![]() ![]() ![]() like a terrace farm with a production of 5FP or 10 goods. most of the case they must wait in order to plunder a decent building. players who plunder don't have that benefit. players who polish or motivate earn immediatly gold and if they have dinamic tower or the seed vault, they earn more things too. Now, you can ask me, and what happen if the plunderer doesn't want 5FP? easy, the plunderer doesn't receive 5FP after the attack, the plunderer could choose get "5FP, 10 goods, medals according to the current age, gold or supplies according to the age too" but only one of these options. sometimes you don't notice when you generate 1 FP after one hour. why? the sensation of lose something that you earn once per hour is a lot less than lose a 8 hours or 24 hours production and is not a lost that in long therms can affect you. What could a player lose in order to minimize the feeling of lost? After thinking about it, the only thing that came to my mind was, instead of lose the production of a building, lose 5 FP of the FP that you earn every hour, the player then should start earning 1 fp per hour again after 5 hours. ![]() The thing that plundered players hate the most is the fact that they lose time and effort per plunder and if that is something constant the feeling is worst. ![]() Have you ever wonder how innogames could please both, players who love plunder and players who hate be plundered? certaintly it's something very difficult to accomplish, but I think there's a way. We don't need to be a genious in order to answer those questions, right? How many players really hate be plundered? How many players love to plunder? (doesn't matter the reason, to show power, to get resources, FP. ![]()
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