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leonissenbaum

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leonissenbaum last won the day on February 2

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  • Leader Name
    leonissenbaum
  • Nation Name
    leonissenbaum
  • Nation ID
    291142
  • Alliance Name
    The Syndicate

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  • Discord Name: leonissenbaum#8190

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  1. Investor Contact: Keram Media Contact: Tarroc Peace has been declared between all parties in the current war, effective this day change: 1: There will be a 3.5 month blanket NAP between all parties, to conclude on the day change from May 17th into May 18th. This also extends the NAP between the members of WELP and the members of ODOO. 2: All current wars will be peaced out. All alliances will make an announcement that everybody needs to click the 'peace' button. 3: Raiding is allowed below C10. Raiders may still be countered.
  2. First off, glad to see more proper political texts on the forums! That being said, this specific one has some pretty glaring issues. These logs are extremely censored. While it's not always possible to share the full logs for everything, of course, censoring this much from this many logs makes it extremely easy to change the meaning of what's being said, and taking all of these logs at face value would be ridiculous. Image 5 for example hides out over half of the discussion. It's of course impossible to single out which specific images might have redactions used to change the context, but it'd be foolish to assume it's not done at all. These images are meant to try and disprove that you tried to form a coalition against us, but using these to disprove it is ridiculous. Looking at the dates, they were ~2 weeks before the end of the NAP, ~1 week before the end of the NAP, and.. after the NAP. It's unclear how this is meant to disprove the idea that you wanted to form a coalition against us but failed, but it doesn't. Telling WANA that you don't want to continually work against us is a nice gesture, but words are cheap. When you then proceed to continually work against us right after darkest hour, we don't have much reason to give you the benefit of the doubt. While it's fair that you weren't going to actually ally cypher (although it's interesting that this is one of the few claims that don't have image proof..), this is a nitpick. The problem we have is with you allying someone who's been extremely clear how they plan to be hostile towards us in the future, not with the details of if you're allying Cypher or not. This paints a picture of you wanting to ensure positive relations with t$ after allying singularity and preventing a revenge war. If this is true, you've had the perfect opportunity to mention it to us: After your 72 hours with eclipse were up, you reached out to Tarroc, and there was a discussion on if we wanted to hit you or not. You mentioned wanting to ally singularity post-war, posted 10 minutes later that may have changed the thought process "slightly", and then the chat remained silent. If you really wanted to stop singularity from doing a revenge war on us, then I have no idea why you wouldn't bring it up at the time. Finally, I'd like to note that, if you look at our actual DOW post, our primary CB against you is your intention to ally with singularity, who is clearly hostile to us. Tarroc provided additional grievances in DM's, but these are grievances we have with you, not the primary CB. Claiming that we "fabricated" this when it was just sent to you, not posted publicly, doesn't make any sense. What would be the point of fabricating grievances with you to only send it to you? And attacking these grievances won't disprove our CB, as our CB is about your intention to ally singularity.
  3. On the sheet detailing project changes, can the old and new total price (with resources being converted to cash) at current (or pre-war) market values be included? It's hard to judge the price changes without knowing what they actually are.
  4. Alliance of the Year: Eclipse Most Improved Alliance: Carthago Best New Merged Alliance: Legion Of Dawn Best Rookie Alliance: Pokimans Best Alliance for New Players: The Enterprise Most Likely to Succeed in 2024: The $yndicate Most Likely to be Rolled in 2024: The Fighting Pacifists Most Honorable Alliance: The Legion Best Fighting Alliance: Knights Templar Worst Fighting Alliance: Cypher Best Alliance Growth: Eclipse Best Foreign Affairs Team: The $yndicate Best Foreign Affairs Move: Guardian dropping House Stark Worst Foreign Affairs Move: House Stark Peace Demands Alliance with Best Propaganda: The $yndicate Most Missed Alliance: Treasure Island Biggest Alliance Decline in 2023: House Stark
  5. Investor Contact: Keram Media Contact: Tarroc NASSAU, Bahamas, 2024-01-13: SYNDICATE, Inc., (NYSE:SCC) makes official its position on the hostile business practices of The Fighting Pacifists, a group which for a lengthy period of time has conducted its affairs in a manner counterproductive and dishonorable to the spirit and tradition of a free market, frequently seeking to sabotage or thwart the completely licit interests of the Syndicate and its associates. Business insiders and credible market analysts have recognized and exposed such utterly unprovoked attempts to execute schemes to bring down corporate share value and damage its market potential. That such group has made it clear that it is their intention to align themselves with singularly hostile competitors has left the board with no choice but to respond with appropriate countermeasures in the name of defending its commitment of continuously bringing value to its shareholders. The Syndicate declares war on the Fighting Pacifists. About SYNDICATE, Inc. SYNDICATE, Inc., based near Nassau, The Bahamas, is one of the world's leading gasoline, aluminum, steel and munitions distributors for a wide variety of peacekeeping and humanitarian activities. Through breakthrough strategies and external geopolitical conflicts, the company has increased their market share of the wheat market with plans to extend this leading going forward. Wholly owned SYNDICATE, Inc. subsidiary brands include: the Enterprise, which provides development and growth opportunities for multinational prodigies around the globe; The Firm, which provides legal and monetary council for the company; Requiem, which provides exclusive retirement packages to esteemed executives and government members; and our junior venture Pokimans, which is an investment into markets not previously explored by our conglomerate. For more information about SYNDICATE, Inc., and its activities, contact Tarroc, Chief Strategic Officer.
  6. > Improved Reconissance: Gather intelligence also reveals a nation's selected perks. Taking this to mean that perks are private, that seems like another situation like with private spies where bots can gather information that's not possible to get for humans. If the last 30 missiles a nation used hit people with ID with none of them being blocked, they probably have the perk for that! A large portion of these perks can be found using similar techniques, or just aren't hidden at all. Making perks public seems best, especially considering it's not obvious why they should be private: you can look at the rest of a player's build, why not this?
  7. These kinds of bonuses being dependent on nation age is going to incentivize people to just delete and re-create their nations when they get past 60 days (or 365 days?) if they're still raiding. To avoid this, having these kinds of bonuses be dependent on city count instead of nation age seems like it'd work much better. I might be missing it, but is what the new player boost actually does explained?
  8. Before running the numbers on this, I'm wondering what exactly this loot modifier affects? Does it just affect ground attack loot, or does it also affect beige loot? if it also affects beige loot, then how?
  9. Didn't notice this in my first reading, this is a great point, should be implemented in both directions.
  10. A lot of the detail with the raiding changes rests on the loot modifier, and since there's no detail in this thread, it's hard to give proper feedback on that. A proper loot modifier is important, otherwise the income jump between c15 and c16 would be far too large, and would make people never want to go past c15 in most cases. Not much more to say on this, really depends on the details of the loot modifier. The rest of these changes all seem good for catchup, no problem with them.
  11. We already slightly have that problem with deleting cities, true, but deleting your nation every now and then goes a lot further in my eyes, which I'm concerned about. I'm very concerned about the meta becoming "alright, your nation is too old, delete your nation now". I don't think that's the kind of attitude the mechanics should encourage. Beyond that, it still has roughly the same problem as before with higher city nations doing ground attacks and eating all of the money, though it's not nearly as extreme as the other options, since people can't just do it forever (unless making people delete their nations becomes meta).
  12. I have a few concerns about a time-based approach: There's a decent chunk of players who create an account, play for a day, then go inactive or vm for ages and come back later on. This would incentivize them to delete their nation and make a new one to get the initial six months of good war ranges, which probably isn't something we want to incentivize. There's other scenarios that can cause this dilemma, such as a new player who didn't raid much in their first 6 months, got to city 13 without UP or something, and should reroll, etc. Making a feature where the best thing to do may be "delete your nation and start over" doesn't feel great to me, especially when it can be used as an intentional strategy: "You've reached 6 months, time to deposit all of your money and reroll!" This would likely have the same effect of making the higher tier players suck up all the targets so the actual newer players can't get any targets. Having a large amount of new people raiding obviously lowers raid income for everyone, but another important factor is that higher city count players lower raid income for everyone due to taking more money out of inactive targets using ground attacks. If a target has 80m in cash, that'd be a good target for quite a few raids normally, but if a c20 with max soldiers and tanks does 10 ground attacks on them, that would take nearly 40m in cash from them just with the ground attacks, which would likely dry up raid targets faster than new ones appear.
  13. Allowing inactive players to be raided by anyone would be a massive nerf to new players, and a massive nerf to them catching up via raiding, since the good targets would be taken by the higher-tier active players who would also earn more money from the wars due to having a larger ground force to loot more from GA's, meaning the lower-tier raiders would struggle to get any slots, therefore making far less money. The rest of the suggestions seem reasonable, but letting anyone raid low-tier inactive targets would hurt new players far more than it'd help them.
  14. Limiting baseball to 1m a day would make nearly nobody play baseball for the profit, and the only remaining baseball players would just be playing it to get money during blockades. As an alternative suggestion: Make home games unplayable above 250 games per day, and away games give no money, ever. Make baseball unplayable during blockades. With 250 games per day, the host player would make an average of 5.2m per day, which is 3.6m after tips. 3.6m is only a significant amount to newer players, and getting 3.6m in exchange for doing 250 baseball games seems like a reasonable amount of effort put into it, as another mechanic to engage new players and let everyone else spend some time for a very minor income boost. Capping games to 250 limits to the amount of money generated: It's just not possible to generate 6m+ a day, and people who do away games are going to have less partners to do home games with, so they won't be able to make as much money and the money they're making is just tips from money other people generated. On scripts: every player using them is obviously not ideal, but the usage of them is needed to make baseball playable to a reasonable level. For those who aren't aware, the current scripts have two major functions: You don't have to refresh the page to keep playing baseball and can instead just press the play game button at the same spot whenever you find a game, meaning you can keep clicking in the same spot (except for captchas, which you still have to do manually). You still have to manually click, it's not an automatic baseball script that plays the game for you. Keeping track of how much you owe other people or how much other people owe you with the community standard 30% tip rate, where the home player pays the away player 30% of the profits. Having to not refresh the page every time you play baseball should be integrated into the base game, so a script isn't required and all players are on even footing. Ideally, an adjustable tip rate should be added to the base game with a 30% default, but that one can remain as a script, since it's not nearly as important and doesn't affect the even playing field, and isn't worth the development time to implement. Having the non-refreshing baseball games be integrated into the game should solve issues from people modifying the script, since that part of the script won't have a need to exist.
  15. It's hilarious that anyone thought this was a good idea
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