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  1. CLARIFICATION: THIS MODIFIER ONLY APPLIES FOR NATIONS HITTING TARGETS THAT THEY ARE ONLY ABLE TO HIT DUE TO THE EXPANDED INACTIVE RANGE CHANGES PROPOSED IN THE PREVIOUS THREADS. THIS DOES NOT APPLY TO ANYONE YOU WOULD BE ABLE TO HIT WITHIN YOUR NORMAL WAR RANGE. Hey everyone, we're back with the (hopefully) final new player changes thread! As mentioned in the last thread (found here! https://forum.politicsandwar.com/index.php?/topic/33757-game-development-discussion-second-new-player-thread/) we promised a loot modifier to help solve concerns about loot drying up and lack of an incentive to move on from raiding. To that end, the promised loot modifier is a piecewise function using the following formula (sorry about the formatting) mod = {3, 1 <= x < 3; 1.59 + (0.896^x)/0.5, 3 <= x <= 15} loot = (normal_loot_for_current_military / city_count) * mod Here's a Desmos link to view it as well: https://www.desmos.com/calculator/5kmvij4mki In essence, this boils down to the nation gaining the amount of loot corresponding to someone with maxed units at `mod` city count. I.e. a C10 has a modifier of 2.21, so when the C10 has max military they will gain the amount of loot of an equivalent C2.21. The idea here, is that loot at all levels is equalized down to a lower level (the C2-3 loot range), meaning loot will not dry up on a nation much, if at all, faster than normal. This also provides an incentive to raid less as city counts go up, since the modifier gets smaller and smaller the closer you get to C15 (and the associated upkeep costs will increase), this will reduce raiding income as the nation's regular income increases, making them less reliant on this feature and better adjusted to the main game as a whole. Poll Results As per the polls given in the last post, nations coming out of VM will have 24 hours (12 turns) of beige, and nations will be considered inactive for the purposes of the raiding modifier after 14 days of inactivity. If you have any questions, comments, concerns, feedback, ideas, or anything at all related to this please let us know below. We love feedback and are working hard to ensure concerns are resolved and feedback is taken into account throughout this process. Thank you guys so much for reading and providing feedback, have a wonderful day! DISCLAIMER: The proposal outlined above and in the previous posts is NOT final, this is the current modified state after numerous community discussions and polls, we're still looking for feedback to refine and improve it. If nothing needs to be addressed we will likely be moving forward with the proposal as it stands, if not there will be as many more posts as needed to refine this to be the best it possibly can be. P.S. I'm going to sleep soon so will respond to things in the morning
    11 points
  2. Any reason in particularly, for why you pushing your playstyle as the only acceptable way to play the game? Because that what it sounds like, that your group is activilty trying to kill high tier raiding, because you don't play it, and would be more convient for you to not have it around, so you can build up to 3000 infra with the most worry, being a insulted guy on the market, that you undercut. Raiding income is already crippled compared to farming in the higher tiers. The problem should be to make raiding more comparable, not less. To encourge different playstyles, so you can maitain a larger playerbase, and a higher player engagement, and inovation. Discouraging the most active part of casual player base, aren't going to be a benefit to the game.
    9 points
  3. Wait I'm confused here, would this modifier only apply to the thing you proposed previously where anyone <=c15 could raid nations when they were x days inactive? Or is this just a blanket massive nerf on raiding? If it's the former I can kind of see merit to it (provided that previously proposed change works out lol), don't want a c15 running 2k infra farming while making 2M per ground battle on 6 wars. If it's the latter I think that's seriously terrible, raiding is the only thing that makes the game at least slightly dynamic in peace time, trying to streamline the game experience to farming and the occasional alliance war every 3-6 months will just make things more stale for the average player and kill a part of the playerbase for no real reason. Could definitely be clarified in the original post either way imo that massively changes the implications of this change.
    3 points
  4. @ZimHigh tier raiding isn't being killed. The context for this post is in the previous threads and I neglected to summarize it here (sorry). In essence, this modifier ONLY applies to when people hit targets they are only able to hit due to the inactive nations war range thing we've discussed previously. The point of the modifier is to equalize income and ensure that a C15 isn't taking 5x the money out of a C3 and thereby completely exhausting the target and making low tier raiding pointless. Please read the clarification above, the entire existence of this post is based on hours of feedback and discussions with raiders in the community as we try to refine the changes and see if they're actually going to happen. As it stands right now, inactive nations under C15 can only be raided by other nations under C15 and they will have the above loot modifier in order to prevent loot exhaustion and a C15 taking 5x the money out of a C3 than a C3, thereby rending low tier raiding useless. The entire point of the modifier is to prevent that as well as gradually reduce raiding income to encourage people to move into a more farming-centric playstyle rather than raiding all the time. This isn't a nerf to raiding, this is a massive buff. I would love to put polls in the main game but as it stands that's not a game feature, so I'm stuck putting things on the forums and getting a minimal response. I'm trying my best to put forward changes that I think will be beneficial and get as much feedback as possible to fix them or just downright don't do them. As it stands, there's been a number of concerns brought up, and Keegoz outlined the big categories in the last post, all of which we've been working to solve with ideas from the community. Yes exactly, it'd only apply to the inactive raiding below C15. I would NEVER do a blanket nerf to raiding like that.
    2 points
  5. Add drones to the airforces and make a drone attack during war which uses 2-3 MAPs but does lesser damage and has high chances of being shot down
    1 point
  6. The clarification changed this from a downvote to an upvote. lmao
    1 point
  7. Give the dev team a few more months
    1 point
  8. See the full story here: Part 1: Piracy against Journalism [link] Part 2: 6 out of 7 captives released [link] Not-so-breaking news: The last Arrgh captive has been released,and Arrgh's war to protect journalistic integrity has now come to a close! You can now all feel safer, Orbis. You're welcome. Here you can see the safe return of Euron Greyjoy to the Borg Collective, Just mere moments before Arrgh captured... the rest of the Collective! A moment later. Our brutally clever plan of sneaking our swords past the metal detectors by making them out of plastic, made it possible to capture the Borg fanclub too, in in the middle of the ransom crisis. Euron was of course set free, but was not allowed to play with waterguns anymore. The rest of Borgs Assisted Loot Liberation Service was now up for ransom. That Borg got around to paying for their freedom some days later. Here is Admiral Ripper napping, surrounded by the things he loves most in this world. We have to thank Borg and the fine people employed at The Observer, for making it possible for Ripper to sleep-in, as he can only get a good night rest when he is weighed down by other people's money. Arrgh!
    1 point
  9. Hey everyone! Village here with a couple ideas we'd like some feedback on, largely centered around catch up mechanics and improvements to new player growth. Make sure to vote in the poll above! Extended new player revenue bonus At present, new players gain a boost to their revenue while under ten cities, the formula is as follows (for all nations C10 and below): bonus = 1 - (cities - 1) / 10` However, the bonus doesn't really have a significant impact since low city income is very low, as such we propose a number of different ideas for improving the bonus. - 100% bonus for C10 and below, decreasing by 10% from C11 to C20 (C11 will have 90%, C20 will have 0%) - 100% bonus for C10 and below, decreasing by 20% from C11 to C15 (C11 will have 80%, C15 will have 0%) - 100% bonus for C1, decreasing by 5% from C2 to C20 (C2 will have 95%, C20 will have 5%) - I also included some 200% stuff in poll at the last minute for feedback, not a commitment and not necessarily balanced - Something else, put a comment below! Increased login bonus I hope we're all familiar with our daily free 500k, however many might not know that nations under 60 days old can gain up to a million dollars a day. Since this login bonus encourages activity and helps both new and old players grow, we have a couple ideas below for improving it for everyone! (For this one I split it up into a couple polls to get a gauge on each component independently) - Max login bonus is 1mil, 3mil, 5mil - New player bonus is removed - Max daily increase is at 50k, 100k, 150k, or 250k - Max new player bonus is the same, double, triple normal login bonus Raiding and inactive nations At present, the typical meta for a new player isn't entirely healthy or a great first impression of the game. New players typically get locked into months of raiding in order to earn enough money to boost themselves to a higher city count and be worth investment by their alliance. While months of raiding might seem fine, it's definitely fun and profitable, but it forces nations into a monotony and forces them to stay at around C3 to C5 in order to have nations in range. To fix this, and open up raiding to a larger group of people, I had the idea to open up inactive war ranges to anyone, meaning nations are no longer locked into C3 to raid, rather they can raid any inactive nation up and down the score range at any city count. However, the big point of contention is at what point a nation is considered "inactive" and therefore raidable, that (along with support for this feature) is the subject of this poll. - Nations are considered inactive after 3, 5, 7, 14, 30 days Conclusion There's some ideas for helping new players get a better start and improve their experience, and in the process hopefully make the game more fun for everyone else! Please super duper pretty please vote in the poll and comment your thoughts below (or feel free to send me a DM on Discord, @Village#0001)! I'm looking for feedback on the ideas (why something should/shouldn't be implemented, how it should be implemented), the method of writing posts that I've chosen (what you like, what you don't like, what I can do better next time), and any other ideas you guys might have. Hope to see some amazing thoughts below! Have a wonderful day everyone! DISCLAIMER: The above ideas and poll results are NOT a guarantee that something will be added to the game, they are meant to get feedback on some ideas and to generate new ideas.
    1 point
  10. Part 1: Piracy against Journalism [this post] Part 2: 6 out of 7 captives released [link] Part 3: Last captives released [link] ------------------------------------------------ Piracy against Journalism According to a highly trusted source, 1 in 4 journalists rarely or never seek out peer-reviewed research to learn about beat topics. Had this not been the case, journalists would know about facts like this… ... and wouldn’t announce things like this: It has come to Arrgh’s attention that “YET another completely biased news server run by a bad micro” as they identify themselves, “The Observer”, took it upon themselves to share with Orbis sensitive (and partially inaccurate) information about pirate activities. Alas. To err is human. To arr is pirate. As of this date change, Arrgh has kidnapped the core staff members of this news server. The journalists are currently held captive at a 50-metres long tuna boat somewhere off the shores of southeastern Somalia (exclusive photo provided below). From left to right, Sam Cooper (Arrgh’s Grand Admiral) and the captives: Emrys the Great (doesn’t look that great), Alfred Chambers (looks like he has the early symptoms of sea-sickness), David Jones (initially confused with Davy Jones), ChrisNorcras (initially confused with Barbarossa [Redbeard]), Euron Greyjoy (looking like he has lost it already), Labaw Datubago (initially thought to be a member of our crew), and Ford (out of frame, getting rid of his breakfast). Regarding Arrgh’s demands: For the captives to be released, the captives, their co-workers, their relatives, or their alliances shall provide $2B in cash and the name of their “highly trusted source” that shared with them the aforementioned leak. Should the demand not be accepted, the journalists will be keelhauled. Anyone who defends the captives, will be considered part of their group and Arrgh will have to assume their ill intentions towards us. The alliances of the captives, Serene Repubblica Fiorentina, The Almighty Corporation, Borgs Assisted Loot Liberation Service, or any other alliances, shall not attempt to release the captives. Should any kind of escalation or mobilization be identified (militarization, ghosts joining the alliances, allies initiating militarization, etc.), Arrgh will extend hostilities accordingly. Delays in negotiations or non-acceptance of the above demands will result in a steady increase of the demanded ransom. P.S. Regarding the reported leak, indeed Arrgh has been planning to hit someone this Saturday day-change into Sunday. The lucky someone that will be accepting the cannonballs of the main Arrgh armada is USSR. tl;dr: Loose lips sink journalist ships. ARRGH!
    1 point
  11. Two suggestions related to deposits/withdraws from alliance banks. Make it so that the '$' character is ignored (currently if have a $ before a value, it doesn't send anything) make it so we can use k,M,and G to send thousands, millions, or billions of cash or resources (for example so I could put 1M in stead of 1000000 to send 1 million food.)
    1 point
  12. Some economic changes in no particular order: Nuclear fallout changed to last 8 days per nuke to 10. I don't think the nuclear mechanics in PnW are particularly realistic so won't even touch on that, but I think currently effects should be a bit more devastating than currently. Change raw resource mining output to be inverse to city count, food excluded. With whales being so economically dominant, we need to look into some sort of exchange-based economy to take some of that concentrated power away from the upper tier economically. So the lower your city count, the more raws each mine produce. The higher your city count, the less each mine produces. Remove the ability to build farms in cities with less than 3000 land. It should be higher but I think this will reasonably prevent a lot of extremely bad builds especially with new players. Infrastructure costs daily resource upkeep like every 100 units of infra require 2 of each manufactured resource per day. Infrastructure decays over 3000 at a slow rate. Helps prevent runaway whales a bit. Somehow make pollution matter more than just building hospitals. Somehow make crime matter more than just building police stations. Weekly flavorful decision events that give your nation varying small bonuses based on choice. +1% income here, -1% upkeep there, etc.
    0 points
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