2015年8月25日星期二

Clash of Clans: Battling - stop punishing the player

Clash of Clans: Battling - stop punishing the player

Training troops consumes Elixir and takes time. The better troops you produce the more Elixir it costs and the more time it will take to produce them. But time and Elixir are not the only ones restricting players from building the most massive army. Every better unit takes also more housing space, which creates demand for bigger Army Camps. Army Camps need to be upgraded, this takes resources, time and of course upgrades to the HQ... and you're back in the devilish interdependent economy of Clash of Clans.

Clash of Clans is spreading like a virus across the world. After topping the charts of every game store, this game saw many clones emerging in different styles. If you want to play the war in real world with Clash of Clans well, you must know a lot about strategies. If you want to have a try, you can download it via 9game easily.
Battling

Units cost Elixir and time. Better units require more space limiting the size of player's army.

Here comes the sad part from player's perspective: all the troops you use in a battle are consumed win or lose. So you face a situation where you build and army, attack and lose every single troop even if you won the battle by a landslide. 

Sure from economy perspective consuming the whole player's attacking force creates a great sink for Elixir but from retention point of view I really think battling should be reworked. Kabam's Edgeworld does in my view the battles better as it allows player to retreat (raid other players) as well as to keep all the units who survive a won battle. Not only is this approach more user friendly but it also creates demand for super units, which player can take from one battle to another. And believe me, super units, in which players emotionally invest to, sell like pop corn in a movie theater. 

Download Clash of Clans for free via 9game.

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