ANdy its
100m coins/ 40m credits / 10k rep
FOR ANY BANISH regardless of the size. Tat is the most anyone can get.
Now for banishes less then 1.25b the rep is always the same. but the coins and credits get reduced
My math sucks today so let me try and get this right
250m banish is 25m coins and 10m credits
50 m banish is 5 m coins 2m credits
10m banish is 1m coins 400k credits
These numbers never changed with the cap. because the cap was meant to mainly effect heavily populated servers. The cap really only effects 1.25b banish and up
I agree that a massive mergers may solve some of these problems, but it may create some new ones. Keep in mind that many people go to the new servers because they feel they don't want to be the lower player on the totem pole. Even after reaching 20 - 30 mil, people have stopped playing due to the fact that there are other players that are now 150 - 250 mil in power. This could result in people just exiting the game in its entirety which is what Tynon may fear.
There is no clear cut solution to this problem, except maybe consider doing some manual intensive work on Tynon's part by analyzing accounts to find out where people have multiple hero's across multiple servers, and consolidate those servers appropriately. Essentially bringing them back to where they came from + merger with other servers while the clean up happens. Get a true count of players and not false alts all over the place.
Another way to get around it is to have 3 large servers (1 for each time zone - specifically only for US server) and invest in a large server farm. Let there be 1 server with everyone in it. Share in a larger pool of bonus's for hundred's or thousand people doing the same event. This is not likely with the cost requirement.
Either way, this posting about raising the cap on banish, which has now splintered off into another "I dream a dream" posting.
Cap isn't gong to be moved and this is clear. So we should learn to live with it and make best out of it. All new servers are also getting balanced as people come into power. The high coinage is short lived in the whole grand scheme of things.
I haven't heard anyone who was glad with a merge.
Herby should power down for CWF so other people get more tickets.
This is how Banish is supposed to work:
When you first get to a boss, the top players maximize their damage to earn as much as they could.
Then eventually, the number of rounds Banish lasts decreases at a rate faster than the guild players can increase damage, and the other players get a bigger share.
Then, it becomes in the interests of the bigger plays to help the smaller players build up to reach a bigger banish.
The realm works together, the smaller players grow some, the whole realm benefits by getting to the next level banish.
Then the cycle repeats.
What is good about this model? It encourages teamwork, players working together, and everyone wins. Players incomes are naturally balanced by and is dependent on other players. In essence, it furthers uCool's goals with the game and makes the game more popular, enjoyable, and most importantly, PROFITABLE.
What does a cap do? It removes the incentive for players to work together and removes the naturally balancing aspect. What do I mean by balance? Realms that reach a certain boss first will initially get more income. But then, as they kill the boss faster and faster, players on less crowded realms are able to also reach the boss, but because they are less crowded, the big players can gain more than the players in the more crowded servers. This is again balanced when the crowded realms reach the next level boss. The cap totally throws this natural balancing mechanic out of whack. Now, the balancing mechanic becomes: small players get frustrated, quit, and Tynon no longer receives their $100 a month or so.
So now let me tie this into $$$ terms.
First, what is the main reason people buy gems?
Gems are an investment. People invest in gems so they can reach certain, "checkpoints," such as LB sets, 2nd sub, etc with the purpose of increasing their banish output, thus income.
Gems are used to speed up banishes to reach next level bosses.
Gems often are used to speed up blacksmith/rune upgrades, the most expensive of which are driven by a desire to increase Banish output.
What does a cap do? It removes all these incentives.
Observational evidence: MattP, Boya, Bubba, Duec and many other friends of mine on the first 10 servers have decreased spending dramatically since Banish cap.
Some may counter that removing cap means players buy less chests.
But come on now, not even LG, Tinyhue, Exec buys those past the first 2-3 months of a server starting. No good player spends large amounts of gems on coins/credits, not even big coiners.
Secondly, with a cap, the smaller players see no hope. They cannot outpace the growth of the bigger players, and the bigger plays have no incentive to help the smaller players build up. The result? Smaller players quit. And most smaller and medium players coin, and currently many coin even more than the established players in a bid to catch up. If they see no hope to catch up, they will stop buying gems and stop playing.
Of course, these are just my own personal observations and logical arguments based on playing the game and talking to people across the dozen and a half servers or so I actively play on. But I am sure most players will agree.
Last edited by Yelsha; 04-30-2014 at 07:46 PM.
You could try not boosting, leave your sub slots empty during banishes, drop a toon or two, send one in without runes, lower your damage to a reasonable level to give the lowbies a hand up. Or help them out with their formations, runes and chip placements to maximize their WB results.