Don't feed the trolls.
And there is not point players asking for thing that Inno do not want to have in the gameThese are things that InnoGames are not looking for currently.
How important can the wishes of the owners of the game be?
Fix your Guild. You've identified the problem, there are at least three solutions your Guild can implement.+1. Guilds stuck with 10000 high age goods with 0 low age ones and members having to donate them by trading in the market to unlock GE - doesnt help the gameplay in anyway.
Even a guild-to-guild trading market place would be sufficient to prevent this.
That's really nice of you tbh.Over the next few months I made sure that every player had plenty of opportunities to get Obs BPs and lots of help leveling thier Obs. Sure it cost me thousands of FPs, but for years now we've been self sustaining.
There;s nothing wrong with voicing your support. I'm not sure that this Proposal is Dnsl, that's for a forum mod to determine.But again, I am just +1ing OP. I understand this is on DNSL now.
It's not the only strategy.And if kicking newbies is the only strategy
This game is 8 years old, INNO has been in business 16 years with an ever increasing revenue and player base.Games that need to grow should be beginner friendly. Just like games who want to keep their player-base needs to reward early players.
Developer for what? Online strategy games? If not, then your experience means nothing. If you take the time to read the DNSL, you'll see that the items on there have to do with ideas that take strategy out of the game, or affect resource balance. Stuff Inno has thought long and hard about and have decided they won't do because it will take strategy out of the strategy game, or unbalance the resources.As a developer myself (not for Inno), I will again repeat my not arrogant and not ridiculous notion that a DNSL is stupid and short sighted. The fourth or fifth time a user submits the same feature request to us it raises some eyebrows... clearly we missed something in our design, something is not obvious, or something is overly complex. It's ok to close a ticket with "we just don't want to work on that right now for [any reason]"... but if you KEEP getting the suggestion it becomes worth working on. Closing the valve on an idea forever is stupid, and short sighted.
Guild inventory has a tendency to get unbalanced as users level up. Many event buildings and GBs add "current age goods" to the guild inventory, as the user ages up, the goods follow along. This leads to a situation where old guilds have too many "high age" goods and not enough "low age" goods, and young guilds have too many "low age" goods and not enough "high age" goods.
I am proposing a mechanism be added to allow guilds to manage their inventory through trades. Perhaps the trades are only guild-to-guild to prevent abuse, but maybe it could be design to allow for trade on the open market. If open market trading was used there would need to be controls to ensure members of a guild aren't using the system to inflate their personal stockpiles, which is why I see guild-to-guild as more feasible.
Guilds can only spend from their inventory, they cannot trade it to fill gaps in their supplies.
Guilds have the ability to better manage their inventory and level out the highs and lows.
As indicated above, controls would need to be in place to prevent abuse from guild-to-member trading.
Irrelevant.. I wrote my first code in 7th grade. In 1972. Completely meaningless that you, me, and others are IT professionals.As a developer myself
Of course it is arrogant and ridiculous.I will again repeat my not arrogant and not ridiculous notion that a DNSL is stupid and short sighted