building a village till the point were you can noble is month, maybe even 3. So of course there will be a variance in the time players need till they noble. multiple weeks even. those who are just merely ahead can easily rebuild the farm a few times?
+50% resources? Hell yeah, that's really something. Basically you get 10-12 res per pit level, very roughly, but if you get your temple up a little you can quite easily get an extra 250 res out of a level 40 pit, basically get a level 60 pit.
Is it just me or are those miracles overpowered?
n) The premium
Sure, everyone tries to make a living and this game should cost some money, as you also pay for employees and what not, but is it just me or are the prices pretty high for such a game. You easily pay more than for WoW or the new Star Trek Mmorpg. That is a decision you will have to take, since there is a few idiots like me who still pay that, apparently it's the right pricing, but what really really bothers me is that you make it impossible to have any competition in this game. If I spend 2000 Gold I can overtake someone with the same knowledge of the game and the same activity who is only paying 1000 and get overtaken by someone who is paying 4000. I want to know if I am the "best" player, which is my motivation to play this game. But if others can buy their success that is lost for me. The 50 Gold for a culture point are annoying in the beginning and totally useless later, so they don't bother me that much. The gold for the Counselors is giving you a huge benefit early on, but apart from the first (maybe the second) I doubt I will need the rest. BUT those 20 gold for build time reduction totally piss me off. Since it is important to be able to noble earlier than the rest, since you can get a few villages before the others can follow you will use this a lot if you are competetive. The funny thing is that you don't even earn that much from this feature in the late game, but you have seriously pissed off clients who want to play long term.
This is not everything, but the points that came to my mind. Please fix this unbalanced, unlogical alpha version or you will seriously loose clients. Not those addicts like me who play for the community anyway, but those who haven't established long term bonds with other players.
a) Customer service
The Ticket response rate is horrible, a disaster. If this were some project of a student who is doing this in his spare time, hey, no big thing. Take your time. But if you are a multimillion dollar company and have a paying customer then you really should ban a player within 3 weeks, if he deserves it, or at least answer the ticket, why you think it's no problem.
If you have a customer buying premium for the beta and you decide you want to give out an additional 100% gold, then at least give those few who allready bought the bonus too. Those people who are the first that wanted to support you are those you will keep for quite a long time, your cash cows. Not really the clients you want to piss off, by saving a few gold pieces.
Transfer gold is not possible. On the one hand you squeeze some more bucks out of the players, on the others you promise players it is allowed to give gold away for ingame events, but make it impossible. Are you that greedy?
b) Scouting
The most important thing about scouting is that you can dodge units, so that the enemies doesn't see them. In grepolis, if I understand it right, you only get a report if you had enough (i.e. more than the attacker spent) gold in your cave. So, ex post, after the attack took place you get a report. Defense against scouting is pretty expensive, espacially when you get targeted by a bigger enemy or an alliance who can easily decrease your cave silver.
c) Farm space
2000-2500 farm slots are so few, since you have to spend farm space on your own defense, transport ships, offense ships for the attack, defense ships for the 24 hour take over period and then you need ground offense too. If you upgrade your pits to level 40 or your harbor, barracks to maximum you block even more slots. Basically when you try to take over a village on another island you have around 800-1000 slots for offensive units. 200-250 chariots.
d) The wall
A level 30 wall gives you 300% defensive bonus? Is it possible to take over a village that has been fully built. if the village is just going for ground defense our force from c) will do 5% damage. Even if you send the maximum amount of cavalry with no naval support, just transport ships you'll end up with 10% losses. Take into consideration that the defender can stack.
e) The Catapults
The damage has improved, but they are still miles away from being useful. you need a full farm of catapults to get a wall down. The offensive value is horrible so you get blocked by the tiniest forces. In the end you will need to send offensive units along, so that some catapults survive, do minor damage and loose massive amounts of resources anyway.
f) Rebuild times
With miracles and a lot of resources you can rebuild an empty farm within 4 days. Basically bigger player can take over a village on an island deep in enemy territory and build up a defense or an offense superfast, and since it is superhard to take over, he will probably stay there.
g) The timing
The lack of timing sounded fun, before I spent 3 seconds thinking about it. This game shouldn't be about who has the fastest connection, who has the best mouse and who can cheat undetected the best. But ... it should be possible to still attack active players. At the moment you can easily dodge the naval forces and block the transportships, thus making it necessary to attack with totally mixed villages and those have nearly no attack power.
h) the delete/skip report button
I'm not interested in watching the same stupid attack animation over and over again. I want to skip it. At the moment when I click on next report I have a good chance of clicking delete report. The skip button however looks just the same and is miles away.
i) the graphics
They are nice, very nice, but if I play with a mobile I don't want those graphics, I want fast loading times of less than a minute per page and I want far less traffic. Why is there no "classical" overview?
j) The island grid
I have no clue where I am, I cannot calculate how far the next island is, cannot even guess it. Can anyone see those blue buttons from your tribe members or is it just me? The overview just doesn't deliver the information I need.
k) the distances on the island
As I understand everyone on the island needs the same time to reach all farm villages, which is good, but why is the distance to an active adjacent village trice the traveling time. Is there really no better solution. Is there no solution that you need only a few minutes to a village on the other side of the island, but hours to a village on the corner of the island?
l) The mythical units
I like how the cost huge amounts of mana and you need ages to get them, but why are there some so seriously overpowered (i.e. meduse) and most others suck. Why isn't it possible to support an attack on an island with your mythical units? I want to take over a village on my own island. I send over a bash and then in a second wave the colonization ship. Since it is on water I don't want to build transport ships for all my medusae, so I think I can surely send them in a second wave. No - you can't, since the defender has switched to praying to another god.
m) the miracles
I create an alliance with 100+ players, wait till around 30 of them get a temple and ask them to cast zeus lightning on the rank 1 player. he looses at least 30 buildings over night, with no warning and all he can do is to switch to athene to try to block the effects. but he will have too few mana and the attackers can just test out if he is defended by a shield and wait till he isn't. Basically you can get rid of every player if you have enough stupids following your lead
faster build times?
Rebuild time from an empty farm to a full one in 4 days. Building a village till the point were you can noble is month, maybe even 3. So of course there will be a variance in the time players need till they noble. multiple weeks even. those who are just merely ahead can easily rebuild the farm a few times?
+50% resources? Hell yeah, that's really something. Basically you get 10-12 res per pit level, very roughly, but if you get your temple up a little you can quite easily get an extra 250 res out of a level 40 pit, basically get a level 60 pit.
Is it just me or are those miracles overpowered?
n) The premium
Sure, everyone tries to make a living and this game should cost some money, as you also pay for employees and what not, but is it just me or are the prices pretty high for such a game. You easily pay more than for WoW or the new Star Trek Mmorpg. That is a decision you will have to take, since there is a few idiots like me who still pay that, apparently it's the right pricing, but what really really bothers me is that you make it impossible to have any competition in this game. If I spend 2000 Gold I can overtake someone with the same knowledge of the game and the same activity who is only paying 1000 and get overtaken by someone who is paying 4000. I want to know if I am the "best" player, which is my motivation to play this game. But if others can buy their success that is lost for me. The 50 Gold for a culture point are annoying in the beginning and totally useless later, so they don't bother me that much. The gold for the Counselors is giving you a huge benefit early on, but apart from the first (maybe the second) I doubt I will need the rest. BUT those 20 gold for build time reduction totally piss me off. Since it is important to be able to noble earlier than the rest, since you can get a few villages before the others can follow you will use this a lot if you are competetive. The funny thing is that you don't even earn that much from this feature in the late game, but you have seriously pissed off clients who want to play long term.
This is not everything, but the points that came to my mind. Please fix this unbalanced, unlogical alpha version or you will seriously loose clients. Not those addicts like me who play for the community anyway, but those who haven't established long term bonds with other players.