This is a translation of this article of mine: (Published Farsi version in Day 1967 )
There's a bank in Romania that processes a lottery for every month and the reward of the winner is a trip to the moon! This lottery takes place between everyone who has an account in this bank, but for every 10 dollar and for a day, account owner gets 1 point.
After a year bank managers found out that no one is registering a new account for winning moon trip. Because new customers know that the chance against people who had an account for past year, with the same amount of money is one against 365.
So practically this bank getting near to collapse as the time goes by. Managers can't stop this lottery with zero points. They have a commitment to the customers for the lottery every 6 months and they didn't say until when!
Is there any way they prevent this collapse?
We are near day 2000 in eRepublik. Why new players have to register new accounts when they see the distance between themselves and old players is so huge that they never can reach them and be useful for their country? On the other hand eRepublik designers can not start the game again or start a new world, because high level players spent a lot of time and money for this world. And this point should be noted that every day still new players are joining the game.
Other games like eRepublik usually add new servers. Server 1 in Tribal Wars was continuing from 2003 to 2010. Bur at the same time more than 50 new servers was added, so the new players could experience excitement of progress in new servers. But eRepublik is so different from Tribal Wars and other games.
Hattrick from one point of view is like eRepublik. Hattrick is containing lots of fantasy leagues which never end. New players start the game from league 7 and old players are playing the game in premier league. New players always have hope to reach premier league because elements in Hattrick are always competitive distance between old and new players isn't extreme. For this reason comparison between Hattrick and eRepublik is wrong too.
Long time ago eRepublik designers saw this dead end in front of themselves. Designing divisions was a masterpiece of them. They gave motivation to the new players. To be realistic, this pulled back eRepublik from the dead end. Every player in every level found new motives to continue the game. But this was only a soothing. Indeed division 4 is most important in wars. Its division 4 players who guaranty a win in a battle not division 1 power of a country. Besides, increasing players in division 4 and old division 4 players reaching high levels like 90 or 100 and loosing motivation for new players in division 4 eliminates the effectiveness of this soothing.
So in future eRepublik will face two problems again. First, finding a way to create excitement in new players, and second, massive number of players in division 4 and new players in this division loosing motives. Maybe when enough players reached level 90 or 100 a division 5 will become predictable. Which with current 5 points for every round for division 4, it's logical for division 5 to have 7 or more points. But this soothing again, is not a systematic change. It will make first and second divisions more ineffective, and problems with excitement in new players will become more complex, and it will make wars unimportant for them.
Personally I haven't any suggestions for escaping from this dead end. But I suggest eRepublik development team consider these facts for the next years.
This article was just an analysis of what is going to happen in future, and maybe these points can't be felt as problems at the present time.
En Translator: Kaveh Jabbari (Special Thanks to him)
""" Some points about designing online games """
""" Wrestling, Removing from Olympics and eRepublik """
""" Enemy at the gates """
A fistful of dollars or """ eRepublik citizens in danger of extinction """
Next Article: New design for eRepublik WARS
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