They would both fight at an advantageous level, but the one with deeper pockets would outlast the other. There is also a difference between a ruby player and a ruby whale. This still applies to ruby players who have easier access to better items. Pay to Win = Paying to have the advantage. Pay to Play = A subscription / purchase is required to play/access the game and its content. There is no end to the game to determine a win in a large scale.įull scale wars are not the only aspects of this game.Īs for your statement 'pay to play', there is no restriction in stopping someone from playing when they do not pay. I was referring to wins per battle, though not 100% accurate in some cases. It is very much pay to play, or something very close - if you don't pay, you can't play the game the way it should be able to be played, like it used to be able to be played. There is no winning, a just repetitive monotony that becomes increasingly expensive to uphold.Īnd that is the beauty of it - with no winners there is no end, and with no end the cash can keep flowing almost indefinitely. When was the last time you saw someone ' win'? On my server there are two opposing sides, each claims to be a winner at the end of a war, and after 2 months the war is back on. Since Rubies fund the continued development of the game, it's kind of fair that the game is made a bit easier for the people that purchase them.Īs I said though, please feel free to provide me with some further feedback about your concerns and I'll make sure they're known to our development team ![]() Please also bear in mind though that rubies will always give an advantage to the players that purchase them, and that will never change. If you could provide some examples of where you think there are issues, and what could be done to resolve them, it'd be pretty helpful for me, and would allow other users to chip in with their own ideas on how to resolve the problems too. In regards to your concerns regarding the path of the game, your feedback is super valuable to me and I'll make sure it gets forwarded on (as it always does) to the appropriate team. Goodgame Empire is a pay-to-play medieval castle-building zero strategy game launched in November 2012. Note: It's not pay-to-win, there is no winning in this game, and that's exactly the beauty of it - the cash can keep flowing indefinitely. To the CM's who read this thread and do an amazing job running the forums under ever increasing hate and criticism from the player base which they don't deserve - it's not your fault, we love you really, we just hate each and every soul running this place, living in their swanky German mansions, raking in the cash of brainwashed and addicted individuals. I'm not going to name the 10,000 examples of how this game has lost it's direction and has become a money grabbing machine that is taking you all for suckers,īut in line with the forum under which it is posted: Goodgame Empire is far too expensive (understatement of 2015), it has completely lost what it used to be about, the developers and management have ruined the whole thing full stop. So yeah, you're all a bunch of mindless addicts (a lot of whom I have come to love ), but you are. With the introduction of everything being able to be bought with cash - there is zero skill, zero strategy involved! Come play today! Goodgame Empire is a pay-to-play (survive) medieval castle-building zero strategy game launched in November 2012.Ĭome play Goodgame Empire today, spend thousands and win! Your bank accounts will be looking dry but damn your castles will be looking better than ever! I'm all one for being realistic, so let's edit that description to suit the game we play today: Now, this is what a lot of us probably knew when we started playing, but along with everything else, time changes things. Goodgame Empire is a free-to-play medieval castle-building strategy game launched in November 2012. ![]() Well, the wikipedia page for Goodgame Studios defines Goodgame Empire as follows:
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