[Series] Visiting eRepublik Labs [Part 07]

Day 3,325, 02:29 Published in Germany Germany by Master_rg
Hello fellow citizen,

you are reading a part of my series of articles about my trip to eRepublik Labs from 07th to 10th dec. In order to make it more easier for you to get in touch with every topic, this table of contents can be found on top of every article. It will directly link to the specific topic you click on.


Table of contents

1. Preamble and some rules
2. Clarification about some used terms
3. How did it come to that visit

4. What happened during the days
4.1 Wednesday
4.2 Thursday
4.3 Friday

5. Problems eRepublik is currently facing
5.1 Community
5.2 Economy
5.3 Military
5.4 Politics
5.5 Newspapers

6. Some quotes of players which appear regularly
7. Conclusion



#5 - Problems eRepublik is currently facing

I think it should be clear that you could fill like hundreds of pages by talking about the problems eRepublik is currently facing. I would like to give you a basic list of things I have identified before and during my visit. Again: It’s not a complete list but feel free to leave some comments about this topic. It’s important to actively speak about those issues in order to get a better overview of the overall situation.

Last but not least I will collect all of your comments in order to create a solid foundation for a discussion platform about the future of eRepublik I am currently planning.


5.3 Military

I think we don’t need to talk about the lack of balance in this module. The current division system is crap as only old players benefit from it OR players which invested a huge amount of money into the infantry kit.
I think it’s understandable that also here a simple solution doesn’t exist as you somehow need to still have an attractive game for old players, but also find a solution to attract new ones.


I took a closer look at the Air Battles: Are they worth it? Are they fun to play? Is it fun for a new player to engage there? I don’t have a real answer for that as it is a subjective perspective. In my eyes it is FUN to play around in air battles as also new players can engage there. Of course: You may won’t get a Sky Hero Medal as a new player, you will always compete against players with thousands of energy bars - yes, but, to be honest: At least in my eyes Air Battles made the game interesting for new players again. They can fight there regardless of their division, everybody got a kind of low amount of damage so also the damage of those new players counts into the game.


But of course: It will take time to build up a decent air rank, but I don’t think it will take as long as it takes to push up your account to at least 100.000 strength.


I also enjoy all those discussions of old players who were like “Add perception!!11 We need it nao!111234” - but why? Because you want to skill it? This may lead to the problem we are currently facing in the ground battles. Other players are like: “You can add perception, you just need to do it in the right way” - ok, but: What is the right way? And that’s the point you need to think about! You can’t generally just say “this is the right way do deal with it” because first you need to analyze the whole situation and compare it to other “right ways” to deal with it.


As this topic, especially the perception, is also a very common one on the latest articles in the eUSA: Feel free to leave a comment about it as I am really interested in your ideas. If you think perception training can be added to the game: What’s in your eyes the right way to do it?


So, after all this text, let me just list some problems I identified.


Level based divisions

- I mentioned it already, the current implementation isn’t attractive for new players and handicaps players who level up through actively engaging in battles
- Maybe add dynamic strength- or maxhit based divisions
- BUT: Players may just stop training to stay at the upper limit before being forced to switch to a higher division
- Maybe remove divisions completely
- BUT: Players already invested money to stay on a lower division while training a lot, we also got air battles right now which are more attractive to new players
- Add more power or influence to lower division (more points for low division fights in battles?)
- BUT: Think of the Maverick Pack which may turns this ad absurdum
- Extend the military module with smaller features which are more attractive to new players.



Guerilla Fights don’t feel well balanced

- It isn’t fun to miss three shots in a row
- Somehow add a required skill to it
- It is just feels way too random from time to time
- What shall casual players do against a +2 bonus guy?




As you may see: This part is quite short. You may ask yourself: Why don’t you mention the Infantry Kit? Why don’t you mention the Maverick Pack? Because in my eyes the cause for the problems we are experiencing are the divisions.


Would you need an Infantry Kit or Maverick Pack when there weren’t any divisions? But is it that easy to remove the current division based system? I don’t know. In my eyes the MP was added in order to create a way to stop players with the Infantry Kit to simply rule the lower divisions.


Please always keep in mind that the maxhit in lower divs are capped at about the maxhit of the player who fought in the specific battle AND is member of the specific division. What does that mean? Well, long story short: Such a battle isn’t that attractive for high division players in terms of BHs if there are only players with a low maxhit are fighting.


So again you see, that they tried to fight the problem of disbalance - if it was the best way? I can’t tell you that, what I can tell you is, that they added packs to a disbalanced system which now act as some kind of duct tape, trying to hold all this stuff together.


To come to an end regarding this topic: Things need to change. Do we need some kind of division based system? Probably yes as the game should be fun for new players.


Again there isn’t an easy answer, but: What do you think?