DeletedUser
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I can only speak for Khelonaar here as that is my only active city. I know I am part of the problem in the other worlds because I DO have cities I started in all but 1. I quickly gave up those cities as time became an issue. Since there was no way for me to delete the city myself, I have to wait for the developers to do so. On this regard I send my deepest apologies to anyone that is my neighbor in those worlds.
Back to Khelonarr.... Here are the stats as of an hour ago:
There are 83,048 players on the rankings list in Khelonaar
Of that 59,624 have a 0 (zero) score!
There are 5,676 players with a score between 1-1000
That leaves only 17,448 active members
This does NOT take into account all of the people who were active at one point and have gone AWOL.
These numbers are staggering!!! A total of 65,300 inactive members out of 83,048. That is A LOT of inactive accounts. Gold mines will not ever be a justifiable solution to the neighbor problem. As so many others have stated before me. I think the real issue is that they have opened up way too many worlds for this game before deleting any inactive accounts. I am sure all of the other worlds numbers are exactly like mine. IF... the development team were to close down 2 worlds and merge them together placing all active players next to each other this game would get a whole lot more interesting. I know this can be done because Game of War has been successful at doing so several times.
As far as moving active players towards the center ... that too can be done if done correctly. First, the main issue would be the boosts for each individual city. The way to get around this would be to take stock of everything in an individual city. If that city cannot be moved to a corresponding placement with the same boost it is simple... let the individual KEEP their score, developers then replace their buildings with the NEW boosted goods at the same current level they already had in their city with the old boosts. Problem solved.
Yes, then we would run into an issue in fellowships where it is entirely possible to have an unbalanced load of boosted goods as a whole. These are called 'Growing Pains' every new game has them. We adjust, we learn, we grow and move on. A massive 'cull' is in order here to get an accurate picture of active vs. non-active. Furthermore, it is not hard to reinstate a city that has been deleted if the player complains that they 'were active'
Back to Khelonarr.... Here are the stats as of an hour ago:
There are 83,048 players on the rankings list in Khelonaar
Of that 59,624 have a 0 (zero) score!
There are 5,676 players with a score between 1-1000
That leaves only 17,448 active members
This does NOT take into account all of the people who were active at one point and have gone AWOL.
These numbers are staggering!!! A total of 65,300 inactive members out of 83,048. That is A LOT of inactive accounts. Gold mines will not ever be a justifiable solution to the neighbor problem. As so many others have stated before me. I think the real issue is that they have opened up way too many worlds for this game before deleting any inactive accounts. I am sure all of the other worlds numbers are exactly like mine. IF... the development team were to close down 2 worlds and merge them together placing all active players next to each other this game would get a whole lot more interesting. I know this can be done because Game of War has been successful at doing so several times.
As far as moving active players towards the center ... that too can be done if done correctly. First, the main issue would be the boosts for each individual city. The way to get around this would be to take stock of everything in an individual city. If that city cannot be moved to a corresponding placement with the same boost it is simple... let the individual KEEP their score, developers then replace their buildings with the NEW boosted goods at the same current level they already had in their city with the old boosts. Problem solved.
Yes, then we would run into an issue in fellowships where it is entirely possible to have an unbalanced load of boosted goods as a whole. These are called 'Growing Pains' every new game has them. We adjust, we learn, we grow and move on. A massive 'cull' is in order here to get an accurate picture of active vs. non-active. Furthermore, it is not hard to reinstate a city that has been deleted if the player complains that they 'were active'
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