mamboking053
Well-Known Member
Make sense, don't write nonsense.
What didn't make sense?
Make sense, don't write nonsense.
Change logs, hot fixes, and feedback forums have nothing to do with Inno having an overarching plan for FoE and understanding that vision in a way we never will. You're implication is, "They have bugs, that means they have no plan and no idea what they're doing." Nonsense.What didn't make sense?
Change logs, hot fixes, and feedback forums have nothing to do with Inno having an overarching plan for FoE and understanding that vision in a way we never will. You're implication is, "They have bugs, that means they have no plan and no idea what they're doing." Nonsense.
You are in error if you think, especially for the time being discussed, initial release through PE, that there was not an overarching road map and they didn't understand exactly what they were doing with Traz and Plunder along with Chat and RQs. The little 'g' god should have also covered any notion of infallibility. Needing bug fixes, or even the occasional building re-balancing has nothing to do with anything I discussed.That was't my intent. What you wrote seemed to suggest that the things Inno does they have poured a lot of time into and they know the actions that will result from the changes they make because they can see the game in a way us players can never do.
I said that the presence of change logs, hot fixes, and feedback forums means they do not always know what will happen and sometimes adopt a trial and error policy. Often, they will rely on player feedback to point out things that they have missed, or problems with the existing game they have made meaning that they are not gods. They can make mistakes as well.
I'm not sure if there was sarcasm there, but I didn't see any indication of it so I just replied to it.
Should keep in mind that FoE lost it's lead developer (and founder) relatively early on so that affected the rest of the game.You are in error if you think, especially for the time being discussed, initial release through PE, that there was not an overarching road map and they didn't understand exactly what they were doing with Traz and Plunder along with Chat and RQs. The little 'g' god should have also covered any notion of infallibility. Needing bug fixes, or even the occasional building re-balancing has nothing to do with anything I discussed.
Doing something right indeed.Should keep in mind that FoE lost it's lead developer (and founder) relatively early on so that affected the rest of the game.
Considering it's still going strong 5 years on, I'd say they're doing something right.
That most probably the reason, there is no GvG after FE. Most of the people that spend money on this game are GvG fighter and they are getting bored.Should keep in mind that FoE lost it's lead developer (and founder) relatively early on so that affected the rest of the game.
Considering it's still going strong 5 years on, I'd say they're doing something right.
The most likely reason there is no GvG after FE is the popularity of mobile. As FoE grows in popularity, a smaller % of it's users can even access GvG. I suspect it's just a matter of time before it is replaced and/or retired. If the majority who spent money on the game fought GvG, you'd see Inno making the investments that show it. I think GvG is on life support.That most probably the reason, there is no GvG after FE. Most of the people that spend money on this game are GvG fighter and they are getting bored.
I think they are just trying their luck with mobile users. Non-fighting mobile users rarely (if ever) spend money on this game.The most likely reason there is no GvG after FE is the popularity of mobile. As FoE grows in popularity, a smaller % of it's users can even access GvG. I suspect it's just a matter of time before it is replaced and/or retired. If the majority who spent money on the game fought GvG, you'd see Inno making the investments that show it. I think GvG is on life support.
I think they are just trying their luck with mobile users. Non-fighting mobile users rarely (if ever) spend money on this game.
Most of the people that spend money on this game are GvG fighter and they are getting bored.
Two completely unsubstantiated statements that bear no resemblance to fact.Non-fighting mobile users rarely (if ever) spend money on this game.
I doubt it. There is clearly a time correlation between Anwar's passing and the almost complete abandonment of GvG.The most likely reason there is no GvG after FE is the popularity of mobile.
These two statements are probably correct.If the majority who spent money on the game fought GvG, you'd see Inno making the investments that show it. I think GvG is on life support.
I have my own theory about this. They did the AA map to allow players of all ages to interact, but they haven't introduced ages above FE because it would add to the wealth disparity of the game. Balancing the game between the most powerful guilds and players, and new players, has always been important, but every time they release a new age that balance gets a little tougher. GVG maps above FE would just give the most powerful guilds more territory. This also works to nurf the all powerful Arc because ages above FE produce worthless goods for your treasury. Sure they unlock GE, but that's pennies to GVG campaigns. Higher age players can serve as hitters, but they can't balloon the treasury in a meaningful way. I'm camped in FE to produce goods, but I'll never hit as hard as the VF players.That most probably the reason, there is no GvG after FE
You are in error if you think, especially for the time being discussed, initial release through PE, that there was not an overarching road map and they didn't understand exactly what they were doing with Traz and Plunder along with Chat and RQs. The little 'g' god should have also covered any notion of infallibility. Needing bug fixes, or even the occasional building re-balancing has nothing to do with anything I discussed.
Ha! Ha! Inno finally made the changes to challenge the Recurring Quests only players, their continent deposit bonus will be more important now.The most recent change (game version 1.136.8828.adb22e (04.10.2018) to the method for completing recurring quests (unbirthday, surprise, etc) is absolute garbage!
1. Players are now required to click 50% more often to complete quests.
2. Relevant information on quest completion capability (coins/supplies remaining vs. coins/supplies needed to complete quests) has been removed from the relevant viewing area, and half of the information needed is grayed out in the default location listing total amounts of coins/supplies making both at-a-glance, and comparing opposite corners of the display more difficult without adding any benefit to usability.
3. The default position for the abort button on these quest types no longer allows players to predetermine responses by using mouse/pointer position (left or right edge of single option quest abort button on previous quests).
In summary, there is NO BENEFIT to the player, 50% more extraneous actions are now required, and the overall effect negatively impacts ease of play.
Revert to the previous method immediately!