I was responding on my phone. I didn’t see your self-correction until after I responded. So, that’s my bad.
Math in tangentially related to my occupation, but it’s certainly not something I’d put on my resume.
I do believe in escalating difficulty. But it is important for new players that there be not only a sense of progress, but also real progress that matters being made.
Yes, of you take it enough steps out, even geometric sequences/progressions run up against a hockey stick, but it never gets quite as steep.
Presently, there are 12 tiers of dragons. There are 60 levels for most towers. If we stick with cubic values for our geometric progression and compare them to an exponential progression, you will see a huge difference. 12^3 is far smaller than 3^12 (or 60^3 than 3^60).
WD does not follow any neat curves. Every set of tower levels released since the original 25 follows its own curve, both in cost (time and resources) and in benefits.
The same for dragons. When I started, gold dragons were the kings of the skies. Now, many more tiers have been released, and the cost in fragment number increases, chance of fragment drop decreases, and time to incubate) has gone up markedly with each new tier. I have not counted out the Harbinger Tier yet, but at the moment, the Garnet Tier, which is useless to end game players, is the most expensive in all but tine and experience required.
Yes, I think the challenge should increase as you get closer to the “end.” But in this game, the end is an always receding target. Rewards should be scaled up and difficulty should be scaled back as the target gets higher and higher. But not with the goal that everyone reaches the target (or even a significant minority). It should be done with the consideration that the old is “less valuable” than it was when it was new. And for the sake of newer players, that they don’t get overwhelmed with a sense of the enormous amount of time or money they need to invest just to get to a point where they can contribute.
I think we may be saying very similar things, just using slightly different vocabularies.
I want the game to be fun and challenging for everyone. Geometric progression is a tried and true way to do this, while still keeping that “one more” just out of reach for almost everyone.
Look at the power stats on the new tier. Obsidian is WEAK by comparison. 1/3 the HP, 1/3 the firepower. I know that’s just on paper… But if even two of these new dragons live up to what their numbers suggest, it should allow the tower caps to be removed (at least raised), and when that happens, Obsidian will be on life support, and Emerald and below will be totally dead for those at the “end game.”
I don’t think everyone should be at the end game. I think everyone should have fun and be able to make meaningful contributions without investing thousands of dollars or years of play time. Ofc those who have done so will have the advantages that accompany such “investments.”