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Kingdoms of Heckfire Forums
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Kingdoms of Heckfire
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Balanced game
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<p>[QUOTE="ProfessorDaddy, post: 9470, member: 78892435"]“<i>Currently, PvP in Heckfire leads near-exclusively to detriment for all involved parties. It lacks a reward structure of any kind, as well as being devoid of nearly any potential for strategical play. In addition, the PvP that currently exists is actually almost entirely PvOP. (Player vs offline player!) Isn’t that fun!? </i></p><p><i><br /></i></p><p><i><br /></i></p><p><i>The only entity who benefits from the current PvP structure is ATA. Time spent retraining lost troops, or trying to boost PvP stats, means ignoring other sections of the game that help you get more out of the time you spend playing. Meanwhile, ATA gets to try to sell you a vast majority of tempting options to speed up your progress. I call this the “temptation phase”, and obviously the less time you spend here, the better.</i></p><p><i><br /></i></p><p><i><br /></i></p><p><i>You can call Heckfire a PvP game if you want, but the fact remains that this game is centrally based around PvE, with elements of PvP sprinkled in to set you back as you go through the real bulk of the game: upgrading your buildings/research.</i></p><p><i><br /></i></p><p><i><br /></i></p><p><i>The gameplay doesn’t really change that much as you progress. You do essentially the same things over and over, but continually upgrade. And upgrading is fueled by PvE notPvP.</i></p><p><i><br /></i></p><p><i><br /></i></p><p><i>The PvP elements of the game don’t involve strategy, they involve statistics. Numbers and percentages, with all the advantage coming from *ahem*, your upgrades.”</i></p><p><i><br /></i></p><p><i>-From the Magical Mythical Heckfire Multiguide</i>[/QUOTE]</p><p><br /></p>
[QUOTE="ProfessorDaddy, post: 9470, member: 78892435"]“[I]Currently, PvP in Heckfire leads near-exclusively to detriment for all involved parties. It lacks a reward structure of any kind, as well as being devoid of nearly any potential for strategical play. In addition, the PvP that currently exists is actually almost entirely PvOP. (Player vs offline player!) Isn’t that fun!? The only entity who benefits from the current PvP structure is ATA. Time spent retraining lost troops, or trying to boost PvP stats, means ignoring other sections of the game that help you get more out of the time you spend playing. Meanwhile, ATA gets to try to sell you a vast majority of tempting options to speed up your progress. I call this the “temptation phase”, and obviously the less time you spend here, the better. You can call Heckfire a PvP game if you want, but the fact remains that this game is centrally based around PvE, with elements of PvP sprinkled in to set you back as you go through the real bulk of the game: upgrading your buildings/research. The gameplay doesn’t really change that much as you progress. You do essentially the same things over and over, but continually upgrade. And upgrading is fueled by PvE notPvP. The PvP elements of the game don’t involve strategy, they involve statistics. Numbers and percentages, with all the advantage coming from *ahem*, your upgrades.” -From the Magical Mythical Heckfire Multiguide[/I][/QUOTE]
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Kingdoms of Heckfire Forums
Home
Forums
Kingdoms of Heckfire
General Discussion
Balanced game
Kingdoms of Heckfire Forums
Home
Forums
Kingdoms of Heckfire
General Discussion
Balanced game