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Keegoz

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Everything posted by Keegoz

  1. You'd get 1 day to actually benefit from that PP, so no it wouldn't do much. Not to mention you can earn far more by being active in the game. Adding more mechanics continues to create a massive gap between older and newer players and we need to be careful of this.
  2. Hey guys, As some may know, the next update will primarily be an econ update focused one. The last thread was apart of that but the economics of it largely related to military. The rest of the update we do intend to be more purely econ focused. This is intended to be a large update in multiple parts, with the final part not completed. So I'll start off with the idea I have been working on to go with the econ update: https://docs.google.com/document/d/1P_xb98EV1RvH5vVeyuOdlNUN0oLWXc83Fn9U3a6Ourg/edit?pli=1&tab=t.0 I'll leave it in this document because formatting is just easier than the forums and I can edit it much more freely as feedback comes in. The main aim is to give players more to do and think about each day when they log in. I am aware it isn't a flashy mechanic, but I hope it does reward activity and different playstyles that could be further built upon. The idea would be to in the future, add different ways to gain political power and lowering logging in being the main way overall. Think potentially a pvp game where the winner receives a small amount. The second part is brainstorming one last idea to add to the game for this update, I'd ask if you have any further ideas to pop them below. I will also link one that seems to have had a lot of thought put into it and seems to be getting some positive feedback thus far: If people are happy with that idea, the design team is fine reviewing it and incorporating it into the final write up of the econ update but I wanted to leave room for others to have input as well.
  3. Treasures were OP and people found ways around fighting. Increasing loot just increases pirating. At a certain point you need to accept some sort of stick is required. The game has never gone for pure realism.
  4. There is inherent issues in only rewarding warfare. It needs more stick than carrot to work.
  5. I may just make an open thread for econ ideas to see where it goes. Might make my life easier. There are a few considerations I would stipulate but maybe doing this more publicly will receive less confusion at least.
  6. I don't agree with your first assumption tbh. I've been told I cannot rework the game in the way you wish it to be. Alex ultimately does not want complete rework. Catch up mechanics are a different debate and not the basis to refuse any different changes. Alliances don't wish to go to war, even if they have a grudge match against someone, fearing another alliance just gets further ahead. The game has become ways to dodge wars whilst your enemies fight, but I sense now everyone is playing the same game. They can now know that they will at least fight a war every 6 months and not sit at peace endlessly. Meaning we may actually see people fight grudge matches because they won't look over their shoulder at who is growing at their expense. I say this as someone who has seen how difficult it is to convince people to actually take risk or go to war in general.
  7. That's kinda where I've been thinking of going with the next econ update, yeah. Look, no update is a silver bullet solution, it will take a few different updates to fix this game.
  8. I think it's a good idea because the game relies on war. It's what creates politics and community engagement half the time. Wars have increasingly become less and less frequent as time has gone on, and the game has become less active as a result. You don't need to attack me personally for having a different point of view, I am yet to do so to you. I will refrain from responding to you from here on out and I suggest you accept that you have had your say on this proposal and move on.
  9. I disagree with your assessment and I think we'll need to agree to disagree at this point. Thanks for your input.
  10. You can effectively farm for 5 months at the same income as now, if you play it correctly. So 2-3 times a year, maybe 4 at best. Again, most people fight 2-3 times in a year now.
  11. They'll be roughly 2-3 a year, about the same as now for most people.
  12. Yes, the increase to rebuy would be linked to the current cost reduction bonus. The current price increase is due to the game all trying to do it at the same time. Over time this won't be an issue. Planes cannot be reduced to 5 aluminium (most people barely rebuild them after the first round anyway). Sketchy outlined a way to avoid impacting smaller nations, which I will likely adopt. Spies need to be completely redone and it isn't high on the priority list, nor has legit anyone given me a good way to rework them, I'd have probably 10 times the amount of people complaining in this thread for even remotely tweaking spies. I sounded people out of your spy suggestions and they came up with fair arguments as to how it would make spies even more useless. Until I think of or someone gives me a good starting point for a rework, I cannot just magically make it happen.
  13. I am not really forcing much, you could farm for almost 5 months before it becomes more negative than what you're doing now. Most people do not have much more peace than 5 months, so I'd argue the majority will realise this doesn't do a lot. The game is never going to be reworked like that. Sorry but that one is out of my hands.
  14. No, I said it was a key component of the game and in the title of the game. You can feel free to not war if you wish, you will have adverse effects compared to those who do. The game was designed for wars to be a key component of the game though.
  15. Not sure what alliances (who aren't broke) are taking more than 1 week to rebuild. All wars end within a week. You are not wrong, people often tell me the sky is falling when a change comes in that has adverse effects and we're all still here.
  16. Yeah, as mentioned this is not final and some suggestions to stop people abusing the system have already been suggested in this thread. Minimum amount of damage and activity etc. It only really makes you go to war every 3-4 months. The first month of negatives, I suspect some alliances will eat because it's still cheaper than fighting. I don't think you'd see indefinite wars, because the buff isn't that much.
  17. I am focusing on war for this thread. I have done an econ focused update before this and will again before the year is finished. War is a vital part of this game and I will not apologise for that. Most people talk to me about war changes more than economic ones just fyi.
  18. Slight miscommunication between myself and the dev team during the test tournament basically. Only just noticing now due to someone bug reporting it. You won't be able to build any units without having at least 1 military improvement. The game is designed for war, not sure what else to tell you. It's half the games title.
  19. Didn't consider that, you could do a fixed amount of rebuy but it wouldn't be 4 cities. Simply because it won't math splitting 4 cities over 10 levels of upgrades. You'd likely need to increase it more than 4 cities worth. 10 cities would make my life the easiest tbh lol
  20. Suggestion via discord for idea 2: - Make it only against active nations to avoid abuse. Easily done via the diamond activity tracker, nations that are a purple diamond (have not logged in for more than a week) do not count towards reducing stagnation.
  21. Spies need a complete rework and those advocating for changes haven't fully thought out the implications of their changes. They also not a high priority.
  22. Hey all, This thread is to be seen as floating a few ideas and seeing what people think. They are not linked and further details will likely come later for a few of them. Idea 1 - Buffing Cost Reduction Military Research This will be the only one in which I will confirm, *something* will happen with to buff this side of the tree. Currently we think this side needs an extra mechanic to be seen as viable when compared to unit cap increase. It should be noted that a few bugs are being removed from the unit cap which weren't intended upon release (e.g. being able to have units without any mil improvements). Anyway, the idea is fairly simple: Add 0.5% rebuy buff for the unit being researched per level - this would be 10% rebuy should you complete the tree for that unit. We would need to probably rename this side of the tree to Military Efficiency rather than cost reduction. Idea 2 - Encouraging War It's no secret that wars are detrimental to growth and economics. This has swung to the point where political actors seek to avoid war rather than promote them and has led to political stagnation. The solution is to therefore give incentive to alliances to not farm endlessly but to create wars to also benefit them economically. The idea: Introduce a new metric tracked on peoples nations. Each day, their stagnation ticks up by 1 point. Once it reaches 60 points, the population and resource production in cities begins to decline based on the following formula. Population (%) = 1-MAX(((I23 - 60) / 240) * 0.6,-2) Resource Production (%) = 1-MAX(((I23 - 60) / 240) * 0.7,-2) Now I will say, these are some rough numbers to give an idea and the way it would work does need more fleshing out, but please see below: As you can see, after 60 days a negative modifier will slowly kick in. Every 30 days (roughly 1 month) the modifier gets worse. Conversely you can decrease your modifier so that you gain economic output (this is capped at -30). To reduce your stagnation modifier, you would need to complete wars. The amount being reduced I believe should be linked to war type declarations: Raid War - Reduces stagnation by 2 Ordinary War - Reduces stagnation by 3 Attrition War - Reduces stagnation by 4 Please note, both the nation losing and the offensive nation would have their stagnation modifier reduced by the same amount upon war completion. This may also encourage more even wars as the fight over slots becomes more important. Idea 3 - Make wars cheaper Quite easy this one. Reduce military gained by cities & research by 20%. Makes wars cheaper, promoting more wars. Flattens war range allowing for more interaction between tiers. Reduces the impact of cities on overall war strength, in preparation for future mechanics, making the war system less dependent on cities. These are the numbers: Reduce hangar capacity from 15 to 12 Reduce tank factory capacity from 250 to 180 Reduce barracks capacity from 3000 to 2400 Reduce drydocks capacity from 5 to 4 Reduce by a similar rate across military research Feedback: Please note that these are 3 discussion ideas and not all related to each other. Upvoting or downvoting this post gives me very little idea of what people do or do not approve on and therefore written feedback is always better.
  23. That would mean he'd stop getting attention, and I don't think he can handle that yet.
  24. Thanks for voting everyone. The poll has now concluded with Economic update with more engaging day to day economic mechanics winning the poll overall and will be a focus when developing a new update in the future. We also note that Improved nation simulation mechanics surrounding policies, government types and approval. had significant support and will also be explored by a few design team members as well. Please note that although we will develop ideas around this, hopefully within the near future, other updates may come out before their design completion. This does not mean we have abandoned any of the aforementioned design areas but that designing new updates can hit roadblocks and take longer than other ideas. Hopefully you will hear from me soon with some new exciting updates!
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