First let me say, Hobnanigans is cute. I appreciate the fact that the devs tried to come up with something new. The artistic design is charming, as are the rewards.
However, the game is a little too straight-forward to be compelling. Therefore, it's quite boring for a 10-minute long game. Speaking only for myself, after many years of playing MMOs I just don't have it in me to grind for more tokens. I looked at the rewards and some of the ones I wanted were as much as 300 tokens, which seems excessive to me considering it takes 10 minutes to make 5 tokens if you lose, 15 if you win (assuming you don't take the boost). So let's assume you lose half your games and win half your games in one hour. You can (theoretically) play 6 games per hour, but it's going to be more like 4 or 5. Let's go with 5.
5 games/hour 1: 3 wins 2 losses= 45 + 10 = 55
5 games/hour 2: 2 wins 3 losses= 30 + 15 = 45
2 hours of play = 100 tokens
So to get just ONE reward piece for 300 tokens, you would have to play for 6 hours. That's six hours of mindlessly beating a chicken down a field, since there is little additional strategy to the game. Since the rewards are mostly fluff, and none of them are game-changers, why (yet again) does Turbine turn what should be a cute and fun little diversion into another soul-sucking grind?
Having said that, here are some ideas I have to improve this:
1 - Reduce the game time. Ten minutes is too long. Something along the 5-6 minute range would be far better.
2 - Players should earn more points for more goals scored rather than being given a flat amount of tokens per win/loss. This would encourage people to actually PLAY the game instead of just afking and deeming one side the winner ahead of time. I would set a minimum token reward for wins/losses, then additional tokens if the teams surpass a certain number of goals. This would apply to both sides, not just the winning side. Otherwise you would have the same afking situation.
3 - IF 1 and 2 can't be implemented, then at least either reduce the amount of tokens required for rewards or increase the tokens gained from playing. Everything you develop CANNOT BE a grind or a money-drain. Surely you must see by now that technique is not working for you, as evidenced by your dwindling customer base and revenues.
Thanks for reading.
However, the game is a little too straight-forward to be compelling. Therefore, it's quite boring for a 10-minute long game. Speaking only for myself, after many years of playing MMOs I just don't have it in me to grind for more tokens. I looked at the rewards and some of the ones I wanted were as much as 300 tokens, which seems excessive to me considering it takes 10 minutes to make 5 tokens if you lose, 15 if you win (assuming you don't take the boost). So let's assume you lose half your games and win half your games in one hour. You can (theoretically) play 6 games per hour, but it's going to be more like 4 or 5. Let's go with 5.
5 games/hour 1: 3 wins 2 losses= 45 + 10 = 55
5 games/hour 2: 2 wins 3 losses= 30 + 15 = 45
2 hours of play = 100 tokens
So to get just ONE reward piece for 300 tokens, you would have to play for 6 hours. That's six hours of mindlessly beating a chicken down a field, since there is little additional strategy to the game. Since the rewards are mostly fluff, and none of them are game-changers, why (yet again) does Turbine turn what should be a cute and fun little diversion into another soul-sucking grind?
Having said that, here are some ideas I have to improve this:
1 - Reduce the game time. Ten minutes is too long. Something along the 5-6 minute range would be far better.
2 - Players should earn more points for more goals scored rather than being given a flat amount of tokens per win/loss. This would encourage people to actually PLAY the game instead of just afking and deeming one side the winner ahead of time. I would set a minimum token reward for wins/losses, then additional tokens if the teams surpass a certain number of goals. This would apply to both sides, not just the winning side. Otherwise you would have the same afking situation.
3 - IF 1 and 2 can't be implemented, then at least either reduce the amount of tokens required for rewards or increase the tokens gained from playing. Everything you develop CANNOT BE a grind or a money-drain. Surely you must see by now that technique is not working for you, as evidenced by your dwindling customer base and revenues.
Thanks for reading.