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Old 13th July 2019, 06:48 PM
Apollo Apollo is offline
Mighty Hero
Join Date: Aug 2015
Posts: 293
Default Opinion

Okay, so I'm well aware I've been quite negative the last few months about the state of the game, but I decided to stop continously criticizing the game and, instead, try to think and understand what's wrong with it.

The main problem I found is the sense of progress. I started to play another browser game, similar to this (you continously level up your account while unlocking new and harder content), and if I compare both games with each other, this is the number one weakness of Sfgame. Not only you have to spend 5 hours per day without anything new to do besides thirst, pets fights, portals and maybe a few dungeon tries, you don't get anything new to do that differentiate you from the low levels players.

Let's check the facts.
- the more you level up, the harder and slower you're supposed to keep grinding. CHECK BOTH GAMES
- the more you level up, more content you unlock. SFGAME DOESN'T CHECK
- the more you level up, the more resources you get. CHECK BOTH GAMES
- there are constantly new events to keep players entertained. SFGAME DOESN'T CHECK

I believe I dont have to refer that the more you level up, the stronger you get. That's obvious. So, what can we conclude from here?

There's a lack of content in Sfgame for high end accounts. This is an acknowledged fact by Playa Games - we can see that they keep implementing dungeons for higher levels. However, that's not how we're going to fix that. You introduce a dungeon, we defeat the light world in 10 minutes and spend 2 years trying to defeat the shadow version. That's just adding more problems to the problem itself. So, how can we fight this?

A few months ago, I said that adding solo dungeons won't solve our problem. Instead, we need to focus on new mechanics that would keep the most advanced players really busy. However, understand that all these ideas are really complex and hard to implement.

1) create some kind of fortress-dungeons. So, we have fortress and underworld that exist to improve our stats (gems, gladiator, academy, gold pit, etc). In underworld we fight players, and in the fortress we fight other players-fortresses. The fortress-dungeon would consist in a fortress directed entirely for your new character (let's call him NINJA). So, Ninja is your companion, just like the tower. He will fight for you in this new dungeon-worlds, and your new "fortress" will boost his stats. If this new world has 10 dungeons, each one with 10/20 monsters, we can create enough content for 2 years. The rewards of each "monster" are divided in two sectors: the first sector are YOUR rewards: xp, gold, epics, etc. The second sector is YOUR COMPANIONS REWARDS: new epics that only he can wear, xp so he can level up, and maybe resources so you can upgrade more buildings. We can imagine buildings that give more % to find epics for your companion, more resources gained in each dungeon, more xp gained in each dungeon, crit chance for your companion, etc etc etc. It's not a very detailed suggestion because that's not the main purpose of this thread.

Before finishing, let's talk about the events. In sfgame we get "events" each weekend that are just bonuses in missions/shops. In the other game, each event gives you quests (hard ones and easy ones) that give you rewards. Every event has its own rewards (imagine something like a summer event giving you only NEW epics just for that event, winter event giving you NEW EPICS DESIGNED JUST FOR THAT Event, etc etc). This makes the game less of a routine and more challenging and interesting, in my opinion.

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Leander (15th July 2019)

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