eRepublik rebirth or death? My thoughts on the last changes.
Tall_niki
PLEASE VOTE AND SHOUT
Today we received 2 massages from admins.
One by Platos's pm....which it was a little bit confusing about the matter of "work as manager" option, and one at our home page which is speaking about the deletion of the organizations.
As, it seems admins realized that something isn't going well at the economy module, so they are planning some changes on that.
My question is.....
Is the economy module the only game part that must be fixed?
I believe that the biggest problem of the game, is its age.
I will explain it.....
Most of the new users are coming here in order to help their countries to conquer as many new regions as possible. They want to help their e-countries to grow, and to see them rule all the e-world.
But after some playing they realize that they can't help their e-countries. And this is logical. They are comparing their damage....and the damage that the biggest tanks can do. When they are seeing that the biggest tanks can do millions of influence in a round, they just disappointing. How much an influence of 20.000 can change the battle status when there are users that can do 20.000.000 per round? So, they are living the game.
And unfortunately...a game without players will die soon or later.
So, something must be done...and I think that it must be done quickly. The last year the game has the same number of active players. That means that soon or later the active players will start to reduce if the game remain as it is.
I can say that admins did a lot of interesting add-ons in the game in order to keep new players active (as bazookas, Military units etc)...but it seems that it isn't enough.
One thing must change: The gap between new and old players. The new players must have a reason to stay in the game.
And this can be done easily. Or by putting limits on health packs and candy bars (as it was at V1 version of the game)...or by the way that I will propose below, and I think that will help the game to gain its old glory.
CHANGE OF DAMAGE MADE FROM WEAPONS
The damage made from the weapons will be a result of users strength and quality of weapon.
An example (numbers or parameters can be different)
- empty hands --> (current influence with empty hands / 2) + 500 influence per hit
- Q1 qun --> (current influence with Q1 / 2) + 1000 influence per hit
- Q2 qun --> (current influence with Q2 / 2) + 2000 influence per hit
- Q3 qun --> (current influence with Q3 / 2) + 3000 influence per hit
- Q4 qun --> (current influence with Q4 / 2) + 4000 influence per hit
- Q5 qun --> (current influence with Q5 / 2) + 5000 influence per hit
- Q6 qun --> (current influence with Q6 / 2) + 6000 influence per hit
Let's see an example with real data:
Tall_Niki (11390.65 strength)
damage per weapon can see here: http://erep.maxihellas.com/citizens/user.aspx?UserID=1519716
Influence per hit
- empty hands --> 1.768 + 500 = 2.268
- Q1 qun --> 2.122 + 1000 = 3.122
- Q2 qun --> 2.476 + 2000 = 4.476
- Q3 qun --> 2.830 + 3000 = 5.830
- Q4 qun --> 3.183 + 4000 = 7.183
- Q5 qun --> 3.538 + 5000 = 8.538
- Q6 qun --> 3.891 + 6000 = 9.891
daki9333 (1000 strength) I picked randomly a player with 1000 strength
damage per weapon can see here: http://erep.maxihellas.com/citizens/user.aspx?UserID=5233490
Influence per hit
- empty hands --> 259 + 500 = 759
- Q1 qun --> 155 + 1000 = 1.155
- Q2 qun --> 181 + 2000 = 2.181
- Q3 qun --> 207 + 3000 = 3.207
- Q4 qun --> 233 + 4000 = 4.233
- Q5 qun --> 259 + 5000 = 5.259
- Q6 qun --> 285 + 6000 = 6.285
Let's now imagine that the 2 players above making all the food fights (600 health - 60 fights) with Q6 quns
With current system:
Tall_Niki: 7.782 * 60 = 466.920
daki9333: 570 * 60 = 34.200
Difference: 432.720
34.200 of 1000 strength user are not changing the battle status......
With proposed system:
Tall_Niki: 9.891 * 60 = 593.460
daki9333: 6.285 * 60 = 377.100
Difference: 216.360
377.100 of 1000 strength user CAN change the battle status......
Which are the advantages with such a change:
a. New players are very important to fights (when they are having guns)
b. New players can play as the old players. Can win BH and CH medals easily with the use of health packs and candy bars
c. New players are buying products from the market (so economy module parameters changing).
d. Strategy come again to war module
e. Old players are still making bigger damage per fight
f. Nothing else is needing to change in the game
g. New players will come and stay to the game
h. and many more.......
I don't know if you like my proposal, but I think that something must be done in order new players to have reasons to stay in the game. And the solution will be given only if something will be changed in the war module.
Thanks
Tall_Niki
Comments
Voted.
Ψήφος
v
I always like to read good ideas. One major disadvantage I see is that strength becomes of less imporant, so less gold spending in training !!! Admins/Owners don't want that !!!
voted
Nice idea. Alternatively "strength" could reset to zero once every year.
nice article voted and supported. But do you really thing that article will change anything?? Thousands of articles published none of them really got attention by admins.
ψηφος...ειναι καλη προταση,προσωπικα εγω που ριχνω influence με q6 3300 με συμφερει γιατι παω 9300
αλλα καποιος που ριχνει 5000,δηλαδη 1700 διαφορα ανα hit,δεν τον συμφερει γιατι παει 11000 και χανει σε συνολικο νταματζ...
I like the ideas... but to win BH will be an amazing thing... 😶
@Lemessianos
a. Strength remains important.
b. New players have reasons to buy gold in order to make companies, to buy weapons, bars or health packs.
c. The changes will mean more players...so...and more customers.
d. Have you seen many new players to buy gold? With this proposal, there would be many that will buy.
@Aggelakiss
Και παλι έχει προβάδισμα.....σκέψου πόσο καιρό θέλει ένας νέος παίκτης να φτάσει το 3300 με q6 που κάνεις εσύ....δεν μιλάω για τις 7000-8000 και 9000 που κάνουν άλλοι παίκτες....πόσο εύκολο είναι να μείνει ενεργός αν έχει τόσο μεγάλη διαφορά?
Putting limits on health packs and candy bars will balance the game, but reduce the credit card spending of the elite citizens. It is less risky to do something than affects the 99%
I agree with this article
I see that the gap between a new player and an old one is really big and can never be the same, no matter what.
Let's imagine a player starting today. He/she will have 13.000 strength difference with the best players in the game.
Let's say the player likes the game, and decides to "invest" in it, building companies to make money etc, so that he can perform daily full trainning.
Then he starts to realize that, even after one year, he will have no more than 9.000 strength, and that the strongests players will reach 22.000.
And then he thinks "why bother?" And he quits of course
I was a lucky player that started few days after the introduction of the strength system the way we now know it. I could see the strongest person holding 3.500 strength, and I said "ok, I will follow them. After a year I will have 9.000 and the strongest will have 13.000 - big deal!!!"
This is not the case now. Take a look at Fyrom. Their ecountry introduced in the game at October, and they were lucky too! How can a new ecountry like eAlbania reach them nowadays? It is merely impossible.
What I have proposed officially to game owners is a yearly strength / rank deduction.
What is the real meaning of the word "God of War" if within 8 months from now there will be 1000 players with that rank? My proposal was, and still is, in a certain time period of every year, strength together with rank to being cut in half.
Voted and shouted.Very good thought as expected from you but i think one more change in the training module would make the game more interesting because it is still unfair for the players that cant afford or dont want to spend rl money in the game.
voted
Nice article:voted
We are customers mates. free-Poor-middle-rich-very rich customers.
A new player without speculation,being fair and honest and etc etc has ZERO chances of survive
If you were the owner of this shop what would be your moves?
As i said vote, but the e-rep is an admirable economic-matrix i've ever seen. Ya cant fight it !!!
good idea. BUT, what about multies and bots? : /
ofcourse voted. This game comes to an end. These changes are inevitable.
De donde sacas 7782 y 570 al hacer los calculos?
v+s
nice idea
@VictorIV
I gave the links at the article
Wise proposal
v
no, the problem is that the game is a gypsy run money making operation that disregards the players. mindless drones fighting doesnt make a game good, it is strategy and economics that do. and erep has left those in the past.
Voted!
also YOUR ENGLISH SUCKS
VOTED!!!
I just wrote a huge replay with all sort of suggestions and **ap, and got a auto log out... mhm... so here is the short version.
I like your concept, the numbers can be tweaked for better balance.
Bots can be fixed by re-captcha implementation on bazooka usage.
Economy and job market for new players can be balanced by implementing the reduction in number of finished products for higher quality companies (scalable ofc) and thus making it economically more viable to use lover quality weapons for "rank training" and saving q6 guns for the really important battles. Right now if you are buying anything other than q6 you need to get your head examined, as q6 brings you to the next rank in less time and for a much cheaper price.
@Veni_Zelos
I know that I am not the best English speaker 😉
You can send me the corrections in order to edit the article 😉
good article mate but also
The old players must have a reason to stay in the game.
if the gap closes so fast theres no reason to stay in the game for old ones. we just leave or sell our old accounts and begin with a new one cause new ones can reach the olders very easily. isnt that a little unfair.
i'm playing this game over 3 years and a new user which is 4 or 6 months age can surpass me in the battle or reach my strength in a few months later. so why do we used gold trained and worked for all this 3 years.
@insmuh
nobody can bypass you if you are making every day all the trainings.
The difference is the gap between the damage can be made at one fight from new and old players.
Old players are still having a good advantage compared to new ones.
great ideas
[removed]
Ψήφος
or we can just join the Stop SOPA and stop playing erepublik for a day 🙂
filika panta! So, they are "leaving" the game.
And unfortunately...a game without players will die "sooner" or later
voted
ψήφος
V
voted karşim
This will create new Fake wars, Fake BH's and fake CH's, the old players will quit too.
Voted φυσικά.
voted
I hate it when I get cheated of stuff I have accumulated.
Why should a player who spent tons of RL money and time be treated more or less the same with a new player? Account trading can be legalized instead.
Terrible idea.
Good idea, you gave too much to new players, but the point is very good. We must prevent that impression of uselessness that newbies feel!
Voted. Excellent ideas, Tall_niki!
Unfortunately, we as players need to be realistic about the business aspect of the game as well. Any change made to favor new players will inevitably upset the older ones--especially the oldest players, many of whom have gotten where they are by making large financial investments. It doesn't make a whole lot of sense for the admins (whom we should really call "owners") to make any change which might alienate this large existing client base. So while I'd love to see a change like this (any many more to favor new blood) in this game, I can't expect it to happen.
Tha simfoniso me to concept tis ideas sou. Ta noumera mporoun na ginoun tweaked ligo gia na iparxei mia megaliteri diafora apo tin apopsi oti to loyalty sto game prepei na antameivetai opote prepei na iparxei gap (oxi oso iparxei tora omos).
Great ideas
btw free Yannistan from Turks and Greekoglus
voted
- voted -