I'm sorry if I offended you guys, life has been tough for me lately. Anyway, back to my main point.
Keyser wrote:
Keyser: Agreed. But the fact remains that the possibility of winning prizes that are valuable (current perception is that acorns are not valuable) or exclusive (unlike acorns which can be obtained by simply being online and doing nothing) is incentive for people to spend money. People spend money to acquire that which is valuable to them, in terms of monetary value -or- in terms of scarcity. My recent ebay purchases prove the latter. I spent 10 bucks on a comic just because it was out of print and a first edition that I think will go up in the next couple years. People spent twice as much on Starcraft II collectors edition as the non collectors just for the ability to have a little exclusive unit follow them around in the game...
Atahualpa wrote:
There's a few new players (that came due to normal channels and not because "OMFG! This game has kingdoms and acorns!!!). They've bought some gold... now, will they see it as a worthwhile investment or will they, too, become as frustrated as some of the older players have become?
Dublone1870 wrote:
I also agree that Power from EC did play an important roll that needs to be filled. It was motivating: something like the basic reason why you want to build strong decks.
Name in teal = see respective player's quote.
I think the general opinion is that TFW originally offered currency that allowed you to... well, do stuff. Kingdom/Acorns was a nice idea (to be honest, it was a little fun until I beat all of them), but it hasn't helped the player base
(Atahualpa), is of little value to most players
(Keyser), and really was only a shadow of how great Power was integrated into the game
(Dublone1870).
jed wrote:
There will be less frequent tournaments for gold starting soon. So it will still be possible to work your way up for free.
I know this has been pointed out to me multiple times, but I haven't seen the creation of such a tournament, and I really think that it still doesn't have that same... efficiency as the EC giving out power.
Solution:
This situation reminds me of a seemingly unrelated topic: Sonic the Hedgehog.
Why? Because the additon of Kingdom/Acorns is actually pretty similar to what SEGA did in games like Sonic Unleashed: they tried to put a new spin(
Kindgoms and Acorns/
Werehog levels) on an old concept (
Alternate Currency in TFW/
Sonic's "Daytime" levels). It was cool, but it also took away from the game's concept.
Thus, the solution should also be the same: take a step backward and take a look at why it worked in the first place. I could explain why, but I think that is explained well enough in other player's posts.
Overall:
1) You could put Power back in the EC.
2) You could have the Ladder give back gold. (although that might be a reward saved for like, 1st-3rd place maybe).
3) You could try something new and put Power on the ladder.
Hope this helps.