olookitsawalloftext
Hey, I noticed you added a new game mode. And that you added bribing as a way to sink energy, as well as coin boosters which you can use 6 at a time! Cool idea, nice way to remove CE from the game. But... coin boosters run out after a day, and some of the results are tradeworthy. Okay, if I was forced to play 30 games (4 hours) of a minigame to make a profit, I would consider this reasonable.
...but that would require the only tradable item, mod calibrators, to be worth 25k. At the current selling price of 9k, with energy at ~5k per 100 CE, and 200 crowns per game, you need to play 100 GAMES IN ONE DAY to make a profit. Really, after maybe buying one set of coin boosters to help me get recipes, I would never, ever buy coin boosters again. IN fact, the only people who would buy coin boosters are in fact not people who don't mind funding this game a bit, but people who are able to play over normal human habits (100 games takes at LEAST 12 hours to play). For example, if someone had 45,000 points, they'd have at least 4500 Krogmo coins (assuming they somehow gain 70 points in a match).
Now, I wouldn't mind this if people were legitimately using skill or time to flood the market, bringing down the price, although this is not the point. But if the reason is because some people are using scripts, people tend to get pissed and create a ton of forum threads about it. Also, the only people who would buy coin boosters are the aforementioned ones with too much time who are using energy traded from crowns to get more crowns. YOU ARE LOSING MONEY. Instead of having lots of different people buy coin boosters, you have 2% of the population, some of which are scripting and thus breaking your rules, repeatedly buying coin boosters.
My idea is to remove the coin boosters for now. If you remove them, the afkers will be gone, at least (24 hours later). You can instead introduce an amplifier that, say, doubles the coin rewards, for, say, 1000 CE. At the same time, you would need to increase the amount of coins you can earn in a game, as only the people who can consistently get first can get 1 more coin (and feel good about it). That's all you have to do. Now, there's less maximum CE to be potentially spent per person, but a lot more people can spend CE.
Some other miscellaneous ideas:
1. Make ranking more traditional; raising your rank implies someone else loses rank. People near the bottom don't lose much rank at all.
2. 5 coins for 1st place, 3 for 2nd, 2 for 3rd, and make the games cost 500 crowns to play.
3. Add rewards for most kills, fewest deaths, and maybe a luck award, so bad players don't feel too bad.
4. Match people with others of similar ranking. This does mean that some people will create new accounts to get easy tokens off newbies... perhaps make ranking apply for all 3 characters.
5. Make Krogmo rewards tradable.
Some technical ideas that would take a while to code:
1. If people are invincible for 3 seconds after spawning, don't let them spawn bombs. They shouldn't spawn and immediately kill someone by lighting their bomb on someone else's, while being invincible to the fire. Alternatively, make them spawn away from living people.
2. Bombs should not shove people so easily. I've been walking straight up and down a lane, and someone sets a bomb at my feet... which for some reason, launches me sideways?
3. Bombs can be walked through for half a second after setting. You can still trap people next to their own bombs, but this would really make people who have high ping and get yanked back to bombs feel a bit better.
So your mad because prizes are actually prizes, and not items you make money off of......