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Samwise

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Posts posted by Samwise

  1. Good God. This is like that story Daryl told about his mom on TWD. You're chasing the firetrucks, only to see them turning on your street, and finding out it's your house on fire.

     

    This is when the VE gov from that other game ride in and seize powah. I stand with Supreme142!

     

    tenor.gif

    • Upvote 1
  2. At first, I wasn't sure what was worse - His donation to Fraggle or his donations to Sheepy. I decided Sheepy since this turned out to provide such entertainment value. So here's to hoping that when he inevitably gets upset at Sheepy for the game not going his way, he publically starts demanding his money back. 

     

    On top of the $40 mil that was redeemed he has 5 cities at 5 days old? How is that even possible if there's a 10 credit limit on in-game bonuses per month, and it costs 4 credits to redeem city resets? Roll back his city purchases Sheepy, and let's start this show!

     

  3. My issue with paying to start an alliance is that you're taking an actual in-game feature, and adding a RL price tag to it. Sure, you can buy credits using in-game cash, but the money had to come from somewhere. If nobody donates, there are no credits to buy, and then you do have to pay your own cash to start an alliance.

     

    Paying for customizations I take no issue with. I took advantage of it in the last war since I didn't want to see a bunch of ads during a time I'd be the most active in-game, slowing down my page loads. I didn't even bother trying to get a credit off the market at a decent price, and just shelled out the $5 bucks.

     

    Due to the nature of the game, people have different perspectives on what classifies as "winning" the game. And I'm sure most will agree that founding, building and running the most successful alliance in-game can classify as winning, and you just put a price tag on it so that they have to pay you RL cash if they want to try to achieve that. 

    • Upvote 3
  4. Continuously attacking Sheepy instead of rationally explaining why your suggestion is better than the current situation is not likely to change his mind - nor should it. And saying we should try it out and see how it goes also is a slippery slope. Once it's live in-game, the consequences of those actions are permanent, and there should always be consideration of all possible outcomes, good and bad, of those changes. The reason for this suggestion box is to give Sheepy a player's perspective on what would make the game better.

     

    My opinion is that giving an alliance the option to embargo another alliance would be immensely helpful. However, we also don't need to individually message our members due to alliance announcements, and there have been tools made specifically to help speed up the embargo process for our members, so it's not like it would save alliance leaders that much time. All it would accomplish is the ability to ensure your members do not trade with another alliance, and as Sheepy said 

     


    In the real world, alliances of nations often do this - but regularly you'll get nations who violate the embargoes because they can profit from them. That situation is basically being replicated here - and that's a good thing. It creates conflict when someone else from your alliance is violating the intended embargo for personal profit. What do you do with them? Kick them out of the alliance? Fine them? Etc.
     

    The long-term value of members outweighed the short-term political message to an opposing alliance.
     
    I think it depends on the situation. Are you selling uranium to the enemy so they can nuke you/your alliance mates/your coalition partners? What about buying alum for the cheapest price so you can rebuy planes? Or are you just buying/selling credits?
     
    I prefer it the way it is now. Let me decide who I can trade with, and let me suffer the consequences of those actions. Free trade FTW.
    • Upvote 1
  5. I don't that would really be an issue since the same thing can be done with land, but I've never seen that happen. (correct me if I'm wrong).

     

    Even though I can't really see it being useful, it should be an option. Freedom of choice is an important aspect of PW.

     

    Land doesn't really do all that much aside from boosting food production. However, military units are directly tied to city counts. And generally, those with more cities can rebuild quicker, meaning if you imposed city deletion surrender terms on an alliance, it would delay them becoming a threat for longer whereas if you forced them to delete land, it doesn't really benefit you. You could make a case that people don't normally impose project deletion surrender terms though. 

  6. I was actually just in Vegas. Also couldn't help but laugh when I saw Treasure Island and Trump's hotel.

     

    Like in true P&W fashion, were the protesters still outside Trump's hotel? And the TI casino is no where near as generous as the in-game one. I wonder if Dongminion is just as generous.  :ehm:

  7. So, roughly about 30 minutes after war decs went live, I was pulled from my pc. It was my sister-in-law's last day in town, and we still hadn't taken her to visit the Las Vegas strip. I gambled a bit, had some drinks, and before exiting Caesar's I decided I had better visit the restroom. On the door of my stall was this little jem:

     

    CYNE2MD.jpg

     

    Did y'all got Jessica Rabbit to put that up in the stall? And do your dank memes know any boundaries?! gg BK. Thanks for the laughs!

    • Upvote 3
    • Wars now have a system called 'resistance'. Each sides starts the war with 100 resistance, and resistance is reduced through every attack. When your opponent's resistance reaches 0, you take 25% of their money, 10% of each of their resources, and automatically destroys 10% of the infrastructure in each of their cities. They are sent to Beige, but for only 3 days. This is to add a more visual component to wars, and encourage people to want to win wars.

    lol Because having to pay a billion in reps wasn't incentive enough.

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