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Impact of Closer Dwelling Spawning

Dear Bers

I think your recent action of putting our dwellings closer together will have a really bad effect on the income generated by this game for the following reasons ...

1.  As pointed out by Anathema in CC destroying a 'brand new to the game' player will likely make them decide it isn't worth staying around when they can be wiped off the map before they have even started playing the game properly or discovered the uniqueness that has made a lot of us into TT2 addicts so new players are therefore extremely unlikely to spend any money at all.

2.  Normally by this time a new continent has opened and a lot of people would have started a second hero on it and be purchasing speedups to advance them to the more interesting part where monsters can be killed and locations explored but, because it hasn't yet opened due to you putting new dwellings closer together, we are restricted to playing only the current hero while we wait and wait so no extra spending is being done.

3.  Most people do not want to play two heroes on the same continent, they need variety and this means that this long wait will be a permanent part of the future and I can see some of the currently addicted people becoming so bored with having to wait that they will go find a new game to play and thus you will not only lose the second hero's income but all of the income normally generated by them.

Please reconsider the placement of new dwellings as the delay it is causing on the opening of a new continent is having a negative impact on the game and its income.

Hoping to remain addicted, Centian.

3 weeks, 3 days ago Quote
3 weeks, 3 days ago Quote

I agree.  The players are too close together.  It is not all about war and a lot of players, especially first timers, want to follow the story and quests rather than building for war.

3 weeks, 3 days ago Quote
3 weeks, 3 days ago Quote

I'm wondering.

of course, that's less time needed and work without another continent for devs

of course, we don't have any ideas of datas about ratios of new players giving up before, now and on similar situations

of course, we don't, either get those about addicted players as we are all, going on playing, spending

Now, I do wonder if it's that good for all of us, wanting that game to go on and develop

or not

at the pace it goes, the continent, if ever, will be filled in weeks, if not months. Hope it's not a way to give it up

we'd like the game to go on

3 weeks, 3 days ago Quote
3 weeks, 3 days ago Quote

Bers wanted more war. Neighbours attacking neighbours. I see new players towns destroyed by exp. players.

Not big alliances going to war with other big alliances, this will not happen.

For more war i have other suggestions :-)

3 weeks, 3 days ago Quote
3 weeks, 3 days ago Quote

At first it looked like the ideal way to protect everyone in our alliance from aggressive, imbalanced attacks.

 But now I am seeing totally impossible situations for players in their placements with absolutely no room to move in any direction.

And I agree with the previous remarks about the second and third heroes for a player, as I would be one to start another but will not do it for the same reason, wanting to go to a new continent.

I know it is primarily a war game, but I also agree it may hurt the income as we wait for the new continent. 

3 weeks, 3 days ago Quote
3 weeks, 3 days ago Quote

I disagree, it's better now.

3 weeks, 2 days ago Quote
3 weeks, 2 days ago Quote

I like the update too, reminds me of how it was in the alphas. And I generally enjoy having domains nearby, it makes things more interesting.

3 weeks, 2 days ago Quote
3 weeks, 2 days ago Quote

Back in the Alpha days, towns were close together and there was an 'understanding' as such, that players would not attack another player in a lower research age. It would be frowned upon if this happened. Also, experienced players used to message a player very near them, offered help and resourses to start a new hero so they both had more room. (Well, I did anyway) All alliances should be supporting each other, reinforcing as much as possible, there is a lot of fun in killing attacking troops as well. Alliance leaders should be encouraging players to work together, they should be checking their member's walls and towers, making sure everyone knows how to move troops etc when attack is coming. In the Alphas there were lots of wars due to close proximity, and   with the spawning of new towns so far apart, it took away the enjoyment from the Despot players. There are two types of players, Despot and Collect. You cannot play Collect without building up defences, that is why Burlat tells you how to defend. I agree with Bers, sorry. Both factions can enjoy the game if they follow their advisor's advice

Edited 1 minute later by Anonymous.
3 weeks, 2 days ago Quote
3 weeks, 2 days ago Quote

 I also like the new placement. Ber's has tried to accommodate all the different types of players. Aggressive and Farmers. This is not a farmers game, it is also not a Grandkids game. I remember the "bank rolling Grannies" comments in the past. Per the "rules" you must be over 13 to play this game, but loads of Grannies ignored that rule and let their kids play. They would get upset when their cute little animals and hero's got killed off. Or we would be chided because "don't attack" this is a kid playing.
Maybe if we got a couple of new victories to go for that might be a grand idea too.  

3 weeks ago Quote
3 weeks ago Quote