How Royal Revolt II loves to mess with its best players.
- Increasing the amount of food required to fight a battle as a king’s level goes up. Flare’s [possible] thinking: “Let’s make a game where our best players play less as the game goes on. That makes complete sense.”
- Increasing Alliance levels to absurd heights (60+ coming soon, I’m sure.) Flare’s thinking: “Never let the best players actually win anything. Just make them jump through more hoops. And let no one ever think they’re done with any part of the game.”
- Increasing the amount of gems required to resurrect/scroll/open a chest as the king gets stronger. Flare’s thinking: “Let’s make them never want to spend gems because we price everything way too high. Why let high level kings actually use their pearls more than just a dozen times before they run out? It’s not like they earned it.”
- Keeping gems from players whose bases required the use of a scroll. Flare’s thinking: “If we remove 90% of the gems dropped in a base, it will make high level players work just as hard as low level players in obtaining gems. High level players don’t deserve gems, especially when they’ve built great bases that require scrolls.”
- Making worker costs astronomically high. Flare’s thinking, “That high level king is trying to upgrade his base? Why would we let him do that? We need to make sure that upgrading takes forever so that he’s not playing the game while waiting for other things to finish. Don’t give him any more workers. We don’t want players to play this game.”
- Allowing only one spell/troop to upgrade at a time. Flare’s thinking: “That king will get too strong if he spends his gold how he wishes. He can afford 2 upgrades at the same time now? Drag him down, team Flare. Don’t let him get strong at all, unless it takes him months.”
- Making 7 day gold shield unaffordable. Flare’s thinking, “Let’s see… 1 day gold shield costs 45 gems. How much is 7 x 45 gems? I can’t do math, but I think it’s 995 gems. That will stop those high level players from upgrading their expensive towers.”
- Keeping mid-level alliances boring by making elite boosts too expensive. Flare’s thinking: “Those elite boosts are really expensive. What if we make it so that only 1% of all players actually use them? Wouldn’t that make the game awesome for everyone, especially high level players in weaker alliances?”
- Limiting Windows players with no free offers for food. Flare’s thinking: “We developed for this Windows platform. But who like Windows players anyway? Let’s make sure they can’t win any league easily, even when they’re high level players.”
Anybody have any others?
(And take this as partly humorous. I know Flare has to make money: I just don’t think money should be made through frustrating its best players.)