Grepolis = NOT COMPETITIVE

DeletedUser55540

Guest
Guess what!? Grepolis sucks, and here's why.

1. Spam - relentless attacks of 1-5 slingers/lightships.

Solution - CAP ATTACKS, limit cities to 3 total active attacks at any time.

2. Treason - users have unlimited alliance switches.

Solution - only 2 few alliance changes, then charge 25% of total culture points per switch.

3. Activity - stop allowing players activity from being public knowledge, nothing on earth is this omnipotent.

4. Beginner Protection - give more culture points at the start. World start on 1st of month by day 7, the aboriginal users are on slot 5-10 yet beginners start with 1. If someone starts late they should be given a fair shake. Give them the "city average" per user at that point, which would be at least 3 slots for day 7, 6 slots for day 14 starters, and 9 slots for day 21 starters.



All of these changes would greatly improve the overall profitability for grepolis, by simply creating a benchmark for competivity to arise. How things are now, nobody has a chance against the same 2-4 alliance that plague grepolis profits world in/world out.


Imagine losing a user that spends $100/weekly?

You did, I left because all these factors make grepolis NOT COMPETITIVE.

The treason is atrocious, there are several users that have been in alliance, after alliance, after alliance, backstabbing and position other alliance to be completely annihilated, yeah it sound cool, and exciting for those winning, but trust you-me, everyday grepolis loses 40-100 users because of at least one, if not all of these factors.

It's up to you game developer to control your income, by establishing a system that protects us investors from this bullshit. Ban me idc, I'll just take my dollars else were no problem, but if your OK with that, then it was never about the money to begin with.
 

kuzan

Lochagos
Your solutions lack thought. I will only address your third point and let someone else address your other points. Grepolis statistic sites operate independently of Inno. These sites collect their player activity intelligence by recording your point growth and BP growth. A computer program is analyzing the point rankings and BP rankings 24/7. It records point changes and the time at which these point changes occur. That's how it measures the times you are most active
 

Back2Basics

Hipparchus
Imagine being able to stack any city with 1200 Birs because a CS can only be escorted by 2 LS nukes. Every single city on every single frontline would just be unbreakable.
 

Albozzz

Hipparchus
4. Beginner Protection - give more culture points at the start. World start on 1st of month by day 7, the aboriginal users are on slot 5-10 yet beginners start with 1. If someone starts late they should be given a fair shake. Give them the "city average" per user at that point, which would be at least 3 slots for day 7, 6 slots for day 14 starters, and 9 slots for day 21 starters.
The first 3 points were interesting ideas that can be considered for implementation if you suggest them a little bit more nicely. When it comes to the 4th point, im totally against it.

"If someone starts late they should be given a fair shake....
Give them the "city average" per user at that point, which would be at least 3 slots for day 7, 6 slots for day 14 starters, and 9 slots for day 21 starters."


If someone joins late in the server (late being any day after the start day) and you think its fair to them to get the "city average per user at that point" then it makes the server unfair for those who already started before him. So not only its not fair but its totally unfair to others.

Those players that seem to have a better head start than others, have spent more money than others. At the end of the day, grepolis is a business first before its an online game, so for them people who spent a lot of money is definitely good :D
 

DeletedUser41523

Guest
I agree Grep isn't competitive anymore. But not for these reasons.

1) Spam has already been addressed. You can report pointless attacks now.

2) So if I join randomly and my alliance is bad and loses and I get offered to join the winning alliance then I get punished for doing so? Right, that wouldn't work.

3) Player activity isn't even a big deal if you use alarm.

4) I actually agree that the late start is pretty broken now that worlds don't even get two oceans deep. Still, this idea wouldn't work.

At this point Inno may as well work on a similar game as a sequel to this one and incorporate the aspects that it got right in every era of the game.
 

Thooury

Hekatontarch
At this point Inno may as well work on a similar game as a sequel to this one and incorporate the aspects that it got right in every era of the game
this main reason this game is dying isn't because "it's broken, unbalanced, pay to win" or whatever other complaints people have. Yes people do leave because of it, but people throw tantrums and quit in every game.
This game is dying because it's
1) too hardcore, there are a lot of people who want to play this game but simply do not have the time or the energy for it. This game doesn't take a particular large amount of time, it just requires you to be available 24/7. Which is hard if you consider a lot of jobs still don't allow you to carry your phone with you while working.
2) the genre isn't what "new gamers" want, the majority of the current generation of gamers want flashy stuff like Fortnire, LoL, Dota, Fifa, COD etc. Grepolis is an extremely slow, boring looking, strategy game. All stuff that not a lot of people want to play.

Games die because more people leave than new players join, Inno is (probably) aware of this. The game has been running for over a decade, if Inno decides that Grepolis isn't worth the cost of running servers, paying staff or any reason they think is good enough. They turn it off and we can all go cry in the corner hoping for someone to make Grepo v.2 "community edition"
 

DeletedUser41523

Guest
1) too hardcore, there are a lot of people who want to play this game but simply do not have the time or the energy for it. This game doesn't take a particular large amount of time, it just requires you to be available 24/7. Which is hard if you consider a lot of jobs still don't allow you to carry your phone with you while working.
I actually agree at least the modern version of Grep. To play at a high level you need the mobile app and to use the attack alarm. You also need team mates who do similar. They also need to be willing to endure the alarm for both team mates calling at all hours and enemies checking their towns. This works great if you're a student, have a flexible job, or are retired and not so well otherwise. At least not in conquest. Probably not in revolt either. The alarm changed Grep and long term probably not for the better.

2) the genre isn't what "new gamers" want, the majority of the current generation of gamers want flashy stuff like Fortnire, LoL, Dota, Fifa, COD etc. Grepolis is an extremely slow, boring looking, strategy game. All stuff that not a lot of people want to play.
Agree and disagree here. I agree that its slow paced compared to the games you listed and that many people will want faster and flashier things. At the same time though this game does have a target market and that market is pretty big and sustainable as there's at this point hundreds of games similar to grep. I think the two issues Grep faces in this department are a lack of advertising and a serious pacing problem with the game mechanics itself.

The pacing issue comes from the fact that Grep tries to be both slow and fast. Things like general buffs to the game speed, starter quests, island quests, more resources from farms, instant buy, gold market, etc have sped up the game to the point where I don't think a new player has much of a chance coming out of BP. Being conquest ready and having 3+ cities on most worlds right out of the gate is great if you know the game and bad if you don't, since a newer player will be targeted first. Obviously if a newer player loses their only city or their main city right off the bat, that's probably the end of them logging in. in 2010-2011 this wasn't as much of an issue. The game was paced to a point where most worlds had a few weeks out of BP before somebody conquered a city. Which becomes pretty significant when you consider that a newer player gets time to learn the game and become immersed in the community. Even more so when you consider that worlds were huge.
 

1saaa

Strategos
One thing about grepolis is that I've found it's extremely difficult to explain to people why you play it. Think about it for a second:

We play a game where we willingly wake up to phone alarms at all times to click some buttons that send numbers around.

Revolt is definitely a good gamemode for newer players. It's more forgiving than conquest and requires less constant activity.
 

Thooury

Hekatontarch
The pacing issue comes from the fact that Grep tries to be both slow and fast. Things like general buffs to the game speed, starter quests, island quests, more resources from farms, instant buy, gold market, etc have sped up the game to the point where I don't think a new player has much of a chance coming out of BP. Being conquest ready and having 3+ cities on most worlds right out of the gate is great if you know the game and bad if you don't, since a newer player will be targeted first. Obviously if a newer player loses their only city or their main city right off the bat, that's probably the end of them logging in. in 2010-2011 this wasn't as much of an issue. The game was paced to a point where most worlds had a few weeks out of BP before somebody conquered a city. Which becomes pretty significant when you consider that a newer player gets time to learn the game and become immersed in the community. Even more so when you consider that worlds were huge.
I understand from this you think that there is both a pacing issue and that either the skill-floor or the skill-desparity is too high or a combination of both? Interesting point which I can certainly see as an issue. A trend we notice in multiple older games like Quake, CS 1.6 even Classic WoW.
It is true that the worlds were larger, but making worlds even close to as large as they were doesn't seem healthy or feasible. There have already been cases with large alliances getting as far out as possible to build their core in "peace", large worlds would make this tactic a lot stronger.

Following your argument that there is indeed a market, which I personally don't agree with, a world-type in between casual and the normal ones we currently have might fix this issue. It would allow both new and more casual players to thrive. Highly-skiled/ serious players can continue playing on between themselves on the current-type worlds. Problem is, if there isn't a market for it you split the community up even more, resulting in the game dying even quicker.
 

GregorianMaster

Chiliarch
4. Beginner Protection - give more culture points at the start. World start on 1st of month by day 7, the aboriginal users are on slot 5-10 yet beginners start with 1. If someone starts late they should be given a fair shake. Give them the "city average" per user at that point, which would be at least 3 slots for day 7, 6 slots for day 14 starters, and 9 slots for day 21 starters.
Unworkable.

Put into the mix that some of the more "experienced" Alliances (more often than not) drop days after everyone else after seeing where other Alliances and players are situated

So they drop (example) 1 week later and benefit from your averages giving them the "proposed" 3 slots for day 7 starters plus your statement of "by day 7, the aboriginal users are on slot 5-10 " So they then could possibly have 8-13 slots after the 2nd week. All they have to do is gold up and you gave them 3 extra cities within a couple of days making the normal players who joined on days 1-5 the "disadvantaged"
 

DeletedUser27128

Guest
Imagine losing a user that spends $100/weekly?

You did, I left because all these factors make grepolis NOT COMPETITIVE.
what are you doing that you aren't able to compete despite spending $100/week? maybe the issue is you, if you can buy that much gold and still not compete
 

eater of pie

Hoplite
During my time playing tribal wars 2 'spam' was a legitimate tactic to mask your real attacks. It wasnt called spam it was called 'fakes' and they were a legit strategy.
Whats the difference in grepolis?