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Kingdoms of Heckfire Forums
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Combat Mechanics & Game Longevity (Graveyards?)
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<p>[QUOTE="Multiplat, post: 6653, member: 2024999298"]Look at the design of the game and ask yourself, does ATA really care about player retention? This game is quite literally designed around the idea that >75% of the players will quit the game.</p><p><br /></p><p>The biggest proof falls in the ally market and the map.</p><p><br /></p><p>We all know the game revolved around having 30-100 allies. If there was a 50% retention rate, players would realistically be able to have on average 2 allies. For a player to have 100 allies, that would mean at least 50 other active players would need to have 0 allies. The only way the ally system works is with players quitting.</p><p><br /></p><p>On to the map. With the minimal retention rate we see, there are still little to no resources to go around in the inner rings. Within a week players jump from ring 1 to ring 3. In around a month players are ready for ring 4. After around 3 months, many players are starting to pack into rings 5 and up. If there was a 50% retention rate compared to how few players continue to play, these rings would be excessively full with little to no monsters to go around. As it is, nearly every active player in r23 is in ring 6. Hives are within a minute of each other which leaves little room for clans to gather or monster slay.</p><p><br /></p><p>In a way we should be grateful that ATA has this weird desire to make players quit. On the other hand, it would be nice if they cared enough about the players to make quality of life updates to support the player base.[/QUOTE]</p><p><br /></p>
[QUOTE="Multiplat, post: 6653, member: 2024999298"]Look at the design of the game and ask yourself, does ATA really care about player retention? This game is quite literally designed around the idea that >75% of the players will quit the game. The biggest proof falls in the ally market and the map. We all know the game revolved around having 30-100 allies. If there was a 50% retention rate, players would realistically be able to have on average 2 allies. For a player to have 100 allies, that would mean at least 50 other active players would need to have 0 allies. The only way the ally system works is with players quitting. On to the map. With the minimal retention rate we see, there are still little to no resources to go around in the inner rings. Within a week players jump from ring 1 to ring 3. In around a month players are ready for ring 4. After around 3 months, many players are starting to pack into rings 5 and up. If there was a 50% retention rate compared to how few players continue to play, these rings would be excessively full with little to no monsters to go around. As it is, nearly every active player in r23 is in ring 6. Hives are within a minute of each other which leaves little room for clans to gather or monster slay. In a way we should be grateful that ATA has this weird desire to make players quit. On the other hand, it would be nice if they cared enough about the players to make quality of life updates to support the player base.[/QUOTE]
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Kingdoms of Heckfire Forums
Home
Forums
Kingdoms of Heckfire
General Discussion
Combat Mechanics & Game Longevity (Graveyards?)
Kingdoms of Heckfire Forums
Home
Forums
Kingdoms of Heckfire
General Discussion
Combat Mechanics & Game Longevity (Graveyards?)