# Post 2.0 Improvement wish list

**URL:** <https://community.gemsofwar.com/t/post-2-0-improvement-wish-list/8699>\
**Category:** Feature Requests and Game feedback\
**Created:** [June 21, 2016, 6:41pm UTC](https://community.gemsofwar.com/t/post-2-0-improvement-wish-list/8699 "2016-06-21T18:41:51Z")\
**Posts on this page:** 1\
**Showing post:** 32

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**Author:** ![Koolbiird](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/koolbiird/32/5099_2.png) [@Koolbiird](https://community.gemsofwar.com/u/Koolbiird)\
**Post date:** [June 27, 2016, 3:29pm UTC](https://community.gemsofwar.com/t/post-2-0-improvement-wish-list/8699/32 "2016-06-27T15:29:29Z")

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> [@Tactica](#):
>
> addressing the arcane trait stone availability issue

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

> [@Tactica](#):
>
> ‘grind’ is an aweful mechanic to keep players interested

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.

> [@Tactica](#):
>
> which plenty of players see as a problem

You mean the handful of forum members? Gotcha.

> [@Tactica](#):
>
> Resources are now in even greater demand

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.

> [@Tactica](#):
>
> fun of the game should be maintained as paramount, not grind

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.

> [@Tactica](#):
>
> Perhaps the dev’s see and are taking some actions accordingly.

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

Taken from:

[Discussion about pay-to-win frustrations](http://community.gemsofwar.com/t/discussion-about-pay-to-win-frustrations/2285)

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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_[View the full topic](https://community.gemsofwar.com/t/post-2-0-improvement-wish-list/8699)._
