It wont kill the game, just makes it totally different.
Right know if you dont dig up the forums, you dont realise that with this change you simply cant compete.
If you are a new player you just realise in a few month time, that you dont grow near enough, and the top is gettting further away from you, no matter how good you are.
In itself its not a problem if you have to pay for a game, but the designers of Virtonomics make it looks like that there is a paying server, and the other one which are free. So they would like to make the impression that you compete in a more or less even field in the free realms, when in reality with this new change, you are not even in the same ballpark.
Effectively its a level cap, practically you cant get past Q40 in an field without spending money
One big problem with this change, that it supports hugely the current top players, hence handycap the new small players. And this always leads to problems, because without new ppl, the game dynamic changes a lot - for the worse.
Probably belongs to the other thread which I started about game mechanics,but anyway, this game is geared seriously toward the top players.
Every advancement - Q level increase - not just linearly, but exponentially strenghten a given player.
For example every Q level increase not just allow you to have more ppl in the same field, but every of your ppl is more effective than at the previous level - produce, sell, raise animal, etc. more then before.
So this means, if the top players know what they doing, nobody can catch up with them.
The tenders are field days for ppl, who are close to the upper limit, because they can control more ppl, and each ppl is more effective, their each spent money on marketing is resulting in more result, etc. etc.
There is also the issue of too much money around. The wast majority of assets of top players is cash and some tech. Simply there is nothing to spend it on.
Except the state enterprise auction, which is also skewed toward the top, because its so exorbitantly expensive that only the top can afford it. And it enables them to produce items nobody else can, so they have a field day selling them in quasi monopolic way in cities without competition, so cash is rolling in big time, and then it makes possible to buy even more state enterprise auction. Not to mention that as the competition in normal markets increase, then premier market gives even more relative value.
If I would be the game designer, I would gear toward the new players.
One hand its encouraging to have success early on, and even better if you feel that if you are smart, you have ways to catch up with the top.
On the other hand as people get to know the game, the small things, the nuances, they became more effective and in a business game size does matter :-), especially the bankroll size, so developed player have serious edge anyway, and so they can cope with a handicap which scales with their level.
For example with every Q level you can control more ppl, but each of them is less effective - not more.
I would make the price and wage fluctuations much faster and extreme, AND make big companies react to it much slower, eg. building times would be longer, supply arrival would be longer than one turn, etc. etc.
This would make small companies more agile, more adaptable to changes, more competitive.
Every fix investment would scale with size - of course not exponentially, but rather logarithmically or so, the demanded wage by employees would increase as well, etc. etc.
Right now the development curve of a given company is practically exponential, which means that if somebody gets some small lead, then in short order he becomes unstoppable.
It would be much more enjoyable and competitive if the curve would be much less steeper, and rather a kind of logarithmic one |