May 3rd 2010, 13:39:50
Disclaimer: Please ignore points I've mentioned that have already been discussed at length and/or are deliberate features of the new game. I've been away, and plan to be away again soon, but I thought I'd share my experience of the reset. Generally it was very enjoyable save a few items, which I've mentioned below.
-----------
-Missiles are FAR too easy to generate now...Perhaps revisit their production rates downwards. This was a serious turnoff this reset for me, even tho I generated my fair share of missiles too. Its just too damn easy to generate the buggers now.
-Spying is too hard (too easy to defend against ops)...there has definitely been a screwup in copying the formula (I know this by gut feel and NOT through knowledge of the actual formula)...It just wasn't that difficult to do spy ops before...for SURE...this is something that I also think needs to be looked at. This was the second most annoying thing this reset. I have never had so much trouble spying with my (as usual) high number of spies. It was too easy to fail ops, it was too easy for target to get in DR of ops, etc.
Also, I'm not sure if the ops have individual formulae like before: i.e. some ops were always harder to get than others (usually just the plain op)...I think theres been a blanket approach here, although I could be wrong. Either way, spying was the least enjoyable change to the game for someone like myself who was used to the old game. I really think u need to get into Slaggy's head and really tweak this.
-I am not sure if this is a boxcar glitch or what, but it seems missiles put a country into DR as well...what?!? Lets keep it to forces that require military action...
-In clan games: AVG nw needs to be calculated on some sort of minimum: i.e. on team server, regardless of number of ppl in tag, avg nw should be based on 5 ppl. This was a feature of the game before that, in some small way, set a minimum for how much leeway clan leaders had. I think it should return. Ppl will no doubt complain that maybe they want to play in a tag of 1 or 2 or whatever and avg nw should reflect that. I think u should ignore their whining and base a clan wide statistic (i.e. avg nw) on some minimum threshold. If they are really upset they should expend efforts on recruiting
-Something that is quite weird is output on military sheet: there are no commas - makes it much harder to read the numbers. Please check throughout the game to ensure that commas appear between every 3 digits (thousands) except for PCI, tax rate, etc...
-I believe military expenses exclude military out on PS...This is not reflective of the country's actual military and is a bit of a removal for reality...a country should still have to pay expenses on military it owns, regardless of the location
-Missiles: Some of the experts need to check the formulae. Maybe they are right but it just seemed odd to me (as someone who lost over 10k to Nukes in team server this reset), that countries with such small acreages were able to take so much off me...Maybe it was always that way, but worth a re-check if possible. Applies to Chems as well of course
-----------------
In other news:
-Excellent changes on the grabbing. Much needed and frankly a job well done. I have no idea how it works (as the output I see is different from the one I see in boxcar...but whatever, I dont care...good job)
-Perhaps its an idea, on servers with a lot of turns, like Team, to change the retal window to 72h. It is nonsensical and in defiance of logic to have such a large retal window on servers with so many turns.
I know u, the game admins, have no control over this, but I'm just writing all my comments in one area!
-Perhaps its time to make the game more reflective of reality and have a maintenance requirement of oil for one's military forces...Like bushel consumption every turn, there should be some small oil requirement. In addition to regulating the market more, it will make the strat a touch more powerful. I don't care much for oiler, but it might make for an interesting change.
-Grow the customer base somehow guys. I imagine u guys have already been thinking about this, and I think I chanced upon a facebook idea (I think its brilliant if u can pull it off, but high likelihood of it not happening...I do genuinely wish u all the best tho).
I realize this is a bit of a moot point, and sorry for not adding much value here - but this game has a minimum threshold for it to be fun/energetic/vibrant - I'd venture somewhere at and above 1000 active players (i.e. not just 1000 accounts, but 1000 active accounts). Tough sell, but I wish all the best, sincerely. It'd be good to see this game regain some of its former glory.
--------------
That's all for the moment folks. Generally speaking, great job. I can only imagine how much hard work was put in, and as a user/client/customer, I sincerely appreciate it.
Best,
Raheel