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.
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.