Deleted User - 691030
Guest
I think their plan was ingenious, this event accomplished many goals for them:
1.) Get many players to play the event. This boosts player activity numbers which helps make INNO $$.
2.) Limit the number of smaller prizes we get. So we use our smaller prizes and past prizes over the course of this event. For a main prize that won't really help players past the first 5 or so chapters.
3.) Limit the number of Main prizes available, both the evolving building and the daily prizes.
4.) Increase diamond usage (to speed up quests in order to gain more ribbons). This also makes INNO $$.
5.) Get players to get rid of items that INNO has allowed players to stockpile (ie: time boosts, spells, catalysts, spell fragments).
6.) Decreasing the number of players speeding through guest races, by distracting them with events. This gives them more time to create guest races to keep their end game players from getting bored and finding other games to move on to.
7.) Offer a main prize that will entice players to play other parts of the game (Fellowship Adventures, Spire, Tournaments) to achieve the number of artifacts needed to evolve the building fully and gain items to replace what we used to get through this event. This also means we use more past prizes (ie: time boosts, spells). As well as distracts us from progressing through the research tree, and increases player activity.
The side effects are:
1.) A handful of members quit
2.) Forums full of complaints, they can ignore. Which by the way, these Forums don't get seen by prospective players. So doesn't damage incoming player numbers.
3.) And a slight chance that some players might find a flaw to get around their goals.
Sadly our happiness and enjoyment isn't a factor, as long as we don't quit the game in mass numbers. Many of us stay because our Fellowships are great, and we have invested a lot of time (and in some cases $$) to the game. They are not listening, and why should they?
1.) Get many players to play the event. This boosts player activity numbers which helps make INNO $$.
2.) Limit the number of smaller prizes we get. So we use our smaller prizes and past prizes over the course of this event. For a main prize that won't really help players past the first 5 or so chapters.
3.) Limit the number of Main prizes available, both the evolving building and the daily prizes.
4.) Increase diamond usage (to speed up quests in order to gain more ribbons). This also makes INNO $$.
5.) Get players to get rid of items that INNO has allowed players to stockpile (ie: time boosts, spells, catalysts, spell fragments).
6.) Decreasing the number of players speeding through guest races, by distracting them with events. This gives them more time to create guest races to keep their end game players from getting bored and finding other games to move on to.
7.) Offer a main prize that will entice players to play other parts of the game (Fellowship Adventures, Spire, Tournaments) to achieve the number of artifacts needed to evolve the building fully and gain items to replace what we used to get through this event. This also means we use more past prizes (ie: time boosts, spells). As well as distracts us from progressing through the research tree, and increases player activity.
The side effects are:
1.) A handful of members quit
2.) Forums full of complaints, they can ignore. Which by the way, these Forums don't get seen by prospective players. So doesn't damage incoming player numbers.
3.) And a slight chance that some players might find a flaw to get around their goals.
Sadly our happiness and enjoyment isn't a factor, as long as we don't quit the game in mass numbers. Many of us stay because our Fellowships are great, and we have invested a lot of time (and in some cases $$) to the game. They are not listening, and why should they?