The Imbalance of Pirates and Merchants
Posted: Sat Aug 15, 2015 10:57 pm
We used to talk about the balance between pirates and merchants as needing to be equal, but this should not be true. I would like to explore balance as being how profitable one is to the other. With the introduction of fishing and an increasing number of ways to combat pirates, the balance has been thrown far off in favor of the merchant class. This is a serious danger not to gameplay, but to the survival of the game itself. Let me retell you a story,
If we continue this imbalance in favor of merchants, the game will die. But even moreso, if we create an equilibrium, the game shall also die, just at a slower rate. Unless it is more profitable to be a pirate than a merchant, the game will die. It is up to the devs to decide how much imbalance is the perfect imbalance, and how exactly to implement this. Without it, the game will fade away like the game Lana mentioned.
Lana wrote:
To tell the story... I played one a really interesting and active game for 3-4 years and stopped, because the players who were spending big amount of real money, were the ones who only wanted to build... not to combat... so, the game which initially was the warrior type of game, became some kind of Farmville.
That already happens here, with new fishing feature... and the skirmish is a big deception... but, I am not spending a real money for credits so... my power is to decide if I want to continue to play it or not. (Not only direct payment is a mode for making profit of the game, you know).
To return to the story about the game I played... in one moment, only on Serbian server there were 5 worlds of the same game and for each world a special section in the forum too,... now, after loosing so many people, they mixed it in two worlds and they still lose the players. (This is the international game with so many national servers too).
If we continue this imbalance in favor of merchants, the game will die. But even moreso, if we create an equilibrium, the game shall also die, just at a slower rate. Unless it is more profitable to be a pirate than a merchant, the game will die. It is up to the devs to decide how much imbalance is the perfect imbalance, and how exactly to implement this. Without it, the game will fade away like the game Lana mentioned.