EA_alexander suggestion for improving game experience
I don’t know if EA reads these, but it’s worth a little effort.
this game could be awesome, it starts out that way, then hits a brick wall! The balance in gaming for levels 1-9 is spot on. You get units via card system, you level up, and you see progress. The incentive to use gems to purchase items leads players naturally into maybe spending money for more gems.
However game balance between level 10+ is horrible experience. You hit level 9 and diamond league, and the brick wall is real. All the matches you encounter are challenge matches, and the new player has to endure being cannon fodder with units at least 2 or 3 levels lower than their own. What is the reward? If you win because they resign, you you get lucky with a poor player that somehow got up into diamond league (odds are maybe 1 in 10 matches you’ll win) then you get decent exp and gold to help level up your units. If you loose the match (most likely scenario) then you have to have had killed two of their units) to get any consolation rewards. If you don’t kill two units you get nada! The consolation reward is horrible too! It not enough to encourage a player to keep doing these fodder matches.
That’s the balance problem EA needs to address. How to move through diamond league, how to get from level 9 units to level 11 units in a reasonable way the mirrors the initial experience with the game.
Here are my suggestions.
1) if you are the weaker player in a challenge match, give escalations prizes based on what they accomplish
A). Build nothing and sit through the whole match - give them what you already give out. 100 Gold, 100 exp
B). Build units such that their currency to build never goes over 200, give them a lot of rewards. They got crushed due to imbalance match. Give the 1000 gold, 1000 exp.
C) did they get a missile off? Give them another 500 gold, 500 exp and a card
2) Bounties refresh faster than once a day! The rewards of 500 gold and 500 exp per bounty completed is good. If you implement an inverse bounty relationship with level. The lower level you are the faster your bounty refreshes. The higher level you are the slower it refreshes. bounties are the only thing a new player can utilize to level up his units, forcing them to use gems to refresh bounties is not a great idea for monetizing your game. Gold is the most valuable commodity in the game. You can’t level your units with out it, 5000 gold every day for the bounties as it is will only get you to level 10 units. Then the card system becomes the impediments. But that’s why you have an alliance, to trade cards, and the cloning chamber to focus on a unit you need.
3) Cloning chamber - eliminate the cool down, reduce the cloning time. Commons cards should be complete in under 10 hours increments (gets 2 in a a day). Blue cards 24 hours, purple cards 2 days. If there is anything. Better than purple 1 week.
4) Refresh the daily card store more often!
5) monetization focus. Gold is the primary need of players for leveling units. Gems to purchase gold should be where you focus on incentive it spending money to help you be profitable. Cards are the secondary source available to players to level up.
6) rethink leaves and completions that qualify participation based on best progress in past 3 season. I just started the game I went from beginner to master league in less than a month. I’m forced to play with level 60 players who have been playing a long time. It kills my enthusiasm for playing.
7) If you can’t balance the player experience properly, figure out an AI that can compete against mid level players. This brick wall is going to kill your game! I only have so much patience to endure being cannon fodder!