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Prefontaine

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Everything posted by Prefontaine

  1. Last I looked it wasn't whales using it to the extreme. I'm fine making it a decreasing cap as well.
  2. What about a scaled cap? Something that say stops growing around 25 cities? Starts at being able to ear 40M per month at 1 city, and then grows by 2M per city up to something near 80M?
  3. Following items are scheduled to go live sometime at the end of next week: 3 Projects Embargoes Trade Navy Some QoL changes may come as well, but they are currently being worked on and the target hopes to be the end of June - early July on any lingering items.
  4. How much would a monthly cap look like in your opinion?
  5. For those unaware, baseball has several issues in terms of balancing with respect to the game. When used casually it is not disruptive, however there are some who do not use baseball casually. Here are the main talking points There are players bringing in over 8M a day playing baseball (240M per month) These high end players largely use bot assisted tools Recent game disruption (serve crashing) was a result of these tools. Some other points to note: Baseball is heavily used by some alliances as part of the military strategy for funding nations in blockade, or otherwise down and out in a war. I expect them to have a heavy protesting presence here. Baseball is not intended to be a core, or necessary mechanic in the game. In our solutions to how to address Baseball problems is that we don't want to burden the players who want nothing to do with baseball to have be essential to growth. An early solution to this was a proposed daily 5M cap that was much easier to reach. 5M per day is 10x the normal max login bonus, 10% of a whales income, over double a newish players income, and would be the largest single source of revenue outside of lucky raids. Anyone who didn't play baseball for this 5M would fall behind easily. Baseball is proposed to have the following changes: Daily revenue from baseball is capped at $1M Players age rate is reduced by 25% (retire more slowly) Revenue from baseball is increased 25% (makes getting to the $1M easier) If you're largely against these changes, please suggest an alternative that follows the concept of not making baseball a pivotal part of the game for income. I'm open to other ideas, but not open to leaving things as is. Baseball has become a growing issue that has more and more been met with a "Lets get rid of it" response. The idea is to avoid that, so a change needs to happen or it'll just go away at this point.
  6. Alliance war, one or two alliances versus one or two alliances. Sphere war, sphere versus sphere assuming there are more than 2 major spheres. Global war, Multiple spheres, or two spheres with several alliances outside of the sphere involved as well.
  7. Pinging Alex to send out the first round of fundage.
  8. Target is middle of next month. I appreciate your constant cynicism.
  9. ...This is what passes for a wall of text these days?
  10. Rather than mass quoting I'll just tackle some of the general points thus far. Credits are excluded because they're not a fast-paced traded commodity and act differently that other aspects of the game, if credit spam becomes a problem it will be easy to include it in the restriction. Deleting could be a method to syphon funds if a pinch to lower tier nations. Nation A is losing to nation B and is blockaded, create a small nation and bump it up enough to declare on Nation A and then delete to funnel them cash. Losing 50% of that cash/rss is a deterrent. I know this seems unlikely, but trying to prevent exploiting. Navy is being tweaked slightly because possible more impactful changes may happen when beige is remodeled. There are ideas for damage roll-over and increased improvement destruction options to make naval more impactful. The largest complaint with UP/AUP was the cost being too high, we lowered the cost and lowered the benefit. Since C22 costs about 240M with cost reductions this project should be alleviating around 200M per city, but we decreased requirements (doesn't mean prices won't increase initially from demand on those resources). Thus 150M cost with an ROI of around 4-5 cities purchased. For someone getting that right away the cost is under a billion before ROI, for a whale, you're closer to the 12-15B before ROI. We moved away from food cost because other areas needed some resource sinks and food is largely produced by whales, we didn't want whales to profit as much off of the sale of resources to fund the project.
  11. You'll notice on this thread in the QoL section there's a part: Make Leader name and Nation name consistent. You can have different names but all interaction (like bank trades) will go through use names. Outside of alliance banking, I'm offering 10M per instance of this where it's found in the game. TO QUALIFY: Your post must include a link to the page it's found on. You must include a link to your nation page so I know where to give the money. You're restricted to 1 prize per nation. If you find multiple, tell a friend to post it to cash in.
  12. Content from this thread is being separated into two different updates to get the easier to code content out first and not delaying the larger code-intensive work later. LATER: Beige rework. Test server tournaments targeted for the second half of June. Tutorial Rework. Baseball Changes. (May end up going in the sooner category) SOONER: New Project: Metropolitan Planning Requirement: City 21 or higher, Urban Planning, Advanced Urban Planning. Effect: Reduces City costs by $150,000,000 per city, stacks with UP and AUP. Cost: Aluminum: 60,000 Steel: 40,000 Uranium: 30,000 Lead: 15,000 Iron: 15,000 Bauxite: 15,000 Oil: 10,000 Coal: 10,000 New Project: Military Salvage Effect: When you declare an attack and are victorious, recover 5% of lost steel/aluminum from units in that attack. Cost: Cash: $20,000,000 Aluminum: 5,000 Steel: 5,000 Gas: 5,000 New Project: Fall Out Shelter Requirement: Research and Development Center, Clinical Research Center Effect: -Reduces damage from nuclear missiles by 10%. -Reduces fall-out length in a city by 25% -Maximum radiation impact on food is 90% (can always produce 10% of food) Cost: Cash: $25,000,000 Food: 100,000 Lead: 10,000 Steel: 10,000 Aluminum: 10,000 Quality of Life: When a nation deletes during a war, part of that nations resources goes to those fighting it. 50% split among the nations fighting Make Leader name and Nation name consistent. You can have different names but all interaction (like bank trades) will go through use names. Alliance (and shared market) trades get merged into the global trade screen and include a special indicator or color. Nations in alliances that have a treaty to your alliance will appear with an indicator or color on the market to show "ally" trades For the bulk import feature, have the default be to all cities but give the option to select which cities to import to. Cities may have differing infra levels/improvement slots, especially during war, or people may want different builds for different cities - but still across multiple cities - so allowing them to choose which cities the import applies to would make things easier. Allow for the "$" and commas to be ignored when inputting values and/or allow for k,m,b to be used to send cash/resources (i.e. 1m instead of 1000000 to send 1 million food). Embargoes: Alliance leaders will be able to issue alliance-wide embargoes of a nation or an alliance. All members of the alliance will receive a notification of this. Nations can manually cancel the embargo. Trade: Players can have at most 3 active buy offers and 3 active sell offers for a single resource. (Credits excluded) If a player has multiple trade offers for the same amount due to trying to buy/sell a large amount of resources above the posting limit, these trades will count as a single trade. (Example: Someone posts 5 offers of 1M food at 100 PPU to effectively post 5M food at 100 PPU - This counts as 1 trade offer for the counting) If a player attempts to post a 4th trade offer for a specific resource, that trade attempt will fail and the nation will need to select which trade offer they want to delete. This does not impact private trades or shared alliance markets, only global market trades. Navy: Upkeep reduced by 10% Ammo cost reduced from 3 -> 2.5 Gas cost reduced from 2 -> 1.5
  13. At this time there's no talk of impacting private trades.
  14. Hello everyone. We're currently looking at reducing trade spam, reducing the number of active trades a player can have for a certain resource. Players can have at most 3 active buy offers and 3 active sell offers for a single resource - Credits are not effected for this. If a player has multiple trade offers for the same amount due to trying to buy/sell a large amount of resources above the posting limit, these trades will count as a single trade. (Example: Someone posts 5 offers of 1M food at 100 PPU to effectively post 5M food at 100 PPU - This counts as 1 trade offer for the counting) Optional Poll Content. Do we want to automatically delete the oldest trade offer if a player goes above the posting cap, or do we want a player to select which trade their deleting and block new trade offers until the player does this?
  15. Could do something where the default missile success rate is improved to 30-40% and then this project would get it back up to 40-50%
  16. I'm not saying the game is balanced. Regarding score changes, it was first increased for cities from 50 -> 100, which was a little too much which is why it's being put into the middle. I've been a long time advocate of reducing down declares, but it's often met with resistance. The next thing I was going to try was reduction of military effectiveness when declaring an offensive war on any nation with 3+ cities less than you have. So if you down swing by any gap higher than 3 there will be some limiters on your militaries effectiveness or pool of units that can be sent into combat. If you feel strongly about this to put more effort than forum posts, I welcome you to come join the design team.
  17. These threads pop up from time to time over the life of the game, I probably made a thread about upper tier consolidation being bad or two myself. Large nations are going to be strong, and should be strong. It's something to strive towards in game, a goal to reach. Others have stated it's easier now more than ever to get to higher city counts, however the end post does keep moving further. Additionally, threads about reducing nations abilities to strike down get largely met with disapproval. Things in these games can change a couple of ways, the two largest areas of which are with mechanics and the other is on the players. It doesn't matter what mechanics get introduced if the players are going to consolidate the power in one place. It doesn't matter if everything is 100% fair across the board because then why care about growth if you're just as effective in fighting at C10 versus C20. Players have united against upper tier consolidation in the past, Papers Please and Knightsfall are two examples of such. In any game where there is leveling the higher level players are stronger than the lower levels. It's a large part to why people play the game, to get stronger. Same is true here. You reduce the benefit (nerfing whales or buffing everyone else) of being big being impactful you remove the motivation for growth. You remove the motivation for growth people stop playing. Too keep this reply from getting too long I'm going to cut this part here, but I wanted to touch on one thing in the OP The three new projects, one can't be used above C15, one makes more project slots which whales don't need, and one effects everyone. Any project that helps everyone is yes, also going to help whales. Reducing city score was one of, if not the largest request from the the raiding community, and was a largely disliked change when it was implemented prior to the Design Team's creation.
  18. While it’s not confirmed yet, I’m going to be lobbying for some tutorial rewards to be a city. The tutorial will not force anyone to play a certain way, simply give this suggestions of standard ways of playing what what they look like. Additionally, hopefully help nations pair with like minded alliances for play style.
  19. Quality of Life When a nation deletes during a war, part of that nations resources goes to those fighting it. Make Leader name and Nation name consistent. You can have different names but all interaction (like bank trades) will go through use names. Alliance (and shared market) trades get merged into the global trade screen and include a special indicator or color. Nations in alliances that have a treaty to your alliance will appear with an indicator or color on the market to show "ally" trades For the bulk import feature, have the default be to all cities but give the option to select which cities to import to. Cities may have differing infra levels/improvement slots, especially during war, or people may want different builds for different cities - but still across multiple cities - so allowing them to choose which cities the import applies to would make things easier. Allow for the "$" and commas to be ignored when inputting values and/or allow for k,m,b to be used to send cash/resources (i.e. 1m instead of 1000000 to send 1 million food). Allow alliances to embargo other alliances (but give members the option to opt out of them). Possible more TBD
  20. Event Nations I've put my nation in VM for now as I plan on utilizing it for an Event sort of nation. The plan will be to invite several people to gain access to these NPC nations that will have unlimited defensive slots, and certain buffs to create community events from time to time of different scopes and scales. These nations will have short term passwords for use to the individual player, will not be able to trade, bank, or produce resources they can't share their stuff with others. We will rotate players and select them through the game forums and official discord. Prizes will be given from these events to both the players and the event nations.
  21. New Projects -New level of City Cost Reduction Project, requirement will be C21 and the idea will be a 4-5 city ROI. -Project that will refund some resources from units lost in war. -Third TBD
  22. Tutorial Update This is a long time coming, and still in its infancy. If you have interest in joining the tutorial team please let me know with either a DM on discord or here. The change should be self explanatory, to make a better tutorial but the focus is this: -Design a system that guides the player from city 1-10 -Advise on ideal infra levels, land levels, resources to produce (or better yet ones to not), avoiding certain commerce, power plants, etc... -A simulated NPC nation to declare a test war on to explain the war system. -Suggest joining alliances based player desire (growth, raiding, war, learning, etc...) -These may be tags alliances can utilize to attract new players they want. Arrgh may want raiders. eS may want growth, etc... Just an overview.
  23. Beige Redesign: There will be a test server tournament coming for the new beige system. The changes will focus on these three mechanics: All wars end in beige. If the war would expire, the nation with the most resistance win. If the resistance is tied, the win goes to the defending nation. If no attacks happen by either party in 20 turns, the war ends. Beige timers do not begin reducing until all defensive wars have ended. Once the tournament is completed to ensure the system is functional and achieving the desired results.
  24. I've got some things going on IRL that will be taking my attention for a couple weeks, but I'll be checking in primarily on this thread during that period. Thus, my responses to posts will less frequent and timely than previous update threads. With the recent update concluding and any final bugs hopefully being squashed. If you find any bugs that still remain, please create a ticket in the game discord under #support. I wanted to move forward to the next major update. I don't have a timeline yet, as that seems to be the most popular question. To help assist feedback on this, I'm going to break this OP into sections to avoid someone disliking one part of one thing and downvoting the whole post. More targeted feedback is more helpful!
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