Some of this, from @xolid99 is spot on.
Introducing new game modes or changing existing ones is not going to keep people interested. Especially when they’re so horribly designed.
I hope there’s nothing else in the pipeline where you’re trying to fix or replace something that isn’t broken…
What we would like to see you do is fix the things that need fixing. With Steam showing a fall-off in players, the only way you can save the game is by doing some of the things we’ve been asking for since we saw them. Examples: 1) all the bugs from the chat revamp are still there; 2) the Guild Wars interface still looks like it was coded by a monkey, during non-GW weeks; 3) - 99) see all the old posts.
Make the game better, not more!
A TV set is not improved by adding a new channel. The TV set still has all the problems it had with just the old channels. To improve the TV set, you have to improve the On-Screen Display interface or fix the bug that makes the subtitles on SBS display out of sync – or whatever.
Trials
Trials are not fun. And from what I’ve seen, they fail to teach anything. If they were intended as a teaching tool, you need to go back to the drawing board.
You’ve said that Trials are here to stay, but sometimes it’s smart to recognise something is no good and throw it away.
I suspect that any change to Trials team selection is going to be a band-aid solution, at best. You really need to rethink what it was you were trying to achieve, whether that was worth doing, whether it was fun, and perhaps how you can go back to achieving the important purpose that was intended.
As for specifics…
You’ve dug yourselves this hole; it’s not going to be an easy one to get out of. But here’s some more-extreme ideas:
a) Set the player team restrictions in the same way you do for World Events: sometimes by kingdom, sometimes by role or type or colour. It’s enough for the enemy team to be restricted to the kingdom.
b) Reward players for using troops from the kingdom rather than forbidding or penalising them for using other troops. For example, multiply the kingdom’s pet bonus by the level of the trial.
c) Allow the class for that kingdom, but with any weapon. (Very obvious.)
d) Lock in three troop slots but allow us to use any troop in the fourth.
e) Make us the same level as our opponents (or half the level, or whatever). The logic being, if we’ve learned something, it won’t be too difficult, but if we’ve learned nothing, then the stakes are higher for messing up a move.
Which of these is right? I’m afraid you’ll have to do the hard work of testing them out to see what works and what doesn’t. That’s what you’re paid for.
Miscellaneous
Restricting trials to just one week is perhaps needlessly annoying. I deliberately didn’t do last week because I was waiting for someone to tell me you’d fixed the million Gems bug. But no-one did, so I forgot.
The rest is off-topic, but I think it is relevant because of what it exposes…
The last couple of times that Nimhain “revamped” a kingdom, she basically did exactly the opposite of what experienced players wanted from a kingdom revamp. This is very disturbing, because it reveals that she (and her team) are on a very different planet to the players. Unfortunately, this kind of inwards-looking “bubble” is very common in most jobs.
Why have players said they wanted kingdoms revamped? Because many of the troops are essentially useless in player teams. Players want troops to be more useful to them when building teams.
What did Nimhain do? She made the troops harder (or more annoying) for the player to defeat (in explore, etc), but in no way more useful in player-built teams.
We want troops that are useful to us, not troops that are useful to the AI.
Even more than that, every additional bit of randomness added to the game makes it less fun. The skill in Gems of War is in finding ways to make the game less random and more controllable by the player. When we lose this ability to apply our skill – when we lose control over the randomness – we get frustrated, and players stop playing.
Why is Lyrasza’s Lair rated as one of the hardest Pure Faction delves? Because defeating it feels like pure luck and very little skill. We really do hate that.
Sorry for the rant. I’ve been sitting on some of this stuff for months and years.