Board Thread:Game Discussions/@comment-25097314-20140630233911/@comment-24738360-20140630235438

Magefireballs wrote: Suggestions for improving KnD

As someone who has played all kinds of games since the early 80s till now, I thought I’d give GREE a few suggestions that should vastly improve KnD; many of which would not require significant investment on their part.

''' 1. Level 100 = basis for all point calculations, matching'''

 a. Stop punishing people for leveling up. Level 100 players get far more points in Guild Wars than level 150 players and also get much easier Arena matches, and it gets worse the higher you go. Once you reach level 100, the calculation should be the same for all players level 100+

Benefit to Gree: This will stop a lot of frustration your long time players are currently having with the game, which should drastically reduce churn of your highest paying and most loyal customers

Gree Expense: shouldn’t be much. Just change the coding with one if logic statement: ex: if(level > 100, setlevelto100(same formula as now),same formula as now)

Benefit to players: No penalty to keep playing; for people already over 100, just convert their experience to the new levels and re-level them

 2. Soft cap of Level 100 / Levels past 100 should provide some benefit but each additional level should be significantly harder than the last (like the game Lineage or Diablo 3)

 a.          Each level past 100 should add +2 atk/def/hp

                                                                 i.         The current rewards are a joke, especially considering you ultimately are penalized for leveling in Arena (tougher comps) and Guild Wars (lower points)

 b. Each additional level should take 10% more experience than the prior level. This means level   149 to 150 will take 100 times as much experience as level 100 to 101.

                                                                 i.         I’d probably cap it at the cost of 100x the level from 100 to 101 as you’d be talking over a week of non-stop playing to get a level at that point

Benefit to Gree: This will provide incentive to keep playing the game besides just Guild Wars and provide an enormous time sink that will keep players logging in every day, throughout the day, just like you do for leveling

      Gree expense: should be very minimal. No new skins, maps, armor, etc.

Benefit to players: reason to log in and play; reward for playing

 3. Ability to prevent leechers in guild wars / Few different options here

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> a.          Allow GM/GC/GS to set a minimum # of points for each war before it starts

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> b.         And/Or Allow GM/GC/GS to set min # of attempts for each war before it starts

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> c.          Allow GM to remove player before the war ends

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> d.         Prior four 3 day war point totals are visible to Guild leadership

Benefit to Gree: Guilds become less frustrated with recruiting means guild less likely to break up which means less player churn (leachers / players may use gems more to hit minimum target)

Gree expense: Minor expense

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo1">Benefit to players: Obvious

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo1">''' 4. Create Guild Arena Competition'''

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> a.          Simply consolidate guild members arena point totals and have weekly guild rewards for Arena similar to that of 3 day wars

<p class="MsoListParagraphCxSpMiddle">Benefit to Gree: Another activity to get players playing the game and a good reason to use Gems in Arena (right now there really is no reason to Gem in Arena once you are level 50+ unless you are making a top 10 run)

<p class="MsoListParagraphCxSpMiddle">Gree expense: Minor to moderate

<p class="MsoListParagraphCxSpMiddle">Benefit to players: Another incentive to play, another way to get legendaries/epics

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo1">''' 5. Larger Guilds / Guild Levels with reserves for wars'''

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> a.          Guilds should have a max of 50 players / 20 Officers

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> b.         Guild levels should be a max of 100

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.5in;mso-add-space: auto;text-indent:-1.5in;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1">                                                                 i.         1 Player per 2 levels

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.5in;mso-add-space: auto;text-indent:-1.5in;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1">                                                               ii. 1 officer per ~5 levels

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.5in;mso-add-space: auto;text-indent:-1.5in;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1">                                                              iii. Potentially add another tier of officers and make sentinel 10% bonus, 4 more GCs for a total of 20

<p class="MsoListParagraphCxSpLast" style="margin-left:1.5in;mso-add-space:auto; text-indent:-1.5in;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1">                                                             iv. Allow GM to set aside players #41-50 as non-arena members (some guilds have long time members who for RL reasons can’t be active for a week to a month—it sucks to have to boot them or go short on points); obviously they should get no rewards

<p class="MsoNormal" style="margin-left:.5in">Benefits to Gree:   More stability = less player churn; each level the guild receives something tangible (can go several levels with nada currently)

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in">Gree expense: Very minimal

<p class="MsoNormal" style="margin-left:.5in;text-indent:.5in">Benefit to players: Get to keep inactive/less active friends in guild

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l0 level1 lfo1"> 6. Convert Regular to Plus Armors for Gems: Option to transform any armor to the plus version for a certain # of Gems;   Example tier:

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> a.          1 star to + is 10 gems

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> b.         2 star to + is 25 gems

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> c.          3 star to a + is 100 gems

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> d.         4 star to a + is 250 gems

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> e.         Older 5 star to a + is 750 gems (fusible 5 stars)

<p class="MsoListParagraphCxSpLast" style="margin-left:1.0in;mso-add-space:auto; text-indent:-.25in;mso-list:l0 level2 lfo1"> f.           Newer 5 star to a + is 1500 gems (unfusible 5 stars)

<p class="MsoNormal" style="margin-left:.75in">Benefits to Gree:   Yet another Gem sink

<p class="MsoNormal" style="margin-left:.75in">Gree expense: very minimal

<p class="MsoNormal" style="margin-left:.75in">Benefit to players: less risk than chests, easy target to try to attain towards

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l0 level1 lfo1">''' 7. Map expansion'''

<p class="MsoListParagraphCxSpLast" style="margin-left:1.0in;mso-add-space:auto; text-indent:-.25in;mso-list:l0 level2 lfo1"> a.          Think this one goes without saying but as much money as you are bringing in each month, it’s crazy there hasn’t been any expansion on the map

<p class="MsoNormal" style="margin-left:.75in">Benefits to Gree: Less player churn

<p class="MsoNormal" style="margin-left:.75in">Gree expense: Largest expense of the recommended changes but long overdue. New content should probably come every 6 months or so. See World of Warcraft revenue over time even with content updates.

<p class="MsoNormal" style="margin-left:.75in">Player benefits: More to do, more rewards, more quests, etc

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l0 level1 lfo1">''' 8. Map Difficulty / ('''Aka Diablo style)

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> a.          Allow players once they beat “normal” (current difficult) to advance to Hard mode which should be significantly harder than normal with possible 4 star crafted armors

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;mso-list:l0 level2 lfo1"> b.         Allow players once they beat “hard” to advance to “Insane” mode which should be significantly harder than Hard with possible 5 star (fusable ones)

<p class="MsoListParagraphCxSpLast" style="text-indent:.25in">Benefits to Gree: Adds replayibility to the game = less player churn

<p class="MsoNormal" style="margin-left:.75in">Gree expense: moderate – will take time to tweak difficulties

<p class="MsoNormal" style="margin-left:.75in">Benefit to players: Game stays fresh longer, more rewards

I hope someone from GREE will take these into consideration. I think the game is currently a good game but could be a great game. Anyone else have any suggestions?

<p class="MsoNormal">-Tomar

1. The first suggestion would ruin the game for higher leveled people. Since these Level 400+ people with 3 Fully maxed out Epics would be fighting Lv100 people with 3 Maxed out Legendaries. It would make Arena way harder for lower leveled people, and it would make it way easier for the people with very strong armours.

2. This idea would also be a game ruiner, as I have a couple of friends who are Level 400. That means they would be way stronger than me, (I'm at Leve 121 or 122) And It would just ruin the game for me, since I battle these friends for Friend Battle to get extra Arena points.

3. People In-Game already do kick leechers, every single thing you listed in that list, the GM of all guilds would do. So.. it wouldn't be useful

4. I'm confused about this one, what exactly is it?

5. Guilds are already big enough, having 40 people in one guild is already crowded.

6. Spending Gems for a 1*+, 2*+, 3*+, or 4*+, is just worthless. They are all very easy to get, and they aren't that hard to level up either.

1,500 Gems for an epic+?? That's over $150, Gree would make way more money... Buying chests would be better than spending $150 Gems on one Epic

7. I got to agree with you for this one, a map expansion would be great for us higher leveled people who want new content

8. This is also a good idea, having more difficulty in stages might be a good challenge for us.

But the game already does this...^