Medical Lab mishap: it was bound to happen

3 Replies
Badlag247
5 September, 2017, 9:52 PM UTC

Whenever a warning message is over used: the result is desensitivity rather than increased awareness.


This is the case with the warning in the medical lab.


When you first use a level 1 stim, you get a warning that you wont be able to remove the stims of level 5 and higher.

This is a false positive, and conditions players to expect a false positive when equipping stims.

The correct time to warn players is when they go to upgrade the medical lab to increase the max stim to 5 instead of 4.

(No warning was there.) and when the player goes to combine level 4 stims into a level 5 stim. (Again: no warning.)

Then, when the player has a level 5 stim by choice: send them a message when they are about to do something irreversible again.


By repeatedly warning when there was no irreversible action happening, it wasn't clear when there WAS an irreversible action about to happen. And so it did, and I wasted a level 5 stim thinking I was equipping the level 4 again, and I blew right past that annoying warning that always comes up with a level 4 stim, only this time it wasn't a "fire drill", it was the real thing.

Of course, I knew well ahead of time that this would eventually happen, just as I know it will happen again, because I still get the false positive every time I equip a level 4, and so I still will be used to disregarding the message the next time I accidentally install a level 5.

Then there is the entire question as to why they are even "not removable" in the first place?

You have effectively 2 armies: 1 for offense, 1 for defense, and they need different stims, because stims only work on offensive or defensive troops. Simply put: you eliminate being able to use your full force effectively if you can't swap out stims on demand.

Like very good equipment in RPGs being cursed, and needing a premium item to remove when you find a better one.

Unlike the RPG analogy though: players will be regularly using both forces. (Seek and destroy daily for example.)

I can't see why any sane person would pay to swap 3 stims a couple times a day just to use their forces properly, so why have this feature at all?

Now compare the cost of swapping 3 stims, twice day for a week, to the cost of a 50% troop boost for a week. Far more effective, and far less expensive, and it affects both offense and defense without the extra overhead of having to remember to switch between attack types.

Sometimes common sense needs to be applied to game features to keep things in perspective, and reasonable.


EDIT: 50% bonus is $10 and 110K diamonds is $660.

UTC +5:00
0
Sergey Kryvorotchenko
Community Manager
6 September, 2017, 12:14 PM UTC

Badlag247 said:


Whenever a warning message is over used: the result is desensitivity rather than increased awareness.


This is the case with the warning in the medical lab.


When you first use a level 1 stim, you get a warning that you wont be able to remove the stims of level 5 and higher.

This is a false positive, and conditions players to expect a false positive when equipping stims.

The correct time to warn players is when they go to upgrade the medical lab to increase the max stim to 5 instead of 4.

(No warning was there.) and when the player goes to combine level 4 stims into a level 5 stim. (Again: no warning.)

Then, when the player has a level 5 stim by choice: send them a message when they are about to do something irreversible again.


By repeatedly warning when there was no irreversible action happening, it wasn't clear when there WAS an irreversible action about to happen. And so it did, and I wasted a level 5 stim thinking I was equipping the level 4 again, and I blew right past that annoying warning that always comes up with a level 4 stim, only this time it wasn't a "fire drill", it was the real thing.

Of course, I knew well ahead of time that this would eventually happen, just as I know it will happen again, because I still get the false positive every time I equip a level 4, and so I still will be used to disregarding the message the next time I accidentally install a level 5.

Then there is the entire question as to why they are even "not removable" in the first place?

You have effectively 2 armies: 1 for offense, 1 for defense, and they need different stims, because stims only work on offensive or defensive troops. Simply put: you eliminate being able to use your full force effectively if you can't swap out stims on demand.

Like very good equipment in RPGs being cursed, and needing a premium item to remove when you find a better one.

Unlike the RPG analogy though: players will be regularly using both forces. (Seek and destroy daily for example.)

I can't see why any sane person would pay to swap 3 stims a couple times a day just to use their forces properly, so why have this feature at all?

Now compare the cost of swapping 3 stims, twice day for a week, to the cost of a 50% troop boost for a week. Far more effective, and far less expensive, and it affects both offense and defense without the extra overhead of having to remember to switch between attack types.

Sometimes common sense needs to be applied to game features to keep things in perspective, and reasonable.


EDIT: 50% bonus is $10 and 110K diamonds is $660.

Hi BADLAG247!

Your notes are as always reasonable. But unfortunately, we can't accept any new rational suggestions for the game improvement. But you can place your good ideas in our Suggestion thread as soon as it will be open.

Many thanks for sharing your thoughts with us.
Plarium Community Manager Please note that I will be unable to respond to your private messages, review your tickets, or check your account information. All technical issues should be directed to our Support Team at plrm.me/Plarium_Support
UTC +2:00
0
Inaginni
6 September, 2017, 10:43 PM UTC
Sergey Kryvorotchenko said:

Badlag247 said:


-snip-

...But unfortunately, we can't accept any new rational suggestions for the game improvement...

That is a very funny statement btw. Does that mean Plarium is accepting irrational suggestions? ;P
UTC +0:00
0
Sergey Kryvorotchenko
Community Manager
8 September, 2017, 1:59 PM UTC
Inaginni said:

Sergey Kryvorotchenko said:

Badlag247 said:


-snip-

...But unfortunately, we can't accept any new rational suggestions for the game improvement...

That is a very funny statement btw. Does that mean Plarium is accepting irrational suggestions? ;P
I mean we can't accept any suggestions, Commander
Plarium Community Manager Please note that I will be unable to respond to your private messages, review your tickets, or check your account information. All technical issues should be directed to our Support Team at plrm.me/Plarium_Support
UTC +2:00
1
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