Black Wolf Submitted this comment on the OGame In a Decline? thread. I liked it enough to make it it’s own article… so here you go:
Mhm… everyone knows that Wikipedia blogs are submitted by individuals, are notoriously unreliable, and have next to zero credibility even compared to anime fan sites, yes? In any case, a decline in OGame doesn’t necessarily mean the game is too hard or unfair. Less people could be joining OGame because fewer and fewer people honestly know what it is or are looking for a game to play. The style of gameplay eliminates pretty much half of the prospective gaming community in that, they’re impatient. Week long wait times for research only gives evidence that you’re at a healthy stage in this game, but most Americans want instant gratification. Go figure. OGame is also a game like any other meaning, once you’ve done everything you can with it (as in built all the ships, defenses, buildings, researched, etc.) you’ve done everything with it and have only the point in continuing to rehash the same actions you’ve been doing. Dull work when player number 1 doesn’t have an all out war with player number 2 in rank.
I’ve seen several fingers pointing blame at the number of universes, which is understandable given just how many of them there are, but keep in mind that newer players tend to want to join other newer players and deleting an older player’s account for space would result in a lot of leaving population.
“Stop complaining and just fleet save.” This is the atypical response I’ve seen for those who dislike whiners. Guess what, you’re whining just as much as they and I are. Fleetsaving is impractical in the early game and then the habit isn’t formed once newbie designation wears out. Even if one remembers to fleetsave, he or she still has to log on in time to monitor the fleet. Still, that is partially useless when one missile literally leaves a fleet-saved planet completely defenseless for so much as a light fighter to come grab something. The mechanics of the game are geared against emerging players from the newbie protection, and no amount of fleetsaving can allow you to retain those valuable resources most experiences players callously view as trivial payments. If you’re not going to get a meaningful amount of resources, then your attack is simply in bad taste. Knocking the little guy down is a poor excuse for gameplay that some are always going to take part in. It’s like being a bully for a geek or comparing genitalia.
The multi-account system check, is a little slow on the pick-up. It acts more like a computer program that just crunches numbers… wait, it probably is on some level. All a GO will see is probably going to be two or more identical sets of numbers tied to different account names. Most definitely not the best system in the world, but we can assume it was chosen for the efficiency of a check list rather than having to thumb through each account every day or so to see where they logged on from, what they did, and who they interacted with. It bites, but it happens.
Solutions have ranged from stopping the creation of new universes to making a compulsory instruction manual. The creation of new universes gives players an absolute guaruntee that they will be close to the same level as everyone else if they start in the new universe, or at least closer than if they joined say Universe 1 as I did. It’s impractical to spread players so thinly, but necesary to at least offer some amount of fairness (I was going to say option equity, but that would take an explanation). Combining multiple universes is beyond impractical because of the galaxy coordinate system. It’s like trying to mold two pieces of swiss cheese together to make a slice without holes but still the thickness of a single slice. It’s not possible without losing a lot of one slice. Players and planets would be cut unless the coordinate system was expanded which would result in different coordinates for each player’s planets. The more temperamental players will leave on the spot while others grumble about it, so it’s a lose-lose merger there. Compulsory instruction manuals will tick off many prospective players so it’s better to simply provide a link saying that it’s there without forcing someone to look at it. The best suggestion I’ve seen is dividing the rank system up into smaller groups. A little tedious for older players to have fewer players to attack, but if it were a percentage system it could be implemented without too much trouble.
But, here’s the kicker. I doubt many of you made it this far into my dialogue without skipping portions, but what are the odds anyone in charge is going to look at this? Little to none unless they get bored and rummage through some old articles.
Oh, and it’s the english language people. Almost all of you can speak it, could you at least make an attempt to type it in a recognizable form? At the very least, make your words and sentences recognizable for what they are. Please?