I am not making excuses for uCool, but they do have a problem. The have different groups of customers that have conflicting needs.
- The super players that are at the 'top of the food chain'. They are bored because they have nothing to do. No quests, No new bosses in HR. No new heroes in the Royal Arena. GW is not challenging at all. They are maxed out in Talents, Runes, and equipment upgrades. They need new content.
- The mid level players. These are the ones that are not on the top, but have advanced up to the point that are closing the gap because the top level players can not advance. The are probably the less frustrated of all the players. Still, because the top level players have noting to do some may go hunting in HR and the mid level players are the victims. The new content that the top players need will not help them. They will see their chance to catch up evaporate.
- The rest of the population. They can be divided in two groups.
- The new post patch players. They are struggling along trying to be competitive. They are frustrated because they can not catch up to the big players. The new Reputation system work against them. The new powered up bosses are too strong for them to take on so they they can get the plans they need to catch up. The new content that the top players need will not help them, it will just make the gap between the top players and them that much wider. The get frustrated because they can not sail in the Caribbean without getting sunk and can not compete in Guild Wars and they can not see how the will ever be able to catch up. The tasks needed to move up, specially the temple, are repetitive and boring.
- The rest of the players. They are the ones that ate not top players but received the reputation bonus from the patch and got to keep any heroes that they already had even though they are not entitled to them. The have the same problems as the new post patch players, but not as severe.
uCool brought this dilemma on itself by releasing the game before it had though trough all the implications of having the players be able to advance too quickly and to have that advancement be exponential instead of linear. What I means is that as you move it take less time to gain the same amount of "power". This means that the gap between players that joined the game early and the ones that joined it later.
Note that I have not mention "coiners" because all of the above applies to all players. "Coining up" just makes it worse. I am not saying that "coining" should not be done, because that is the only way that the game can be supported, but it is part of the problem.
The net result is that there is that all the groups are frustrated and player retention suffers.
There is no quick fix to this problem. It was brought on by poor game design because the designers did not look far enough ahead to see the consequences. They have tried to patch it up several times to try to reduce he gap, but it has been too little too late. There has been too much damage done for that. The only solution I can see is to segregate the different groups of players into separate servers, but that would affect the social aspects of the game. Even that, unless the power gain becomes more liner, the problem will develop again.
I am sorry if all of the above is naive, I am new to on line games of this type. I did play Evony II for about 8 months and enjoyed it until the server became saturated. I was able to advance and be competitive without having to "coin up". I topped playing when the server I was in became saturated and just about all the real estate was taken. I did try to start on a new server, but had to give it up because of all the repetitive motion needed to play the game gave me Repetitive Motion Syndrome.
The reason I joined Tynon was because it was designed by the same company that designed Evony II, but it appeared that the game did not required as much repetitive motion. It also did not allow you to be attacked when you were not logged on (revenges excluded) that you could in Evony.