Torqez wrote:I disagree, with what you refer to here. And this is what I was referring to about where do you draw the line? Why is building explo ships a mindless task? Yes, it requires no thought (most of the time), but it's a necessary component of playing.
Building explos is necessary yes. This specific limitation however is not.
Torqez wrote:Also, why have a cap at 3 days then? If you firmly believe this, then why have a cap at all? I should be able to create my empire, then not login for 4 weeks, and be able to build 224 explos in one go. Why punish me for not logging in for 4 weeks?
It is a matter of balance. The limit in place exists so that people are forced to pace themselves. That itself isn't necessarily a bad thing, but the details are such that it is too heavy of a restriction.
To those who don't want the cap window extended, I ask what is so special about 4 hours? Why not a limit of building 1 every 3 hours? or 6? The feeling I get is that people just don't want to change this detail at all, regardless of which direction it goes in. I don't think that is a good way to approach our problems.
Torqez wrote:I mean, you could say building infra is a mindless task too. Why not have an option in my HQ that i can turn on, that every tick I make gc, if I have enough resources, I autobuild cash factories? Cos building Cash Factories on planets is also kinda mindless. That way I can log in once a week, and during this time, I've auto build CFs all this time.
That's not really comparable. Infra ratios are far more complex than ensuring the building of a single unit every 4 hours. But since you're talking about infra, like I said above if we think that we shouldn't be getting rid of these mindless tasks that are required to get ahead, then we also need to re-instate having to build on every planet specifically (no mass planet building) and having to perform your own cost calculations (no cost calculator or ability to build to specific OB%). After all, by having those features we are "punishing" the players who would have built on every single planet itself and performed those calculations on their own anyway. I don't really believe that obviously, but it follows the same logic I am seing here.
Torqez wrote:I like pie wrote:That's very true. However, the opposite is just as true. If you only keep the current players happy you won't attract new players.
Also, I don't agree with the above. They don't have to be mutually exclusive. Yes, it's difficult but it's our job to find a midpoint where we satisfy new and old players both. Hell of a lot easier to retain old players/customers and look after them, than it is to gain new ones. I say this cos of my Sales and Business experience -_-
I have some business experience as well. =P About 6 years working for a very successful web startup. When I joined the company they had about 10k users. When I left they had 20 million. I do know something about balancing user acquisition and user retention, very specifically with websites in fact. 
You are right, they are not mutually exclusive but my statement stands true. If we are only focused on the current players/customers we will not attract new ones. That doesn't imply mutual exclusivity, it implies that we are so focused on retaining our older users that we are negatively impacting the retention of new ones.
It is very easy to retain old customers yes. That doesn't mean it deserves most of the focus. Our goals have to adapt to the game's situation and right now that situation is that we have a few hundred players at most.
We have to keep in mind that no matter how good a game is, there is guaranteed loss as people just stop playing because of things out of our control (RL situations). If we don't account for this by also keeping a new stream of players coming in, the numbers are certain to decline. I believe that is a huge factor in why IC has become so small.
If we don't apply more focus on growth, this game's player count will continue to shrink.
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