•No trading center: Trading centers are only cause extremely high prices, more than the value of the item. So some items create blackmarket which makes people want to hack their games for more currency which developpers will not want to face.
i just gained 246 or sth gems but now im having trouble to getting my reward of completed offers. glu is not strategic or clever enough in my opinion. too bad for them, it couldve been better.
•Player info: Players should be able to give information about them in their profile screen. ex: age, country, interests, motto, social media link/ nick, etc.
•Guild hall: It is a place where every member of the guild can be in it at the same time. There would be a free energy, money, gem giver built and upgraded by members by completing guild quests/ events.
•Announcement and detail part for guilds: In chat screen most players miss the announcement because theres always someone who says something afterwards. And detail/ description part would be used as rules list, what kind of people they need in that guild, any requirements for acceptance like level, nationality, etc.
•No level gap, only a slight one: by making the game “infinite” the game promises never ending fun and always new things to discover. Making a slight gap is easier to make for developpers and iy does not stop the player to continue its adventure.
•More things to unlock: minimum 10 unlocked items in store with level-up (the number of unlocked items increase with level. ex: 10 items when reaching level 2, 20 items when reaching level 15) With this system there will be always better things to get when getting higher levels. By prizing the player for getting higher…
So here’s my ideas for a new and better game. •More depth in guild system: more things to acquire by team work. •Wider variety of colors in everything. (including skin tone, eye color, hair color and different colors of the same outfit) •Decoration system like in Nicki Minaj’s game: having houses and decorating them.…
•More realistic and logical prices: when there is an item that is almost impossible to get by only earning money/gem by playing the game, the player will be discouraged. But when the prizes are hard enough to ger but yet still seem to acquirable, the player will save their money/gem to get that item that they want and will…
Daily, weekly, montly rewards (log-in in-a-row rewards). Logical prizes: putting too expensive items in the store make the player feel like they will never be able to earn that amount of money/gem in the game without purchasing. Making reachable items encourage the player to save their money/gem to buy that…