Board Thread:Game Updates/@comment-1820055-20150701022818/@comment-26410416-20150715065145

@202.166.14.133

In my opinion the devs have to work to make the game enjoyable for the highest amount of people (from novices to veterans)... to explain you why I think this way, consider this:

What is your definition of hard?

You could want harder events because your fleet full of (let's say) lvl 80-100 ships and good gears made the last event a joke. So let's say the next event is designed with this "you" in mind:

Now a bunch of new ttks that were expecting to clear this event in hard (finished last one in normal or maybe easy) will see that the difficulty increased to the point where they had to finish it again in normal (or worse... easy). And forget about the ttks that joined after the last event.

But also, you will have the other veteran players with fleets full of 100-150 ships, with the best gears the game has released... they will consider that the event is still too easy!

Finally, consider the masochist with insane amounts of resources, patience and time... they think that the event is a joke!

Using the hypothetical "you" for reference will have the problem that... well, the event is now too hard for a lot of users and too easy for another group of users. And yeah, as you may imagine, the same thing will happen until you make the "hard" difficulty only for the craziest of masochists willing to go through hell. (What's hell you say? think of a 10 kill boss with a 1/10 chance to defeat it with the best ships and gears the game has to offer, make it a combined flee operation with fleet lock: many 100k of resources and 100s of buckets for 1 map... let's have more of that for the other maps!)

Now if you were wondering... "Hey that's crazy!? who would want that?"... well, the answer to that sort of questions seems to be: "That's why we have normal, enjoy!".

OR... the developers design an event considering the massive power differences of its user base, not only by using the difficulty system but also using branching routes designed to accommodate the distinct play styles, commitment, experience, etc. of the players. Those who want challenge, they will get it, those who want to suffer they can get it, those who just want to finish the event, yeah they can get it too... the game has to balance the challenge and the rewards in a way that the highest amount of users are satisfied. Naturally, it's impossible to please everyone, but good ideas and good implementations can get you close.

Anyway, as I said earlier, I believe the developers share some of my "ideals", if we use the last E-6 as reference. Naturally, there is room for improvement. Specially balancing the challenge and the rewards, but I remain positive that future events will be implemented with a proper mentality.