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Dying Game

DeletedUser2291

Guest
has it been tried before or is this a guess on the part of the game makers. i have heard from more than 50 players that it would be a relief to play a world with no coiners, as they are called. it is understandable that they make there money from those that can and are willing to pay outrageous amounts of money. but there a lot more that cant and dont put a lot of money or none at all into the game. if these were loss because of a refusall to do a simple thing as to make one world that is a charge of a set amount to play and no coining, then there is a position to be looked at on the other end of the discusion. how much longer can the game last when us that cant afford to keep up with the coiners are no longer having fun and decide it is not worth playing.
i enjoy playing and have met a lot of people i concider to be friends and would hate to loose contact with some of them to this. i hope there could be a comprimise of some sort to make the game play a little more fun by making it more fair. i have seen and comented on the co-play and threw out some ideas. hope that this game can go on for a while longer i have enjoyed so far
Just make worlds with diffrent rules like no ingame coint spending including officers (tribe levels will be alot lower), however the game still needs to make money (which i think is alot of money and why haven't they considered any of the ideas above)
 

DeletedUser773

Guest
Just make worlds with diffrent rules like no ingame coint spending including officers (tribe levels will be alot lower), however the game still needs to make money (which i think is alot of money and why haven't they considered any of the ideas above)
20.00$ is that all, and no coining, wouldn't be much of a fight after all.
 

DeletedUser1178

Guest
maybe closing the income gap could be a possibility you pay $20 a month to unlock a certain amount of everything for crowns, everyone gets the same for that amount of money. Instead of having 20 people spend $200 a month get 200 people to spend 20$ a month for those willing to pay to compete. This would put a lot of the "skill" back into the game. It would also see a rise in players willing to compete making for a much more diverse and interesting world Without hurting the bottom line.
 

DeletedUser

Guest
You guys fail to realize that this game needs money to survive. Your ideas will get nowhere, but the death of the game even faster.
 

DeletedUser773

Guest
You guys fail to realize that this game needs money to survive. Your ideas will get nowhere, but the death of the game even faster.
A pang of separation anxiety, Cold, what ever will you all do, without your TW2. I hear Farmville needs good players...or Sid Meyers, Civilization or better Sims, my G.F. loves that game...You guys ruined this game for everybody...
 

DeletedUser773

Guest
maybe closing the income gap could be a possibility you pay $20 a month to unlock a certain amount of everything for crowns, everyone gets the same for that amount of money. Instead of having 20 people spend $200 a month get 200 people to spend 20$ a month for those willing to pay to compete. This would put a lot of the "skill" back into the game. It would also see a rise in players willing to compete making for a much more diverse and interesting world Without hurting the bottom line.
Nah, just get rid of Co-oPs, then you'd see a rise in players. Bet your butt, some tables would turn.
 

DeletedUser

Guest
A pang of separation anxiety, Cold, what ever will you all do, without your TW2. I hear Farmville needs good players...or Sid Meyers, Civilization or better Sims, my G.F. loves that game...You guys ruined this game for everybody...
I will rim you on any world you try to fight me on. Come talk to me when you reach 5m OBP on any server.
 

DeletedUser773

Guest
I am trying to fight all of you, just not at the same time..Lolz...but Ill get there...Grrr
 

DeletedUser1178

Guest
You guys fail to realize that this game needs money to survive. Your ideas will get nowhere, but the death of the game even faster.

It's funny because this game is only here because of the success of Tribal Wars a game which only real $ came in the form of monthly subscriptions of 5.99 for premium membership. That 5.99 managed to sustain the Dev's and fund a sequel, the game was still going strong all be it on a slow decline for over 10 years. Yet in Just over 3 years of micro transactions model this game has declined dramatically and it's really not surprising, the very concept of micro transaction and the ability to buy virtual power in any mmo game of recent years goes threw these phases eventually developers come out with a new game re skinned to start the process all over again.

It is much easier to follow this tried and tested method of Monetization these days in online gaming development as it see's huge profits in the shortest time possible (like winning a jackpot at a casino but with better odds) rather than go out there and work for the same amount of money over 30 years.

Can you blame them though if I told you you could get the same amount of money in 3 minutes that you could get over 30 years which would you pick? The real problem is in how a company re invest that money back into the company or not, how much of it over a certain amount of time is reinvested and were it's invested. Gaming companies only really struggle to survive because they make bad decisions and investments just like any business.

I can assure you no Gaming developer has ever said to themselves lets go make a game so we can make people happy and just 'survive' they go into the business because it is a 91 billion dollar pie and they want a piece.

So to sit there and blame the customer (players) for killing the product (game) is simply false, you either make a game and system that is sustainable or you make a game which has the highest amount of return in the shortest time possible. If customers see a product that is of poor value and quality they have choice not to buy it and find another product of better value and quality.
 

DeletedUser

Guest
You clearly do no statistical research on players. MRT's have won a majority of worlds simply by outlasting or out coining most players. The worlds that MRT's don't win (Very few) due to more skilled players in a tribe tends to force players in the MRT to quit the game all together, as they're forced to fight someone with years of experience. In the same hand, MRT's force a lot of players to quit as they can't keep up with the mass barb munching MRT's are able to do.
Take a look at Alnwick and how many players have joined the world, Then take a look at how many players are on world 20. Notice the difference yet? Notice how many players are quitting and not coming back?
Take a look at how long World A, B, C, D, E, F, G, H, and I lasted, then take a look at world 18 and 19. Notice the difference? The newer worlds are finishing in 4-5 months compared to the 9-10 months most of the early worlds lasted. Players are losing interest in the game due to the mass coining or mass MRT's. The game also has a failed idea to keep players. Instead of starting them out on the rim in a nice safe spot to re-grow and re-group to learn a bit more, they start them in the middle of a fully grown province to get smashed once their new BP drops.

Before you go and say "Blaming the customer for killing the product is false," do some research. You clearly don't look at anything.

Before this post I did not blame us players for "killing the game," but thought I'd bring it up and prove we are. I simply stated in the post above that requiring $20 to enter a world will be a trash idea. Worlds need massive amounts of players, as barbs generate based upon the players in a province, and players tend to barb out, which in return increases the farming for players. By requiring players to pay $20, I think only 100 players would join. Once nobles fly, The world would be dropped down to 30-40 players. The world would be over within a single month.
 

DeletedUser1178

Guest
I revised the 20$ a world to 20$ (example) a month for a sub really its should be an amount decided on by market research given the market right now $9.99 would be the higher tier most would play on mobile with 14.99 the higher end of PC, and yeah I'm not researching on a world by world bases of what players are doing because I already pointed out Product Value and Quality in my last post. What players can do and what players cant do is a product of the game development, if the game is being played in a way that is intended and it's killing the game so to speak then this by all rights is a game mechanic which reflects the quality of the product.

I am not going into detailed game mechanics I do not intend to fix them, it's not my job the money they made from micro transaction could be used to do this but from a financial prospective using those funds on a new game would be a safer bet. There for a will not choose to do so, I'm simply pointing at the declining player base as a whole and comparing it to a Financial model which has seen similar declining player bases after the 1 year period. which is common practice in the gaming industry today, Pretty much everything you said above is a game mechanic that reflects the quality of the product your essentially agreeing with what I said. Players do not like the Quality/Value of this product so choose not to spend there time/money on it.

With games people develop an emotional attachment to them especially those with a social aspect or ones were it takes a great length of time to master it. So they want a face to offload the blame on when the game they so greatly love to play starts to go south, So they turn on the player base as those are the ones easy to blame after all they did not contribute to the making off the game yet there the ones which are interacted with you on a daily basis.

With that said if I offended you because I quoted something you said I apologize it was not my intention, I simply wanted to point out the fact that it is the quality and value of a game and how the company handles its finances that determines the games life span. Not the players, now if said players were hacking cheating exploiting the game and this was the downfall of the game then to an extent yes individuals within the player base that do those things could be partly to blame. At the end of the day though this to comes down to quality of the product.
 

DeletedUser773

Guest
20.00$, 9.99$, Ha, that potatos, I spent over 300.00$, 79.00$ here 50.00 a week, the occasional 20.00 drop to finish up some much needed recruites. That was in order to compete, not even close to dominate. Kids and young adults don't have that kind of cash..I saved up. .Seriously been there before... I know all about the crowns option. used on more than a few occasions in recoup, in order to rebuild, after Certain, "players" would rampage through a province on their first day out of shield and attack me, and everybody around us, The first hour they can. That's what I mean by you guys, are ruining the game, Im a gamer, to heart, I farm like crazy 24/7 There's not an hour goes by Im not on this game or thinking about how I need to get back on... I know my weapons and have skills, the Money!, coupled with huge efforts to stay on top of farming, Is used reduce incredible amounts of time, in building and recruiting, that are precious when Certain ,"Players" have only one goal in mind...weather those players are professional gamers and have that kind of money lying around I don't really know, but I do know what it costs to build recruit and attack, at the speeds Certain "Players" have demonstrated are dare I saw Awesome, Noble, first day out of shield, a noble train on their 3rd or 4th after I killed his first Noble and the Army with it...That would take an unskilled player a week at least to recoup, but nope. Nope not this "Player" no cost is to high, for some of us.. I don't think its the Crowns, it the players attitude, that is killing the game... " It's cool to be the player, Sucks to be the fan , and all you need is bucks to be the man." quote from Emenem, but seems to fit. Anyhow, I watched him unfold like a butterfly, so fast your head would spin...if I wasn't diehard about this game, I'd have quite too. P.S. <Not, to bring up any water under the bridge or, stir up any resentment, but you already know who that "Certain Player" is, and as for the cost, I covered them, because I wanted too..I'll do it again.; I don't blame the money. I only wish I had more! It's the cost of competition here, gentlemen, and you guys are setting the premium...you want fresh blood, and ideas, stop Killing everyone to death before you get a chance to meet them> For christs sake, first hour out of shield, alot of player don't even skip tutorial, when they start. You guys play a hard ball, some harder than others.
 
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DeletedUser465

Guest
(First of all, this is my opinion as a player, not representing the support team)
The hardcore crowners would be part of the issue as you see people not int he top 5 tribes (usually premade tribes by this point) quit when they get cleared by someone after BP drops, with a 3k village to their 1200, with a 10k axe nuke. However its those same people that fuel the game financially so, it's definitely partially the crowners fault but, to be fair the mechanics are there for them to use and they use it, so it's not really a 'fault' it's just them using what options are available to them.

As for players sticking around, one n done seems to usually be it when it comes to new people. It's really not easy to get long lasting determined players who are brand new to accept the loss, restart on the rim, and come back having learned somewhat from that. Sure you can say the tribes or players need to teach as well, but that shouldn't fall on the players solely either. The tutorial only goes so far, and players can only teach so far. If you are in the core with the big hitters from previous worlds, you have some late nights and alarm clocks to set which also contributes to players quitting.

There's a multitude of things affecting 'why' we have a decline of population, however all we can do it try, right?
Everyone plays here for reasons unknown, and we all get something different from playing. I'm playing 20 myself currently, about to watch world 21 open up, and 20 is barely out of the first box on the tools map. It's discouraging as a player to know the world will be done in half the time previous ones have been, sadly.
 

cokky

Berserker
There is things that an be done but education and devotion is the only thing that will save a segment of players inthe game that has not increased in either of those categories but expects the results to change do to some sort of changes in the game play. We as the seasoned vets need to teach more people the nuances of not just spending coins more wisely but how to max out your farming per min effort. Improve defending and attacking strategies and many other factions of the game which lead to people leaving the game. There is some baby seal killing out there and that needs to be frowned on or shamed to an extent. The moral boost does help in that but shame can go a long way in deterring that behavior.
 

DeletedUser

Guest
There is things that an be done but education and devotion is the only thing that will save a segment of players in the game that has not increased in either of those categories but expects the results to change do to some sort of changes in the game play. We as the seasoned vets need to teach more people the nuances of not just spending coins more wisely but how to max out your farming per min effort. Improve defending and attacking strategies and many other factions of the game which lead to people leaving the game. There is some baby seal killing out there and that needs to be frowned on or shamed to an extent. The moral boost does help in that but shame can go a long way in deterring that behavior.
Sometimes that morale drop si a problem in itself, i would love to see it easier to grow later on. however i do think there should be a newbie world of sorts with "paid"(stipend of coins) Teachers leading several different tribes. with forums of tactics and teaching them how to play and when they reach a certain point Drop them and there (3-5 villas) into what ever world they are joining depending upon the age of the world. would help the new guys be established and have an understanding for what they are getting into via friendly manner then throwing them to the wolves
 

cokky

Berserker
maybe drop in some NPC types that could be neither barb nor players that grew armies and towns sorta automaticlly would be a great idea would teach people how to fight with out making ppl mad or worry about retribution and allow for better town development then the barbs currently do. Of course if the NPC would attack at half speed from time to time it would even teach more lol....
 

DeletedUser1178

Guest
They used to have a world with restrictions in Tribal Wars, which you could only enter if you got noble out of a competitive world (there may have been a time limit like if your nobled out after first 3 weeks or something). Also you could not loose your main here there is also no end game or goals to achieve. I found a link here for it https://forum.tribalwars.us/index.php?threads/what-is-a-casual-world.5439/. It was a place you could learn at your own pace (not sure if you could spend $ on it or not). Maybe improving on this concept and introducing it here would be a good idea to aid those new to the game.
 

DeletedUser773

Guest
Most new players don't visit the Forum, here. How would they, be redirected...Something in the Tribe forum perhaps? Like "Visit the Official TW2Forum" I try to direct player here a lot. Im usually in tribes with mostly, new players...I see the Notice, that comes up occasionally from the Network, but these guys need to really be lead by a player they, believe is trying to help them.
 

DeletedUser2158

Guest
I dunno if anyone mentioned it but the fact that there's no new features, no new buildings, no new units is another reason why this game is dying. It makes the game really dull. Especially for the veterans.
 
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