The injury system today
Posted: Thu Mar 06, 2014 5:18 pm
I guess i dont need to introduce myself but for the records im playing this game since early closed beta...and maybe more than i should...and yep this is another post about the injury system.
Intro (skip if you know all about the injury system's strory).
The injury system has been always in the game or at least since i started playing it. In closed beta each fate card (yes it wasn't called "healing card" ) used to cost 1500 ducats, healing whatever injury, no matter the level of your unit or type of injury. In closed was slightly easier making money as quests could be repeated every time they were completed/failed altough 1500 was still a steep price.
Then the open beta came and the first days of the new injury system were a mess. It was really a blood bath, up to the point that i was creating/deleting my companies so often just to keep playing with healty units. I guess Cyanide managed to lose a nice chunk of customers right off the bat (i hope it was not intended that mess, as they said).
The system was quickly fixed into what is today, where getting injuries is relatively harder (i would say once every 2 matches, no matter the outcome) and the price scales with your unit level.
(ok here is where you should stop skipping )
In the past i used to almost defend the injury system, saying it was a necessary part of the game but now after testing the new system i changed my mind: the current injury system MUST be removed for the sake of the game.
Here is why is affecting the game negatively:
- Zerg strategies are used a lot also thanks to the injury system. It is one of the reasons why people rather use lvl 1 units as they are cheaper to heal. Level 1 units are more rewarding than high level ones --> less revenue for cyanide.
- Buying (with real money) high level units risks to be very dangerous as their injuries cost a lot. This leads to players skipping most high level units --> less revenue for Cyanide.
- At renown level 12+ the injury system becomes only a minor annoyance (if you are playing with lvl 2-3 units only) as most injuries are relatively cheap to heal and you have access to all quests. If it is only a minor annoyance, why not remove it completely?. I wonder how many high level players actually bought the cards from the store with real money.
- Players do not like a system that is forced on them and that doesn't add anything exciting (to me is exciting to level a unit not to heal the injury!) . This leads to some players dropping from the game --> less potential revenue for Cyanide.
tldr; in short the system is just annoying, it becomes meaningless at high levels, stop players from buying and using high level units while pushing for level 1 strategies and generally scares new players. Why not removing it now? The ideal solution for both players and Cyanide would be to lower the ducats gained from matches/quests to match the fact we dont have to spend anymore money on healing cards.
all in all it comes down to...how much revenue is the injury system generating for cyanide? my gut feeling is: not a lot, so why not remove it if it can potentially attract more players (and thus more potential revenue)?
Intro (skip if you know all about the injury system's strory).
The injury system has been always in the game or at least since i started playing it. In closed beta each fate card (yes it wasn't called "healing card" ) used to cost 1500 ducats, healing whatever injury, no matter the level of your unit or type of injury. In closed was slightly easier making money as quests could be repeated every time they were completed/failed altough 1500 was still a steep price.
Then the open beta came and the first days of the new injury system were a mess. It was really a blood bath, up to the point that i was creating/deleting my companies so often just to keep playing with healty units. I guess Cyanide managed to lose a nice chunk of customers right off the bat (i hope it was not intended that mess, as they said).
The system was quickly fixed into what is today, where getting injuries is relatively harder (i would say once every 2 matches, no matter the outcome) and the price scales with your unit level.
(ok here is where you should stop skipping )
In the past i used to almost defend the injury system, saying it was a necessary part of the game but now after testing the new system i changed my mind: the current injury system MUST be removed for the sake of the game.
Here is why is affecting the game negatively:
- Zerg strategies are used a lot also thanks to the injury system. It is one of the reasons why people rather use lvl 1 units as they are cheaper to heal. Level 1 units are more rewarding than high level ones --> less revenue for cyanide.
- Buying (with real money) high level units risks to be very dangerous as their injuries cost a lot. This leads to players skipping most high level units --> less revenue for Cyanide.
- At renown level 12+ the injury system becomes only a minor annoyance (if you are playing with lvl 2-3 units only) as most injuries are relatively cheap to heal and you have access to all quests. If it is only a minor annoyance, why not remove it completely?. I wonder how many high level players actually bought the cards from the store with real money.
- Players do not like a system that is forced on them and that doesn't add anything exciting (to me is exciting to level a unit not to heal the injury!) . This leads to some players dropping from the game --> less potential revenue for Cyanide.
tldr; in short the system is just annoying, it becomes meaningless at high levels, stop players from buying and using high level units while pushing for level 1 strategies and generally scares new players. Why not removing it now? The ideal solution for both players and Cyanide would be to lower the ducats gained from matches/quests to match the fact we dont have to spend anymore money on healing cards.
all in all it comes down to...how much revenue is the injury system generating for cyanide? my gut feeling is: not a lot, so why not remove it if it can potentially attract more players (and thus more potential revenue)?