Board Thread:Game Discussion/@comment-11590835-20130828220718/@comment-11490363-20130828223911

Mostly agree, but here are my comments (mostly where I disagree):

Power creep can never go away, or they lose their business model where each even, the reward is better than everything out there, give or take. And free players would likely not pay a subscription, which would possibly lead to an even bigger pay to win scenario since all players are already invested with a subscription and are likely to buy in game stuff as well.

5 cents a cube would just make the pay to win race more random, I can now afford more cubes for the same amount as before, and it incentivizes people that have never paid to pay since it is so cheap, so now everyone is paying to win.

Having all rewards come from points is almost a great idea, but relies on you having a decent deck. What would a newbie do to get a good reward? they would just max out every event and never progress. Also, it removes any form of revenue other than cubes, which again just increases the pay to win scenario in a different way. Games that have longevity but allow purchase of in game items as part of the revenue stream typically sell cosmetic things, not practical things, otherwise it is ALWAYS just about who pays more. To remove this you must remove the advantage-of-any-kind-for-money scenario.

As for blaming mobage for all this, is it clear that Mobage are also developing the game? I mean sure the game company and Mobage are cooperating and benefit from the other, but I am not sure that Mobage has as much control as we think. Even if DeNA is a subsidiary, they could still be independent enough to think about gameplay more than just revenue. Who knows what kind of contract the Mobage enabled games have, but Mobage certainly does not develop them all themselves, they are just the ebay or paypal of games... Mobage sells coins and TFL dev sells cubes for coins etc...

I TOTALLY wish there was a cash-in-all-medals-and-sell-anything-less-than-r4 button! That would save so much time!!!

As mentioned earlier, games over the net typically limit inventories to prevent heavy load on the servers, not because they hate you. This is a real world problem, and hard coding limits is a good solution, but yes it is frustrating.

I think they should remove the whole idea of special attacks, they are too random and overpowered when they take effect. I think it is clear that players prefer a predictable  average damage rate over max damage. I mean one crit is the equivalent of 5-10 normal attacks, that is just too volatile.

More interactive events is good too. Button pushing is boring after a while, especially when there is no real time strategy involved. Sure there is planning strategy, but because of the simple nature of the game, it is not that hard to figure out and maximize.

Not sure I agree with energon for 3rd level bosses. That would just prolong the game and make it harder for beginners to catch up since it would be mostly a benefit for top level players. I think, in general, anything that benefits the top players at the expense of the lower ones is a bad idea, just creates a bigger gap and makes it harder and more frustrating for beginners.