10 Game Improvement Suggestions, for the betterment of GoTC, in no particular order. WB/GoTC gaming community, please offer your comments and feedback. Thanks.
- Inventory Consolidation: players should have the ability to combine similar inventory materials to consolidate them into larger items, at no expense to consolidate. For example, four 2-hour shields could be combined into one 8-hour shield. Twenty 1K-food or wood resources could be combined into one 20-k resource. Such consolidation would make easier use of the inventory items and add flexibility to game play.
- Inventory Gifting: the ability for players to gift items from their inventory to other players. Place a daily limit on the gift amount.
- Special/Random Rewards: Special bonus rewards, such as Keystones, Teleports, Stamina, Gear, randomly dropped from creatures. Similarly, there could be hidden rewards among resources, that drop once discovered and occupied by a player. Extra rewards like this keep more players active, and keeping more active players on game longer increases WB's opportunity for pack sales among a larger active player base.
- Tyrion and Event Rewards: when collected by players, all Tyrion Rewards and Event rewards, such as food and wood, should be boxed and sent to inventory. These resources should always be inventoried, for use at the discretion of the player, not unboxed and loaded as unprotected resources, which oftentimes get wasted when loaded unboxed.
- Tyrion Quest “Kill 20,000 Creatures on the Map”: this is an example of a Tyrion Quest that is far too excessive, in terms of time and quantity, especially for the minimal amount of reward it provides. The quest prior to this one was “Kill 10,000 Creatures on the Map”. For perspective, it takes a player 400 consecutive days, at 25 creatures per day, to achieve the 10,000 Kill reward. To reach the 20,000 Kill reward, it’s another 400 consecutive days. This particular Tyrion Quest is far beyond reasonable to achieve in any sort of timely manner, even for the most active daily players, so this Tyrion Quest remains stagnant for months, or a year or more, before it is collected. Suggest the Quest is reduced to a very reasonable, achievable figure, in 1,000 Kill increments, and associate the quest with a better quality reward for the player effort to achieve.
- Tyrion Quest/Rewards Banner: The location of the Tyrion banner on the lower left panel of the keep screen, as well as its size, has been a recognized design flaw since its inception. The banner is far too large and its placement by farm field has resulted in repetitive numbers of players mistakenly hitting it and unintentionally collecting rewards that they were saving. Simple fix, and will result in better game play.
- T1 Bannerman Assignment/Dismissal: T1 allegiance leaders should have the ability to assign new players to any open position in their allegiance. Likewise, the T1 should have the ability to kick players who have gone inactive, or otherwise desired to be removed, without have to depend on the bannerman’s liege to accept/dismiss the player.
- Game Bug Compensation: Game Developers occasionally send global notices with gift compensation for certain bugs/problems. However, more often, individual players submit daily tickets for bugs and problems known to game support, but for which Developers have not issued any global notices and compensation. The majority of the time, game support receiving player tickets provide no compensation to players. Suggest that game support always provide some level of compensation to players for bugs and problems that are beyond players’ control. Doing so would greatly improve player experience, and reestablish player trust, confidence and the overall relationship with game support.
- Resource Storage: ability to move a portion of unprotected resources (food, wood, stone, iron) to inventory as boxed resources. Ability to do so could be acquired through activities such as daily quest rewards, event rewards, building level up rewards, etc. Rewards would be inventory items that could be size limited, such as a 100K food storage item; 50K wood storage. When activated, they would move the appropriate amount of resources to boxed inventory. This would be used by players to manage their resources for future use, and help limit what could be taken via player attack. Such an improvement would be especially helpful for smaller players who struggle with resources needed to grow.
- Limitation of Troops Killed/Modification of Troops Wounded: Presently, troops wounded as the result of PvP or creature attacks is limited by the capacity size of a players medic tents. Troops killed is unlimited once the player’s medic tents are filled. The near-total-loss of troops killed from zeroing is the primary reason players quit the game. This was not WB’s intention when the GoTC was created as a strategy game. Players quitting is not in the best interest of WB, which loses active players who support the game via pack purchases; not in the best interest of the individual players, who want to continue game play rather than quit; and not in the best interest of the overall population of other players in the kingdoms who need a large population of active keeps to maintain a viable kingdom. Two suggestions here: first, create a reasonable limit or cap as the maximum number of troops that can be killed on a daily basis, coincident with the 24-hour daily Quest cycle. A killed troop cap would prevent players, some who have invested large sums of money and others who have invested large amounts of time, from being zeroed in a matter of minutes. Second, modify the troops wounded capacity. When a player is attacked, once the medic tents are filled with wounded troops, and after the player has reached the troops killed cap for the day, any remaining troops that are attacked beyond those in the killed/wounded caps, would suffer damage and become incapacitated, similar to the dragon when it is exhausted. These incapacitated troops remain in the player’s keep, but they are unusable until such time that the player begins to clear the medic tents, at which time the incapacitated troops can be revived via the medic tents up to the maximum capacity of the player’s medic tents. Resource cost would be associated with reviving the incapacitated troops (which should be reasonable resource cost, and less than the initial medic tent wounded cost per troop). The player would still lose power points for his attacked/incapacitated troops, even though those troops are not outright killed. In this way, an attacker could still claim success for a solo attack or allegiance rally by reducing the number of active troops in another player’s keep, and achieve similar results of a zeroing. However, the attacked player would not lose all of his troops outright as killed, and if restoration cost was reduced for incapacitated troops, the potential of players not quitting the game, due to total loss of money and time investment, would be much improved. As an alternative, a cap could also be set for maximum total wounded and killed, and once those caps were reached, the player’s keep would be “stormed”, meaning it was overrun. Once overrun, the player could not participate in any individual, allegiance or kingdom activities, such as ongoing events, except troop healing, for some cool down period of time, nor could the player be attacked under the cool down period was over. The player could not help in allegiance leaderboard events, or reinforce or hold SOPs, thus there would be tangible penalties to the player and the allegiance whenever his keep was stormed.
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