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HM Solomon I

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Posts posted by HM Solomon I

  1. Sheepy, this just happened again with this nation.  Transferred cash plus steel and aluminum.  He got the cash but not the resources, had to send them via a trade.  We've lost literally thousands of steel to this bug, not to mention aluminum.  Seems to only be happening with newly created nations, after a while sending to them works just fine.

  2. This seems to be happening largely with newly created nations.  Just had the glitch affect this nation.  I sent a test amount of 1 steel and 1 aluminum to make sure the glitch wouldn't strike again and waste resources, but it did.  He got a notification to let him know the resources were sent to him, but he doesn't actually have the resources.

  3. I would like this to be implemented.  It's easy to say you just only give access to people you trust, but how many people in this world do you trust implicitly?  Not many, and the way the mechanics work it's often necessary to spread the work load out.  You sometimes have to trust people you trust a lot but not implicitly, I don't see any reason why the game shouldn't recognize this and work with you to mitigate risk.  Given the importance of alliance banks to the game's economy, it only makes sense.

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  4.  

    Reasons for this change include:

     

    • Decreased income decreases global inflation
    • You're not just getting free money anymore, it's now a more dynamic, strategic system involving treasures
    • The focus is shifted away from Color Stock Bonus entirely, and onto a new bonus: Alliance Treasure Bonus. Gives alliances an incentive to fight for treasures. Already we're seeing wars within a day of this change (a little sarcasm here)
    • It solves two problems with broken mechanics of Treasures and Color Stock Bonus
    • It simplifies the system in a way that is far easier to understand
    • Provides alliances more incentive to spread out among the colors

     

    There aren't enough treasures for this to work as intended.  There does need to be scarcity for it to work, but what we have right now isn't scarcity; treasures are effectively unicorns.  It also doesn't simplify the system, there are more moving parts making it quite a bit more complex.

    • Upvote 1
  5. It would also be great if we could have graduated income taxes based on infra level.  Perhaps 0-5000 is one rate, 5001-10000 is another, 10001-15000, 15001-20000, and finally 20001+.  This way smaller nations could be taxed at different levels than the larger ones.

  6. Now that's just not true at all. This has been worked on over the course of several weeks, tested for several days without issues, and obviously no one is happy about losing some income but I'm interested in what's best for the game, not just your nation.

    Exactly how is this better for the game?

     

    All I see happening is an update that's trying to push a minor, kind of nice feature to have, to the forefront for no good reason.  I'd be ok sacrificing income if it was genuinely better, but no where in this update thread has it been explained precisely why this is the case or if it is at all.  The only thing that's likely to be accomplished is that donations become more attractive, which is actually terrible for the game.

    • Upvote 1
  7. Not fair to make assumptions without knowing the server(s), operating systems, software used and architecture.  Yes, it does not look good.  But events like this are preventible with a holistic approach.

    Yes it is fair because they're not even assumptions.  The system has been hacked multiple times in the past few months alone.  It is a fact that they're not well secured.

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  8. All in due time.  I'm sure the Primary Sheep Admin is busy delving into logfiles and other fun !@#$ right about now.

     

    We may never get the dirty details, btw, since that might be more information than is secure to disclose.

    At this point, it seems the database is apparently unsecured against all but the meekest of attackers so I doubt releasing anything would matter much.

     

    https://www.youtube.com/watch?v=a6iW-8xPw3k

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  9. All money sent to the game are donations. It explicitly states on the Donate page that you're not paying money, you're donating money to support the game.

     

    I understand your sentiment, but you obviously aren't privy to the same information I am. And I'm also tired of this "I paid money treat me special" attitude. I don't treat players that donate any different than players that don't, aside from the things like flags that are listed.

    That's not what Saru was saying.  The problem is whatever semantics you choose to apply, money is being given to you to support this game, which means that while no special treatment for those donating is expected, it is expected that you use that money to do basic things like back-up the game for situations like this.  Simply saying "oh well" does not cut it.  Even a bona fide charity would not be able to pull this crap and have people be fine with it, and this is no charity.  Whatever you want to call them, when people pay money in exchange for anything of value, it is not a donation in any real sense (legal or otherwise).

  10. I disagree. Making alliance banks safe havens just means that no one will keep anything in their nations (because why risk it, you know?) which means that raiders aren't going to get anything when they attack people, which actually disincentives war and promotes a static, unchanging game. The idea of looting banks isn't intended to give raiders more of an advantage, it's just to prevent people from stockpiling their and having a "safe" that no one can touch.

    I wasn't talking about raiders, I was talking about the thing that actually drives the game: inter-alliance warfare.  Raiders have a comparably minuscule effect on how dynamic the game is.  Games become stagnant politically for two main reasons: lack of incentive to strike first (thus creating longer and longer periods of peace) and difficulty rebuilding (the harder it is too rebuild the longer periods of peace will be).  This game already takes care of the first one, but it hasn't yet solved for the second. 

  11. This just ensures that aggressors will always totally destroy their targets and thus make wars less interesting.  Aggressors already have a huge advantage in this game, which is good as it keeps the politics dynamic (people don't have as much of an incentive to wait for someone else to strike first), keeping alliance banks safe provides a counter-balance to this, which while not sufficient to overcome the advantage that aggressors have (and thus not sufficient to make politics stagnant) is enough to at least give defenders a fighting chance.

  12. And your 'strategy' at that point is to get beat down and wait for your nice huge payday when the war is over.

    Actually this is a positive.  The game heavily incentivizes preemptive strikes because it is much easier to win as the aggressor than as the defender, so defenders will naturally fare worse in wars.  However, having the ability to safely store cash and resources allows alliances to rebuild at least a little quicker after war.  Both of these things contribute to more dynamic politics and a more interesting game: more and more intense wars fought with a relatively short peace between them because alliances are incentivized to strike first and not wait to be hit and they can rebuild a bit quicker meaning it takes less time to be ready for another go.

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