Post 2.0 Improvement wish list

There is no traitstone availability problem. Just play the game and get in a good guild.

Grinding is a part of many RPGs. Final Fantasy series and Pokemon series. Arguably, the juggernauts of the Eastern World, are grindy. While your Mass Effect and [insert] Bethesda game of the Western World are not. In this case, pick your poison.

You mean the handful of forum members? Gotcha.

I have to diasagree here. Resources are resources. Resources are inherently vital to any ecosystem, at any given time. Moving on, the game is becoming easier for the player. You have more troops to gain stars for kingdoms. That are less souls needed and less resources needed. If you are a completionist, like me, then it is the inverse of the aforementioned.

There we go with that “fun” again. I don’t mind “grindy” games. Video games are innately fun. A game not measuring up to your standards is your opinion.

The developers have always improved the game based on 3 pillars.

Taken from:

Discussion about pay-to-win frustrations

Insert quoted by @Sirrian

The core of it goes like this: good design needs to be built on 3
PILLARS - player feedback, designer intuition/experience, and hard
statistics/analytics. Each of those pillars is of equal value. As soon
as you lean on one too hard, you get problems… and that’s kind of what
you’re implying in your post, but it’s not the case here.

Lean on analytics too hard? You get the strip-mining you mentioned.
Lean on designer feedback too hard? You add features that lose your core audience, and don’t work with your business model.
Lean
on player feedback too hard? You skew the game features to cater to the
most vocal players,and you either go broke by giving too much away, or
alter the difficulty to cater for a minority.

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