SoggyShorts
Mathematician par Excellence
@Dhurrin that power creep is why games like this have a shelf life.
Events make the game interesting, but it's the prizes that make them rewarding.
Those prizes need to be better than normal buildings and not be outgrown too quickly, and that's the rub. "Too quickly". Generally events are 3 months apart, and players can reasonably change 2 chapters in 3 months, so event prizes should be close to 2 chapters "ahead" as far as stats go. That's all ok until you run out of chapters.
Anyone who finished Amuni in the 7 months after it's release was in the final chapter during the latest event, and will still be in constructs for the next 2 events before inno releases chapter 15 (if they stayed on pace) To keep the 2nd and 3rd event rewarding, there must be a way for these players to improve, so the prizes must get better and better.
Solutions to power creep:
1. Keep giving players more chapters faster than they can finish them
Pro: If chapters pace events, then players will have a reason to go for prizes without the need to buff prizes.
Con: More work for inno, and new players might feel overwhelmed when they see 27 chapters
2. Make interesting/fun end-game content
E.G. Fellowship adventures that are actually fun. This is a very very easy one- most players already enjoy the teamwork part and the planning etc, just the horrible clicking and lack of in-game tools make it garbage. The prizes have never been amazing and yet I believe we'd enjoy doing them if inno put in the tiniest bit of effort.
Tournaments could be fun too- reduce them to 1 encounter per province- make manual fighting viable for under 200 hours per week
3. Temp buildings
These were probably the smartest thing inno did in years.
Events make the game interesting, but it's the prizes that make them rewarding.
Those prizes need to be better than normal buildings and not be outgrown too quickly, and that's the rub. "Too quickly". Generally events are 3 months apart, and players can reasonably change 2 chapters in 3 months, so event prizes should be close to 2 chapters "ahead" as far as stats go. That's all ok until you run out of chapters.
Anyone who finished Amuni in the 7 months after it's release was in the final chapter during the latest event, and will still be in constructs for the next 2 events before inno releases chapter 15 (if they stayed on pace) To keep the 2nd and 3rd event rewarding, there must be a way for these players to improve, so the prizes must get better and better.
Solutions to power creep:
1. Keep giving players more chapters faster than they can finish them
Pro: If chapters pace events, then players will have a reason to go for prizes without the need to buff prizes.
Con: More work for inno, and new players might feel overwhelmed when they see 27 chapters
2. Make interesting/fun end-game content
E.G. Fellowship adventures that are actually fun. This is a very very easy one- most players already enjoy the teamwork part and the planning etc, just the horrible clicking and lack of in-game tools make it garbage. The prizes have never been amazing and yet I believe we'd enjoy doing them if inno put in the tiniest bit of effort.
Tournaments could be fun too- reduce them to 1 encounter per province- make manual fighting viable for under 200 hours per week
3. Temp buildings
These were probably the smartest thing inno did in years.