Posted by jms245 on 3/30/2018 12:11:00 AM (view original):
And as Seble has repeatedly pointed out, if a world had an exact number of weeks that was by accident, not design, and was never promised.
Originally by accident or by design, promised or not promised, these distinctions are irrelevant. It's the way it is. A lot of people like it, and wouldn't have been able to play the game if the situation was different. When something gets coded, it often happens that seemingly small details to the makers can end up being major details to sets of users. There is no wisdom in ignoring these learned requirements.
Well said. For those of us who feel affected, it is an issue, not just complaining to complain. Will it run me out of WIS? Probably not, but I may drop a few teams. I will not reinvest again to build in different worlds to be honest. I suspect that there are many like myself who feel the same.
I left last time due to an engine change that in my opinion ruined the game “for me”. I returned after a long stay because I hoped the engine was repaired. I am enjoying the game, but I did choose specific worlds due to recruiting schedules. I am sure it is apparent to most that the time constraints of recruiting in the first 24-48 hours are important and if the real world prevents someone from being effective, it is like pouring money and time down the drain.
I have little of either to spare. I uunderstand it may not be an easy fix, but many have suggested shortening the seasons anyway. Take one day from all worlds during recruiting. From a WIS perspective, this is actually a projected “growth” in revenue as a shorter season means more seasons overall per year/annum. This is a cash flow boon with little to any backlash from users VS the current situation.
Just a thought.