Fleezus Clyde
Forum Personality 2017
- Reaction score
- 2,965
Anyone yet to see the video please watch below..... I have pre-skipped to the important part for you.
Anyone too lazy to watch - essentially;
1. You can send your troops out via scavenging in which they cannot die
2. You collect a guaranteed amount of resource (albeit much less than farming)
3. You can unlock better scavenging routes which offer more resources via quests
Over the years, many changes have been implemented into the game. Initially these changes where harmless; merely trying out new features to see if the community would like them and if they would better the game (I'm talking about churches, flags, new tech/pally/noble systems etc.) and while some of them were failures, a lot of them were actually preferred by players and are still used in worlds today.
Then Pay-to-Win (P2W) was implemented ....... this allowed players who had less skill of the game to compensate their lesser skill with real world finances. While many would argue the game died here, I could tolerate it. PP rates aren't cheap (at the lowest rate of exchange a Premium Point is worth £0.025 ($0.03 USD)) & in order to catch up with an active player it would be very expensive; especially with the ridiculous rates for resources early game (64 resources per PP or £0.39 ($0.51 USD) per 1k resources). As all these P2W changes crept into every aspect of the game, it quickly became apparent that Innogames wanted to milk Tribal Wars for all it was worth. The first and most obvious example of how TribalWars has become more focused on P2W was when they radically altered their own P2W resource trading system to hold a monopoly on it. Formally, players could trade with one another and set their own rates. However once Innogames realized they were losing money with this method, they implemented the current system, one in which Innogames gets to ultimately dictate the rate of exchange for resources to maximize profit. It was implemented under the guise to combat players selling PP on the side (something I do not condone) yet; it is in no way a dead industry and players still "gift" each other PP all the time. Furthermore there has been a vapid rise in the of the ability to buy ingame advantages (+20% res production, flag packs etc.) & an insurmountable increase of microtransactions in game. For those of you who don't know what microtransactions are; they are all those are all those "fun events" that give great rewards..... rewards that you can buy more of using premium points !!!!
Now through all these changes - the 'point' was to keep the less skilled/active players competitive & let's be honest to profit on their desire to stay competitive. To truly be an active tribalwars player you need to at the minimum be willing to spend 230 premium points a month for Premium Account & Loot Assistant (I would argue AM is optional on these new smaller worlds albeit very helpful). Together is about £6 (~$8 US) a month per player.
All that being said there were two aspects of the game you couldn't pay to win. You couldn't pay to farm & you couldn't pay for troops to magically appear. While the second is still true (unless you count the event buff "privilege" granting an instant nobleman but I personally don't) scavenging has killed farming and with it, Innogames has finally tightened the lasso fully around our wallets. Now there is no activity required at all in TW; the number of Premium points you have is all that matters for your success.
I would be a hypocrite if I said I've never used these features; why wouldn't I as an active player who wants to stay competitive? So the cost of being just an active player is no longer £6 (~$8 US) but more like £12 (~$16 US) and even more if you get into buying resources, reducing time or other features. Now some will argue that you can PP farm to offset this; I know many players who proudly proclaim they've never spent a penny on this game yet maintain top accounts & still use these features. But Farming is (was) the pinnacle aspect of the economy on any world and you couldn't use PP to farm for you...... until now. I have noticed a very sly addition to the new Scavenging feature.
*Apologies for the grainyness..... I have a Mac currently accepting laptop donations
It looks like you'll be able to increase the amount of resources obtained by scavenging using PP. These resources that are not produced by any ingame village creates a massive offset in the impact of farming by adding random new resources into the world & lessening their impact on the economy. I don't like the destabilization it presents & am really tired of the intense focus on microtransactions & maximizing profits instead of player satisfaction.
Anyhow I'm done ranting for now - but I really hope you don't plan to add this to current worlds & it is just a planned addition to future ones because frankly I think you're putting the final nail in the coffin by finally making the economy entirely dependent on one's amount of PP.
Feel free to discuss/disagree/rally behind me lol but this is just my opinion that you've finally killed a dying but beautiful game.
FC out.
Anyone too lazy to watch - essentially;
1. You can send your troops out via scavenging in which they cannot die
2. You collect a guaranteed amount of resource (albeit much less than farming)
3. You can unlock better scavenging routes which offer more resources via quests
Over the years, many changes have been implemented into the game. Initially these changes where harmless; merely trying out new features to see if the community would like them and if they would better the game (I'm talking about churches, flags, new tech/pally/noble systems etc.) and while some of them were failures, a lot of them were actually preferred by players and are still used in worlds today.
Then Pay-to-Win (P2W) was implemented ....... this allowed players who had less skill of the game to compensate their lesser skill with real world finances. While many would argue the game died here, I could tolerate it. PP rates aren't cheap (at the lowest rate of exchange a Premium Point is worth £0.025 ($0.03 USD)) & in order to catch up with an active player it would be very expensive; especially with the ridiculous rates for resources early game (64 resources per PP or £0.39 ($0.51 USD) per 1k resources). As all these P2W changes crept into every aspect of the game, it quickly became apparent that Innogames wanted to milk Tribal Wars for all it was worth. The first and most obvious example of how TribalWars has become more focused on P2W was when they radically altered their own P2W resource trading system to hold a monopoly on it. Formally, players could trade with one another and set their own rates. However once Innogames realized they were losing money with this method, they implemented the current system, one in which Innogames gets to ultimately dictate the rate of exchange for resources to maximize profit. It was implemented under the guise to combat players selling PP on the side (something I do not condone) yet; it is in no way a dead industry and players still "gift" each other PP all the time. Furthermore there has been a vapid rise in the of the ability to buy ingame advantages (+20% res production, flag packs etc.) & an insurmountable increase of microtransactions in game. For those of you who don't know what microtransactions are; they are all those are all those "fun events" that give great rewards..... rewards that you can buy more of using premium points !!!!
Now through all these changes - the 'point' was to keep the less skilled/active players competitive & let's be honest to profit on their desire to stay competitive. To truly be an active tribalwars player you need to at the minimum be willing to spend 230 premium points a month for Premium Account & Loot Assistant (I would argue AM is optional on these new smaller worlds albeit very helpful). Together is about £6 (~$8 US) a month per player.
All that being said there were two aspects of the game you couldn't pay to win. You couldn't pay to farm & you couldn't pay for troops to magically appear. While the second is still true (unless you count the event buff "privilege" granting an instant nobleman but I personally don't) scavenging has killed farming and with it, Innogames has finally tightened the lasso fully around our wallets. Now there is no activity required at all in TW; the number of Premium points you have is all that matters for your success.
I would be a hypocrite if I said I've never used these features; why wouldn't I as an active player who wants to stay competitive? So the cost of being just an active player is no longer £6 (~$8 US) but more like £12 (~$16 US) and even more if you get into buying resources, reducing time or other features. Now some will argue that you can PP farm to offset this; I know many players who proudly proclaim they've never spent a penny on this game yet maintain top accounts & still use these features. But Farming is (was) the pinnacle aspect of the economy on any world and you couldn't use PP to farm for you...... until now. I have noticed a very sly addition to the new Scavenging feature.
*Apologies for the grainyness..... I have a Mac currently accepting laptop donations
It looks like you'll be able to increase the amount of resources obtained by scavenging using PP. These resources that are not produced by any ingame village creates a massive offset in the impact of farming by adding random new resources into the world & lessening their impact on the economy. I don't like the destabilization it presents & am really tired of the intense focus on microtransactions & maximizing profits instead of player satisfaction.
Anyhow I'm done ranting for now - but I really hope you don't plan to add this to current worlds & it is just a planned addition to future ones because frankly I think you're putting the final nail in the coffin by finally making the economy entirely dependent on one's amount of PP.
Feel free to discuss/disagree/rally behind me lol but this is just my opinion that you've finally killed a dying but beautiful game.
FC out.
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