After playing this a bit in a T100 alliance and seeing how myself and others experience it, I thought I would try to list out what I think would be the best improvements or ideas.
I assume as a baseline that:
- It is meant to remain as a side game that doesn’t demand lots of play time each day
- It is meant to increase interest and engagement in fairly low activity players, as high activity players don’t need any encouragement to play more, they just do it
- It therefore will continue to limit the activity of individual players to a degree, so it remains a mostly group effort by necessity
- The issues that pop up with performance and lag are already high on the list for the devs along with locking down blessings working correctly.
So, a list:
UI improvements
- The colors of the hexagons are just 2 without any shading or anything. A taken hexagon (from you) should look different from the ones I want to attack besides the yellow exclamation point, and any green bars around ones we have taken pins in. Maybe it could be shaded lighter once it’s taken.
Incentives
Every other thing you do in the game gives you a reward immediately when you do it. Win a pvp match? here’s some iso or a cover. Win PVE? get node rewards. Sure you can tap those out but the first time you get something. Here…nothing. Not a single thing.
- Offer a standard token for winning a front, either the first time you do it in that phase or every time. This encourages people to pitch in more than “hey guys we need someone to play this wave node and then we need 4 more hits to take the hexagon and I sure hope someone does it because I’m out of Morale”. right now the game is designed mostly around the concept of the “search for volunteers to take on work and wonder why only one person responded to my email”
- Offer a standard token for placing the first defender each round so more people do that. Limit it to one per player. This creates incentive to take part in doing it.
- Offensives should offer an additional reward set at the end for beating the other alliance. It is mind boggling to me that this doesn’t exist. It would create added incentive to keep going vs just chasing a 6 week goal through 8 Offensives and 48 phases.
Playing
Morale being so slow to recharge is a somewhat necessary evil for keeping a group active but also makes it hard to keep success going if things fall apart (people get bored or RL conflicts or whatever) and then your momentum/placement dies off and attrition takes hold. Is this the goal? winner is whoever sticks to it vs plays better? In any case:
- Make Morale somehow earnable or buyable. Maybe you can spend HP to get up to 3 within the first 12 hours of attack. Maybe placing the first defender earns you a morale point if you’re under 3. Maybe placing defenders (1 or more) increases recharge time 2x or something. Maybe there’s some side, side game you can play to earn morale (probably unlikely to be implemented).
- An Assist point - one per Attack phase. Did your ally mate give a node a shot? Did they lose? Guess how it feels to use your last Morale and fail? So, I’m thinking about an Assist point you can use to do clean up if you can/want after your ally mate died to an annoying iHulk defense but at least they took PM out. Or whatever. Creates added ally cohesion, makes it more fun than yelling into the void “hey does anyone have a morale left, I failed” and you look less like the putz who didn’t make the shot and now you’re the teammate who passed the ball to the guy under the basket. Maybe doing an Assist is half the points but at least maybe you took that hexagon and now you get the shards instead of time running out and it’s got 4 defenders standing.
Defense
Oh man, ok. Defense is a pain and people don’t like it. I’ve already made suggestions about how to make it more appealing. But anyway:
Problem 1: UI isn’t fun to use. Many ideas around this already exist
Problem 2: Many people are starting to default to a boring meta (boring because it’s a solved problem)
Solutions might include:
- Obviously the blessing working right will shake things up some
- What if there was a a loaner option for the middle square of the grid, so in wave 2? You don’t want it, fine, remove for free. You want it? Great, build around it. Maybe they are boosted. Tie it to the theme of the map so they stand out more from each other and leverage the Marvel-ness of the game. Maybe you loan a goon type who generates AP…? That would be cool and different to use as a player. These are just brainstorming ideas but I feel like without doing something to shake up things we’ll just get massively bored of this whole thing within a few months of fighting the same teams over and over.
Timing:
The event is too long. 8 Offensives? why? There’s no good way to even know which one you’re in especially without any Offensive end rewards to distinguish them.
Do you need to reduce rewards to make it shorter? Do that.
What is the optimal length? I don’t know for sure but 5 seems like the upper bound. Maybe there’s a regular season and a playoff? IDK what’s possible. But there’s no way you keep your 200th place alliance super engaged past Offensive 4 to earn some random 5s in 3 more weeks. Making players accept a mindset of “this thing I’m still ‘playing’ doesn’t matter because we’re losing and have no shot” as a baseline for most of it’s time running is gonna kill it fast.
The shifting timeframes are so annoying to keep track of. Is that supposed to allow more players around the world to play and compete? The only advantage really comes down to morale and the recharge if you can play within the first 12 hours of attack. Is the idea to constantly shift what players will have an advantage from being awake and able to play in those time frames?
Maybe remove that or make earning it by winning attacks or something instead. Just make all of this run on a 24 hour cycle each phase. “12 hours is too long already for defense” no it’s not. If it is, it’s better to make someone wait to attack than to make it hard to remember what’s happening when especially with the 6 hours shifting all the times every Offensive. The entire rest of the game has very predictable cycles and times when you can do things.
Let’s say your defense phase started at 1 pm in Engagement 1. OK, so in 36 hours it starts at 1 AM. Then in 36 hours it starts at 1 pm again.
Offensive 2: Defense phase starts at 7 AM (and change, because of some weird number of minutes in between, so like 7:23 or something)
WHY is this seen as an acceptable schedule? Offensive 3 will start at like 1: 44 PM defense and Offensive 4 will start at like 8:14 AM with defense. I am not sure, ball parking here on the minutes.
What time does slice 1 in PVE start for me? 7 AM. Every day for however many years it’s been (at least 11), it’s the same. (except it ends weird when clocks change)
Please for the love of Odin make this run on a predictable easy, on the hour, schedule.
Thank you for your consideration.
TLDR you seem to have come up with a game design that was not built with the habits and desires of the player base you have but something that…I dunno…imagines a different one? or hopes that some huge influx of new people will come in to bang their heads against vets’ meta defenses and lose after 3 tries? I am afraid that you need to rework this to meet the players you have, where they are.