Main-game elite accounts in their current state don’t offer very many stimulating benefits to the consumer. Some of the “benefits” that it grants aren’t really anything to write home about.
Current benefits are as follows:
- 2x breeding tokens from the Zeppelin Mission Balloon
- Dragons able to level 75% (0.75x) faster than without an Elite subscription
- Upgrade two buildings simultaneously
- Resource boost (+50%) from Sheep Farms and Lumber Mills
The purchase screen will say that it’s 1.75x faster that a dragon can level up with an Elite Account, but 75% is actually 0.75 in decimal form, unless the math was factoring something else in that made the product that they came up with 1.75, in which case it’s excusable.
Perhaps the only benefit of that bunch that players are liable to find fruitful would be the egg token boost. The object of this post is to explain (concisely) why the other benefits are fruitless and to advance suggestions on how to improve the concept as a whole.
Flaws and All: Why Elite is a Flop
2x breeding tokens
- A nonissue; these were on the mark.
- The ability for dragons to level 75% faster than during non-Elite-boosted attacks
- With the existence of XP potions, the changes made in late-2020 to how dragons accrue XP, the supplies of +100% and +200% XP boosts present in the game, the presence of wisdom runes and glyphs (which admittedly have lost their demand over time for the majority of higher-level players), riders that grant XP boosts, and a couple of other factors, this 75% boost in XP that the Elite subscription grants its consumer is greatly outweighed and serves very little benefit because of it; this feature is a deadweight.
- The ability to upgrade two buildings (or “towers”) simultaneously
- Conceptually, this sounds like a pretty decent exchange for the money spent on the account upgrade. However, the fact that you’re essentially making the same progress for the same cost in timers (and quite a taxing one at that) renders it nothing more than a shortcoming. This aspect would strike a much better note if it actually addressed the strenuous grind in the higher-level range, or actually worked to make tower-leveling a more convenient process for Elite Account holders overall.
- More resources (+50%) derived from Sheep Farms and Lumber Mills
- Sheep Farms and Lumber Mills deplete pretty quickly. When the much more conventional option to hunt for resources (instead by launching attacks) is available, the resource boost from Elite isn’t as primal. Food and lumber packs are also in great supply, so with this and everything else in effect, resources and their availability aren’t a major crux on players.
How to Raise the Stakes: Suggestions for Improvement
A few of these suggestions will be changes to current features, while others will be additions to the upgrade as it is; it should be easy to distinguish between the two as you read through them.
- Incorporate decreased building time or a greater discount.
- One problem with Elite is that it allows for two towers to be upgraded concurrently, but it doesn’t do anything to address the actual upgrading and player-leveling process. This feature would serve to ameliorate that by actually applying an effect that abates that grind, rather than layering on top of it in a way that is both meaningless and unrewarding.
- Allow for two concomitant buildings to be leveled at the cost of one.
- Merging costs of towers sounds much better than simply leveling two of them separately.
- Change the x2 tower-leveling function to a single x2 tower upgrade. (One upgraded tower grants double the XP that it would normally grant.)
- Whereas the previous suggestion merges costs, this suggestion merges the XP that is gained as a product of the upgrading function.
- Make rubies more available outside of events with an Elite Account versus without one.
- I can envision this being fulfilled in two viable ways: increasing the amount of rubies that drop from monuments between events (to something like 20), or building upon the now-defunct Ruby Mine.
- Increase the amount of player XP that towers give per level, namely past tower level 53.
- Tower levels past level 53 follow a vapid trend of conferring the same quantity of XP per level, which is the core aspect that makes leveling as a whole so much of a grind. A boost in XP per level would fix this.
- Reduce the token cost required to follow through with research.
- Currently, research is far too expensive; so expensive that the vast majority of players decide it’s best to forgo the entire operation. Players would feel more predisposed to research benefits if they knew that they weren’t hitting a wall in terms of breeding dragons and climbing higher up the ladder versus stopping to build upon what has already been obtained and merely preparing for what’s to come.
- Lower the amount of time it takes for one item in the forge to be available for collection.
- This was just a bonus feature I thought of; it would especially be nifty as a means to cut corners on those really drawn-out items such as the 24hr and 48hr expedites.
Atlas Elite Idea
Initially, main-game Elite was going to be the primary focus of this thread, but I hatched an idea on what could be added to Atlas Elite (although it’s fine the way it is):
- Allow for gold reserves to be protected.
- Gold is a highly valuable resource for Atlas players, and I think that it should have some form of protection, much like food and lumber does in main-game.