Khrate
Hi, Panagrammic. First of all, thanks for clarifying the numbers around the gold nerfs on zOMG.
However, I do want to point out that:
1) The average time for an sEB run is about twenty minutes for most of the people I've crewed with, meaning it would take four runs, each earning about 40k, to make 160k. That would mean that 150k+ would take about... 1.3 hours. (This isn't including the time to find a crew, though, of course.)
2) Is it really wise to base the nerfs off a single day? Especially on a Sunday, when students (which I imagine make up a very large portion of the zOMG userbase) have time to play and will therefore earn more gold than a normal weekday? Moreover, statistically, a sample size of one day seems like it isn't a very good basis for justification on the curve... I would feel more comfortable if a week, or even a month, was inspected.
3) Lowering the gold seems completely counter intuitive if the goal is to drive more users to play zOMG. Sure, many users play for the fun, but many also play for the gold perk, which has just been downsized dramatically at the top end of the curve. But putting that all aside, what about the other pressing issues concerning zOMG? One huge hurdle for newbies is the lack of developer support for the game. There are tons of glitches that really, really need attention in the game, and with less and less devs, it's unlikely they'll ever get fixed. Also, what about updates? I feel like older players lose interest in the game because we never get any new things to play. What's the point in getting new users to join if older ones are leaving/have left in droves?
Gold curve or not, I don't expect these observations to change anything. I just want to see if these aspects were taken to consideration before the gold nerf was implemented.
1. From the grant logs, it looks like the top players can sustain about 50k - 80k an hour.
2. Other days are representative. For example:
2/28: 11462 players, 144 top players earning 23% of the gold
3/1: 10992, 142 top players earning 24%
3/2: 10853, 138 top players earning 25%
3/3: 10880, 145 top players earning 24%
3/4: 12289, 189 top players earning 28%
3/5: 14340, 233 top players earning 30%
3. We want to remove some gold at the high end and give it to users on the low end. I'll have to defer to Swarf / bron / JK on particular, but I'm hoping that by fixing some of the worse glitches, and having interesting item exchange stuff that require zOMG components, we can maintain interest in the game for now. If we can funnel new users into the game and get a substantial percentage of them to "stick," it raises the importance of zOMG.