About Ops killing: The fact is that when we allow ops killing, then killers just kill everything in sight, without reason or strategy. This has been tested over time, and its easy for returning players to come back and make general statements about how the game should be but you don't see nor understand what happens when cost to kill ops is lowered. Players just go berserk. I have tested time and again and saw myself get killed as a loner, in a small family and in a big family for no reason'
This is the reason we impose a big turns amount to kill ops so that players that collect can play the round out, and realize some goals instead of just getting zeroed for no reason. Or a subbed player who spends here getting told how much to build/does not stick to player threats and gets killed because families who have monopolies want to control how much the smaller guy can make so that they are not a threat and never will be
So its either listen or get killed or join them. This is not strategy and its not good game fairness either. it's called game bullying and whether you guys like it or not this is what has and will happen here if ops turns cost is brought lower. This singular change has kept the game going where others have closed down, as it allows smaller families and new players to at least learn, make some cash, learn how to handle money etc.
If the bigger families and killers out there actually were not so trigger happy without reason, we would not be here. And trust me, I have tested this thoroughly. An all out killing game doesn't work for the business, at ALL. Not with the current killer mentality we got, of kill for no reason.
I get your points that all these rules tied into strategies in the past, but the current base of players just dont give a shit anymore and have not for a long time about who and what they kill and this was so, a few years back already, its not a new thing. And its still happening. So with this mentality, it ties admin hands to impose rules that create longevity in the round for certain players
Just to put it in a nutshell: this is what happens: A new player/returning/collector player logs into the game, buys a sub, builds to collect, gets killed on the 3rd day of the round, even if he is a loner and/or didn't affiliate to anyone, or is in a family that has no beef with anyone. He has nothing left to play for. I get that because we got fewer players the effect of killing is more rife and hurts the game and casual [someone who does not have hours to sit and loot] player, who, by the way forms a massive part of our income and keeps the site going for the active players. And you guys can try to tell me as much to the contrary as possible but i sit with the stats and figures and the rules mainly get made based on what is good for the business to survive and try to marry that with what players like.
This is the reason we impose a big turns amount to kill ops so that players that collect can play the round out, and realize some goals instead of just getting zeroed for no reason. Or a subbed player who spends here getting told how much to build/does not stick to player threats and gets killed because families who have monopolies want to control how much the smaller guy can make so that they are not a threat and never will be
So its either listen or get killed or join them. This is not strategy and its not good game fairness either. it's called game bullying and whether you guys like it or not this is what has and will happen here if ops turns cost is brought lower. This singular change has kept the game going where others have closed down, as it allows smaller families and new players to at least learn, make some cash, learn how to handle money etc.
If the bigger families and killers out there actually were not so trigger happy without reason, we would not be here. And trust me, I have tested this thoroughly. An all out killing game doesn't work for the business, at ALL. Not with the current killer mentality we got, of kill for no reason.
I get your points that all these rules tied into strategies in the past, but the current base of players just dont give a shit anymore and have not for a long time about who and what they kill and this was so, a few years back already, its not a new thing. And its still happening. So with this mentality, it ties admin hands to impose rules that create longevity in the round for certain players
Just to put it in a nutshell: this is what happens: A new player/returning/collector player logs into the game, buys a sub, builds to collect, gets killed on the 3rd day of the round, even if he is a loner and/or didn't affiliate to anyone, or is in a family that has no beef with anyone. He has nothing left to play for. I get that because we got fewer players the effect of killing is more rife and hurts the game and casual [someone who does not have hours to sit and loot] player, who, by the way forms a massive part of our income and keeps the site going for the active players. And you guys can try to tell me as much to the contrary as possible but i sit with the stats and figures and the rules mainly get made based on what is good for the business to survive and try to marry that with what players like.
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