Improvements to the Church
about 14 hours ago
EL-TERRORISTA
25 Total Respect
EL-TERRORISTA
25 Respect
about 14 hours ago
Responses
about 14 hours ago
SHINATOS
0 Total Respect
SHINATOS
0 Respect
about 14 hours ago
Great post, i agree on all points, please implement this !
about 14 hours ago
DAN
283 Total Respect
DAN
283 Respect
about 14 hours ago
+1 from me.
Hit the nail on the head as far as these points go.
about 14 hours ago
ENDER
5 Total Respect
ENDER
5 Respect
about 14 hours ago
fantastic ideas all around
about 14 hours ago
SHREDDERCHU
93 Total Respect
SHREDDERCHU
93 Respect
about 14 hours ago
Personally, I think some of the energy boosts are way too cheap, and am more a fan of inverting the costs than making them cheaper changing the current 10b goals for "double production items" and "double production money" to 3b and the 3b goals of "double e from alcohol/drugs" to 10b and so on down the line.
Then I could see the price being lowered to maybe half (1.5b-5b), but the price for double e and half cooldown for drugs and boosters are currently already too low for my liking. (Having alcohol goals this low already has people worried about alcohol prices rising even more)
What I would rather want to see than keeping people from enjoying the rewards if they haven't donated enough, is simply having achievements for donating enough money to the church. Where I see having a donation minimum as something that'll mainly keep newbies out of getting a boost, I believe having donation achievements would rather push richer people to pay for their achievements helping out everyone in the process.
Having a 24 hour preparation period before activation makes sense though, so the boost doesn't become a competitive advantage to make use of to try and overtake other people on stats.
about 13 hours ago
N_E_X_U_S
80 Total Respect
N_E_X_U_S
80 Respect
about 13 hours ago
Nice points across the board only query is point 2. What is classed as an ok contribution? Does a new player feel left out and exculuded because they can't meet the requirements and it becomes a "rich person thing"?
I like the idea of the church being; bragging rights, a nice global event for all (even if that means freeloaders), not becoming an exclusive "end game content".
But if the donation is too low it's pointless as it would be pennies for end game users and would again only victimise those who don't have enough cash.
I think therefore it's kind of a moot point.
about 9 hours ago
HUGEACKMAN
190 Total Respect
HUGEACKMAN
190 Respect
about 9 hours ago
I think the costs are fine for some of the very overpowered ones like double alcohol and double drug use. I think the prices should stay high on those two as they can create runaway problems in the future with alcohol market prices already spiraling if we increase the alcohol sink you are going to see runaway alch prices even worse than now.
Reduce the cost on the lesser buffs like double rep on attacks and jobs for sure because those buffs aren't worth the cost. The rest of the ideas are great timers before the buffs go out etc I like everything else here so you get an upvote from me
"Goodness is not goodness that seeks advantage. Good is good in the final hour, in the deepest pit, without hope, without witness, without reward. Virtue is only virtue in extremis."
As-salamu alaykum everyone, it's your friendly neighborhood terrorista here!
First, I want to say the new Church Boost feature is a great concept and encourages community cooperation, and would like to thank Vaelinn for diligently working to make it happen for us. However, after seeing it in practice, there are a few issues that make it difficult for players to coordinate and participate fairly.
Right now the system creates several problems:
Because of this, the feature doesn't encourage the communities overall contribution.
Suggested Improvements
1. Reduce the overall cost requirement
Lowering the donation threshold slightly would make the boost more accessible and encourage more frequent participation.
2. Minimum donation requirement for eligibility
Once the boost is activated, only players who have donated at least a minimum amount toward the church should receive the benefit.
This prevents players from benefiting without contributing and encourages everyone to participate.
3. Add a timer before the boost activates
Instead of activating instantly when the donation requirement is met, add a 24-hour countdown timer.
Benefits:
4. Allow future donations during the timer/active boost
If the requirement is met and the timer begins, players should still be able to donate during:
These additional donations could count toward the next boost cycle, preventing wasted donations and encouraging continuous contribution.
Why these changes would help our community:
Overall, the Church Boost is a great addition, but a few adjustments could make it significantly more effective and enjoyable for everyone.