• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account, you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation into English is provided if your post is not in English and to respect your fellow players when posting.
  • We are looking for you!
    Always wanted to join our Support or Forum Team? We are looking for enthusiastic moderators!
    Take a look at our recruitment page for more information and how you can apply:
    Apply
  • Forum Contests

    Won't you join us for out latest contest?
    You can check out the newest one here.

Forge of Empires Is Losing the Player Agency That Made It Worth Playing

It addresses the state of this forum. I do not disagree with what you are saying. I disagree with where you are saying it. What on earth does it take for you to realize you are in the wrong place. Maybe this will open your eyes. Can you show me the announcement for the Fellowship Event on this forum?



Haven't you noticed the solution to that? You can overcome bottlenecks by spending money.
I think I understand your point better now, and I'll give you this: my original post was written as an open letter addressed directly to InnoGames, so if your argument is that this forum is no longer an effective way of actually reaching them, then yes, the lack of something as basic as the Fellowship Event announcement does support what you've been saying.

Where I think we've been talking past each other is that reaching InnoGames was not the only reason I posted it here.

It was an open letter to them, but I deliberately posted it in General Community Discussions / Discussions & Feedback because I also wanted other players to discuss it, disagree with it, add their own experiences, or tell me where they thought I was wrong.

So you may very well be right that if my only objective were getting the development team's attention, I should be looking elsewhere. I just don't think that makes this the wrong place for the discussion itself.

And your other point made me smile a little:

“You can overcome bottlenecks by spending money.”

Yes. That's rather close to what I was raising concerns about. ::)

Monetization isn't the problem by itself. The concern is when meaningful strategic alternatives increasingly disappear and paying becomes the solution to an artificially created bottleneck.

Stellar is probably the clearest example of what I mean. Progress is deliberately restricted by resources and time, and once those restrictions stop you, the meaningful choices become increasingly limited: wait for the game to allow you to continue, or spend increasingly large amounts of premium currency to push past the restriction.

That's very different from giving players a difficult obstacle and allowing them to solve it through planning, city development, resource management or strategy. I'm not asking for the obstacles to disappear. I'm asking for meaningful ways to overcome them that involve actually playing the game.

So perhaps we've finally managed to separate two questions that kept getting tangled together: whether the concerns are valid, and whether InnoGames is listening to them here.

On the second one, I think you've made a fair point.
 
It was an open letter to them, but I deliberately posted it in General Community Discussions / Discussions & Feedback because I also wanted other players to discuss it, disagree with it, add their own experiences, or tell me where they thought I was wrong.

How is that working so far? I have told you how you can reach other players. For them you also have to look elsewhere.

And your other point made me smile a little:

“You can overcome bottlenecks by spending money.”

Yes. That's rather close to what I was raising concerns about. ::)

Monetization isn't the problem by itself. The concern is when meaningful strategic alternatives increasingly disappear and paying becomes the solution to an artificially created bottleneck.

And why do you think that is? FoE is the goose with the golden eggs. All their other games are way less successful, so they need to milk this one. Unless they find another goose that will continue.

Stellar is probably the clearest example of what I mean. Progress is deliberately restricted by resources and time, and once those restrictions stop you, the meaningful choices become increasingly limited: wait for the game to allow you to continue, or spend increasingly large amounts of premium currency to push past the restriction.

Which is exactly what they want. I can already tell you what their answer to that will be. "You do not need to finish it in a rush. You will have plenty of time till the next era". They are counting on you to be impatient. It is all deliberate.

So perhaps we've finally managed to separate two questions that kept getting tangled together: whether the concerns are valid, and whether InnoGames is listening to them here.

They are tangled and not separate. In the eyes of players they have been valid for years and as far as Inno is concerned they are not listening to it anywhere.
 
How is that working so far? I have told you how you can reach other players. For them you also have to look elsewhere.



And why do you think that is? FoE is the goose with the golden eggs. All their other games are way less successful, so they need to milk this one. Unless they find another goose that will continue.



Which is exactly what they want. I can already tell you what their answer to that will be. "You do not need to finish it in a rush. You will have plenty of time till the next era". They are counting on you to be impatient. It is all deliberate.



They are tangled and not separate. In the eyes of players they have been valid for years and as far as Inno is concerned they are not listening to it anywhere.
Better than I expected, actually. :)

It certainly isn't a representative sample of the FoE player base, and I've never claimed that it is, but several players have added their own experiences, others have disagreed with me, and you and I have now spent quite a bit of time discussing it ourselves. So in terms of starting a discussion among the players who are here, I'd say it has done what I hoped it would do.

What I find interesting about the rest of your response is that I don't think we're disagreeing very much anymore about what is happening in the game.

You said, “They are counting on you to be impatient. It is all deliberate.”

That's actually very close to the concern I've been trying to describe. The artificial bottleneck isn't simply an unfortunate consequence of the design; you're saying yourself that the restriction and the player's impatience with it are part of the monetization strategy.

And that's where Stellar bothers me particularly. If an age introduces substantially greater restrictions on progression, I would expect those restrictions to come with substantially greater gameplay or strategic depth on the other side of them. Instead, we're still fundamentally progressing through another age, collecting another set of goods and adding another Great Building, while the mechanisms controlling how quickly we can do those things have become increasingly restrictive.

I'm not impatient because I expect to finish a new age overnight. I've played this game far too long for that. What bothers me is the difference between time being part of the challenge and time being the obstacle that premium currency is sold to remove.

Those are two very different design philosophies.

As for whether InnoGames is listening, if you're right that they aren't listening here or anywhere else, then moving this discussion somewhere else wouldn't solve that problem. It would make the state of communication between InnoGames and its players an even bigger concern.

Maybe none of this changes anything. I'm realistic about that possibility. But I still think players talking to one another about why the game feels different to them has value, even if the company never responds.

And considering you're still here discussing it with me, I'd say the discussion itself hasn't been entirely unsuccessful. ::)
 
Difference is that I am not concerned about it. The day they introduced the castle system and players had it to the max level the same day I realized you can not argue against money.
 
Difference is that I am not concerned about it. The day they introduced the castle system and players had it to the max level the same day I realized you can not argue against money.
And I think that's probably where the real difference between us is.

You reached the point where you accepted that money was always going to win that argument. I haven't reached the point where I think that means the rest of us should stop having the conversation.

I don't object to the player who wants to max something on day one paying to do it. What concerns me is when the game increasingly gets designed around encouraging everyone else to pay simply to get around restrictions.

Truthfully, I've already reached that conclusion once myself. I quit the game, and eventually I came back. So I'm probably closer to understanding your position than it might seem.

Maybe someday I'll reach the same conclusion you did again. :) For now, I still care enough about the game to say something while I think it's worth saying.
 
What concerns me is when the game increasingly gets designed around encouraging everyone else to pay simply to get around restrictions

It is not getting designed around encouraging everyone else to pay. It is designed around those willing to pay.

If you calculate what it must have cost to max out that castle in just one day, you will understand you are fighting a losing battle. No matter how much support you get for what you are saying, money wins every time. Why do you think we have this power creep? New event, new more powerful building and after the event, cities with 10 or more of these buildings.
 
I went back and looked at your Castle example because I wanted to see whether I was remembering the old system through rose-colored glasses.

I wasn't.

In fact, I think your example helped me identify more precisely what I'm concerned about.

When the Castle System launched in October 2021, level 15 was the maximum and required 1,039,500 cumulative Castle Points. Castle Points could be earned by actually playing FoE: battles and negotiations—including qualifying activity in GBG—GE, Daily Challenges, the Antiques Dealer, the daily Castle collection and other normal activity, subject to the applicable limits. Purchases could accelerate that progression dramatically.

So I'll concede your point completely. Somebody willing to spend enough money could essentially buy their way through months of Castle progression almost immediately.

But they bought speed. They didn't take away my way of playing the Castle.

I could still progress by playing the game.

Inno even extended Castle by another five levels in February 2022, moving the cumulative finish line from 1,039,500 to 5,096,500 Castle Points. It encouraged participation across different parts of FoE.

And that's the distinction I think we've been circling around.

Older FoE was certainly monetized. Whales existed. Money could always buy speed and power. But the game also gave the rest of us systems we could manipulate strategically.

We optimized special-goods production. We built Great Buildings for particular purposes. We used recurring quests with Château Frontenac. Some players spent years building Wishing Well cities that still generate Diamonds today. We traded, optimized cities, developed guilds and found interactions between systems that gave us alternatives to simply opening our wallets.

That makes your example of players leaving an event with ten copies of the newest building particularly interesting. Some undoubtedly buy them outright. But some established players can finance enormous event participation through Diamond farms they spent years building under older FoE mechanics.

Meanwhile, in Stellar, InnoGames has explicitly moved Diamond rewards out of quests and into Technologies because of balancing concerns, particularly around Château Frontenac.

So one old player-created strategy survives and can help someone obtain ten event buildings, while another established strategy has specifically been designed around so that its advantage no longer applies to the newest age.

I'm not arguing that Inno shouldn't balance its game. I'm pointing out the direction: strategic alternatives are increasingly being replaced by controlled progression.

And Stellar is where that becomes difficult for me to ignore.

I don't actually care that Stellar takes time. FoE has always taken time.

I care about what the additional restrictions and enormous costs are buying us in terms of actual gameplay.

Here's a real example from my current Live technology tree. One technology requires 3,240 Stellar Points. I currently have none available for it. The game offers me the missing 3,240 for 486,000 Diamonds.

That's 150 Diamonds per Stellar Point.

And the 486,000 Diamonds don't even purchase the technology. Stellar Points are only one requirement. That same technology separately requires 7,650 Void Shards, 153 Encoded Tablets and two lots of 13,500 goods.

Another technology where I was short 546 Void Shards offered those 546 for 2,730 Diamonds—exactly 5 Diamonds each.

So this isn't theoretical. Those are the prices displayed in the Live game.

The entire Stellar tree requires enormous quantities of Stellar Points, Void Shards, Encoded Tablets, goods and Forge Points. Using the demonstrated 150-Diamond rate, the Stellar Points alone have a mathematical premium value of about 18.1 million Diamonds if purchased from zero. Obviously nobody is expected to buy the entire tree that way, and I'm not pretending that's the normal cost of completing Stellar. The point is what the game itself values bypassing these progression gates at.

And that brings me to the question I think matters more than any of those numbers:

What are we progressing toward?

We already have extraordinary fighting power. Every event gives us stronger buildings. As you pointed out, some players leave events with ten or more copies.

But power creep has already overtaken the content it was supposed to help us play.

InnoGames has acknowledged this itself. Full attrition elimination in GBG led to battle farming, so attrition reduction had to be capped. GBG was subsequently changed again partly to reduce the amount of time players were spending fighting and negotiating. GE has needed additional difficulty because increasing attack and defense boosts outgrew the existing challenge.

So we get more power to overcome the game's limits, become powerful enough to overwhelm those limits, receive new limits and then get still more powerful buildings to overcome those.

Eventually, what is another 100% attack actually for?

If I can already perform hundreds or thousands of GBG battles, making me stronger doesn't give me something new to do. It gives me the ability to perform more of the same clicks.

That's one reason GvG mattered to me. Human opponents supplied the changing difficulty. Territory, timing, guild coordination, power and prestige supplied a purpose. Becoming stronger could change what your guild was capable of accomplishing against another guild.

The territory was the reward.

It didn't require an endlessly escalating reward building to manufacture a reason to participate.

Now we've reached Stellar Age: Discovery. We have a permanent Stellar City, new resources, Missions and a new technology tree, so I'm not going to say literally nothing was added.

But those are principally new mechanisms for progression. My question is what substantive new gameplay all that progression ultimately opens.

Stellar's new Great Building currently gives us, among other things, more attack and defense.

Meanwhile, the broader Great Building Prestige overhaul—which is supposed to give the existing Great Building system renewed purpose—has been discussed, developed, postponed, redesigned and tested, and still hasn't reached Live. Even Stellar's new Great Building was designed with that unfinished system in mind.

So then what?

Another event?

Another stronger building?

Another 500% attack?

Another difficulty increase because we're too powerful?

Another few thousand GBG battles?

What are we building toward?

That's the part of my original concern that “money always wins” doesn't answer.

I agree with you that money wins. It always has.

But old FoE gave the player who didn't spend that money considerably more room to answer an obstacle with strategy.

Increasingly the answer is becoming wait or pay.

And now I think there's an even more important question:

Wait or pay for what?

Because if the destination is simply more numerical power to perform more repetitions of content we've already mastered, eventually the problem isn't whether players are willing to spend.

The problem is whether there's still enough game left to give them a reason to.

That's why I still think it's worth talking about—even if you're completely right that it's a losing battle.

Sources

Official InnoGames sources

Historical/reference material


The 486,000-Diamond Stellar Point and 2,730-Diamond Void Shard examples above are taken directly from my current Live technology tree.
 
I think this illustrates one of the problems with the new Mission System better than I can explain it.

I rolled a rare Legendary mission and reached Depth 3. I have two Basic Capacity Beacons producing 124 capacity each per day, but I'm still 770 capacity short.

The mission won't wait the several days needed to produce it, and the alternative offered is 57,750 diamonds.

For perspective, my diamond shop currently sells 27,000 diamonds for $199.99.

I'm not asking to complete every mission for free or instantly. But when normal progression gives you a rare mission that your available production cannot satisfy before it disappears, while presenting a diamond cost of that magnitude as the alternative, it stops feeling like a meaningful choice.

Sometimes “take it or leave it” really does become leave it.

But that raises another question: if enough players choose “leave it,” what exactly has been accomplished?

Waiting.

There really isn't much urgency to reach the end of this tech tree. Aside from the permanent-city expansions, there isn't much waiting for me at the finish line that makes me feel I need to get there quickly. So when a rare mission appears that normal progression won't let me complete in time, why would I spend tens of thousands of diamonds to force my way through it?

I'll wait.

And I think that's the part worth considering. A progression system should make players want to progress. It should make the next step feel worth reaching. When the alternative to an unreasonable cost is simply waiting—and waiting doesn't feel like much of a sacrifice—the system isn't creating urgency. It's teaching players that they can disengage.


Legendary Mission lvl 1.pngLegendary Mission lvl 3.pngpay OR wait and lose 010101.pngFoE Dia's 0001.png
 
Older FoE was certainly monetized. Whales existed. Money could always buy speed and power. But the game also gave the rest of us systems we could manipulate strategically.

We optimized special-goods production. We built Great Buildings for particular purposes. We used recurring quests with Château Frontenac. Some players spent years building Wishing Well cities that still generate Diamonds today. We traded, optimized cities, developed guilds and found interactions between systems that gave us alternatives to simply opening our wallets.

You look at it as strategy. Inno sees loopholes they need to close.

Don't tell me you really believe they intended to make it possible for you to build diamond farms and never have to buy diamonds. Developers look at the game in a totally different way than players do. Time and time again they are surprised by what players can come up with. There are many examples of that which made them change things.
 
Last edited:
Can anyone imagine being so obsessed with a person. A large part of your posts is about me. I feel flattered. :lol:
i wouldnt feel flattered your the only one on here who posts almost on every post telling us all how smart you are and how thick everyone else is, also its clear you wish to still be a mod on this forum you havent quite got over it that no one wants you as a mod or even as a poster but your like a genital wart that will not go away
 
If that would be true how can it be that players come here to complain that their city is gone, after they left it for a couple of months?

Just quit. Nobody cares.
how many come here to complain ? 10 or less ? this forum was once a very busy place but they dont even have mods here now they got rid of them as you well know and its the best gift they ever gave to me was to see you lose being a mod lol i still laugh today at you and your not a mod
 
Even a broken record does not get stuck for this long. No, you are absolutely not obsessed. :D
 
Last edited:
You look at it as strategy. Inno sees loopholes they need to close.

Don't tell me you really believe they intended to make it possible for you to build diamond farms and never have to buy diamonds. Developers look at the game in a totally different way than players do. Time and time again they are surprised by what players can come up with. There are many examples of that which made them change things.
For the record, I don't have Diamond farms, so I'm not defending a personal advantage here.

But if every successful player-created strategy eventually becomes a loophole that needs closing, what role is strategy supposed to play in a strategy game?
 
For the record, I don't have Diamond farms, so I'm not defending a personal advantage here.

Diamond farm is just an example of a personal advantage. There are many more. Not every successful player-created strategy eventually becomes a loophole, but there are several that the developers never expected players to come up with. Heavy questing is another example.
 
But if every successful player-created strategy eventually becomes a loophole that needs closing, what role is strategy supposed to play in a strategy game?
I do believe that what Miss Laci is saying answers what you are saying, Mr Droppy. And the point still stands: if Inno block every strategy in a strategy game, in order to increase revenue and profit, then what's the point of the game then? By this stage, the game merely becomes an Inno-cash cow, not a game worthy of our money and time: our most valuable resource.
 
I do believe that what Miss Laci is saying answers what you are saying, Mr Droppy. And the point still stands: if Inno block every strategy in a strategy game, in order to increase revenue and profit, then what's the point of the game then? By this stage, the game merely becomes an Inno-cash cow, not a game worthy of our money and time: our most valuable resource.

They don't block every strategy. They block what they do not see as a strategy, but players abusing the system. Point of the game is for them to make money. They run a business not a charity. They make business decisions and if those work out, they will stick to them. If not, they will make changes. Players have a vote in it, but not a deciding vote.
 
They don't block every strategy. They block what they do not see as a strategy, but players abusing the system. Point of the game is for them to make money. They run a business not a charity. They make business decisions and if those work out, they will stick to them. If not, they will make changes. Players have a vote in it, but not a deciding vote.
They block strategy if they reckon it'll make 'em more money, plain and simple. Who wants to buy the Diamond Farm Subscription Kit? Coming soon, lol...
 
So, Inno just say ''Unexpected item in the bagging area'' and ur strategy is no more? Bear that in mind when I'm out shopping...

And if they don't expect the strategy then either the devs should design their game better or play it themselves, something most people on Beta seem to agree that they don't. So the problem is on Inno's side.

I fully expect Inno to try and make money; after all that is the whole purpose of the game. But they need to make the game interesting and fun enough for people to want to spend money on the game, and forever blocking strategies and offering a shortcut for a small fee instead isn't necessarily the most efficient way to maintain long-term profit from FoE... just saying.
 
Last edited:
Back
Top