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Valkorion Baratheon

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Valkorion Baratheon last won the day on March 19

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About Valkorion Baratheon

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    Valkorion Baratheon
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    Valkorion Baratheon#5627

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  1. We use UB3R-B0T for our feeds in Rose. It doesn't ping you even if @everyone is in the name of the post. Here is the link, friends: https://admin.ub3r-b0t.com/ Save yourselves from the ping.
  2. Wait a second...... Doesn't that mean the chocolate melted? RIP Congratulations on the treaty though; hopefully you can find a fridge or a cooler or something....
  3. Preface While a lot of us might log into P&W multiple times a day, overall player-retention in P&W is not very high. In fact, I would guesstimate that 90% of new players don't make it past the first month. I think a lot of this is due to the nature of browser games in general, not just P&W. You need specific qualities to be able to spend enough time on a text-based game for it to be engaging, in my opinion. Nevertheless, this suggestion is another step (in addition to my tutorial idea in another post and maybe future ideas) that I think could help slightly in raising P&W's player-retention. Main Issue Currently, city/project timers last 120 turns, or 10 whole days. When I first joined P&W years ago, this seemed like a slightly odd number to me. As a new player, seeing double-digit-day-long timers is a bit discouraging. New players want to start playing as fast as possible. Now, P&W is a long-term game, but I think shortening timers could have somewhat of a psychological effect in helping with player-retention. Proposed Solution What if we reduce city/project timers to just 84 turns, or 7 days/1 week? Having to wait 10 days (double digits) might seem like a lot to people. Whereas one week simply seems like more of a normal thing and even though it is only 3 days less, might be more acceptable. In real life, people are used to waiting for things on a weekly basis. School/work deadlines, meetings, etc. It's far more natural to use a week-long cycle instead of a 10-day cycle. In addition, the average city count in P&W keeps going up with time. Thus, being able to build cities a bit faster would probably help new players get better integrated with the majority of the active playerbase, especially when global wars break out. Testing the Solution Let's disregard the build-up from 1 to 10 cities as this has no timers. To get from 10 to 15 cities currently takes 50 days in city timers alone. If you have 1500 infra per city at 15 cities, then you also have 5 project slots, which means an additional 50 days. That's a total of 100 days just to get to a decent nation size that allows you to be competitive in a global war. With week-long timers instead, that would take 7 days x 10 (5 cities and 5 projects) = 70 days. So, you save a whole month in timers alone. However, timers are not the only thing that matter here. Of course, even if you reduce city timers, city costs are exponentially more expensive with each additional city. So, it will probably take you more than 7 or 10 days to save up to get your next city. Disregarding any sort of alliance growth aid, smarter players that flip on the market and/or raid actually could earn enough money that they are able to build their cities every 7 or 10 days for the earlier cities. So, I think it could be good to shorten these timers so that new players can get these earlier cities faster. Because of the exponential cost of cities, it's going to take a lot more time to get the later city counts, so once new players get a bit closer to the average point, they will start to slow down and match the growth rate of older players, so that way, it isn't unfair or anything. Furthermore, I think this could help new alliances in general. In my previous example, I disregarded alliance funding. However, it's obvious that most players who have 10 cities are in an alliance. Thus, they are probably subject to alliance growth initiatives. By reducing city timers, this could help newer, but well-planned alliances become relevant faster. If these newer alliances are doing their econ properly, they can utilize shorter timers to save a month in the catch-up game. I think it's good for game health that rising alliances are able to get into a proper war range a bit sooner. It could help make global politics and wars more interesting and dynamic. Conclusion New players are a bit impatient and want to be able to play as fast as possible. While the retention rate will never be high for P&W due to the nature of browser games and nation sims, reducing city/project timers could help, in my opinion. Furthermore, it could help new alliances with potential become relevant faster and shake things up and keep the game more entertaining.
  4. Preface Before I dive into this, I just want to mention that this post is really a rough draft. I won't be mentioning too much about the specifics of the content of the tutorial. Instead, this is a redesign of the implementation of a tutorial. If this idea is popular, I may start adding specific tutorial content into it with a future post. Main Issue When new players join P&W, they often tend to leave the game within the first month as there is a lack of guidance and purpose for them in the game. It can be overwhelming and players may feel lost. The current Tutorial and Objectives are inadequate in dealing with this. Thus, the purpose of this post is to create a new Tutorial system that will hopefully increase new player retention and competence in P&W (basic concepts and lingo). The best tutorials are those that integrate gameplay. Therefore, the tutorial system that I am aiming for is supposed to provide a sense of purpose through meaningful objectives for new players in P&W. However, the tutorial is not designed to teach you every single thing about more advanced gameplay. This is not a replacement for a proper Internal Affairs department in an established alliance. Outline Create an alliance solely for new players - The Orbis Defense Initiative (ODI) Create a category in the official P&W server for ODI so they can communicate Create an alliance solely made of bots - The Sibro Invasion Force (SIF) Sibro is just the reverse of Orbis 30-day tutorial that teaches ODI (new players) the basics of how to build their nation, use the market, and fight their "mortal enemies" in SIF. Note: These are just random names for referencing purposes. Details When you join this game, you get assaulted by player-created recruitment messages without knowing anything about the game. Many new players choose not to join any alliances because of this "spam." However, these same players soon lose interest as there is not much for them to do, or so they believe since they have no guidance. Furthermore, in-game communication isn't really enough to keep you hooked on the community, and that is a large part of the appeal to the game. My idea is to provide guidance via an alliance for new players only. All new nations will automatically spawn in The Orbis Defense Initiative. As the first part of the tutorial, they will be strongly encouraged, albeit not required, to join the P&W discord server where they can communicate with other players and ODI members. This way, they can get connected to the main P&W community sooner and be less likely to feel lost in the game. This is very important so that these new players can immediately interact with real people. This will increase the likelihood of someone staying in the game. Next, there should be a rival alliance to The Orbis Defense Initiative. I think this alliance should be an alliance made out of bots - The Sibro Invasion Force. The Sibro Invasion Force will have lore as the enemy of Orbis. They are a collective of nations that banded together to invade P&W’s planet of Orbis from their home world of Sibro. The Orbis Defense Initiative (new players) are a coalition of nations that have been tasked with the duty of defending the world of Orbis from this extraterrestrial threat. Why create the SIF? The idea here is to create a sense of purpose. We want our new players to have a reason to build military units and make sure they have enough income to support them. Before, the Objectives simply gave you a cash reward for buying soldiers. But, if you are a new player, there is nothing exciting about that. We need to create excitement. People play games to have fun. You want to teach new players how to play as well as keep them engaged. Throughout the tutorial, ODI members will gain cash rewards for completing their objectives. These objectives will be a combination of nation-building, trade, and war that will give new players a well-rounded P&W experience and tutorial. The final payout will be after they have defeated x number of SIF nations in combat. They should be able to reach 10 cities and 1500 infra and land per city, maybe even a few key projects as well. The entire tutorial will last 30 days. Throughout the 30-day ODI experience, players will receive notifications in-game telling them to complete objectives in preparation for their war assignment against SIF. The tutorial will show them the basics on how to build their nations. It should be easy to go back and access old parts of the tutorial, should a player (both old or new) need to. Eventually, at the 15-20 day mark, there should start to be war assignments against the bots in SIF. From there, the tutorial will teach new players the war system and they will learn by defeating SIF nations (which, again, are bots and so they are guaranteed to win). Neither ODI or SIF should show up on the Treaty Web or Alliance Rankings. Nations in ODI should be protected from other players. They can only go to war with SIF. New players should be given the choice to leave ODI, but if they do, they forfeit re-entry into ODI. After 30 days of existence, nations will automatically be kicked out of ODI and encouraged to join a real alliance or do whatever else they wish to do. Alternate Modification ODI might not have to be an alliance. It could just be the theme of the Tutorial. New players can still join any alliance or no alliance while being part of ODI and its initiative against SIF. So, if I were a new nation, I will have ODI Tutorial notifications. I can still join an alliance and be part of an alliance's community while learning the basics of the game. In this case, maybe new player beige should last 30 days. So, you will still have the protection from other players that the ODI alliance was supposed to give. You can fight SIF while in beige, but once you leave new player beige, you will be vulnerable to player wars as usual. Something like that. Only tutorial players should be able to attack SIF, essentially. Thanks @Lucianus for this modification suggestion.
  5. Similar to what I said in this post here, Is this supposed to go hand-in-hand with the other changes? Combining beige bank with reserve units, for example, makes defense so immensely powerful. Whenever defense is too powerful, like what @Shiho Nishizumi mentioned earlier, it crushes the incentive to start a war. Aggressors are taking on way too much risk if defense is too strong as there is a political cost to being the aggressor. We already have a 6 month NAP in place. Knightfall technically didn't even end with an NAP, but still had a long period of peace following it (could be wrong here, don't quite remember). Alliances need to stockpile resources to fund their war efforts. It's why wars don't last 2 weeks anymore like they did when this game first started out. Now, when tanks were buffed recently and planes nerfed, alliances then had to make sure to stockpile more steel. The combination of steel costs, political costs of aggression, buffing of defense (and therefore weakening of aggression), stockpiling behavior, and rampant changes (whoever wants to start the next war is going to have to consider being the guinea pig for this plethora of untested changes) is just going to stifle aggressors from starting wars. And again, like what Shiho said earlier, that'll just lead to a more stagnant and boring game. I'm not saying there should be zero changes to the war system. You may indeed want to help people get out of perma-pinning situations. But it's unclear what the effect of all these various suggestions are going to be when combined. For example, it's been implied that two of the previous suggestions are already going to happen, yet we haven't even been able to test them yet, let alone see them on the live server and judge them before moving onto another suggestion. I know the player base tends to beat up Alex about a lack of updates, but maybe we should slow back down a little bit, lol.
  6. Is the proposed beige mechanic in this thread supposed to go hand-in-hand with the updates suggested in this other thread? @Prefontaine Right now, it's super unclear what is the preferred plan of action. This current thread talks about replacing the old beige system with a new beige system. The thread I linked talks about replacing the old beige system with a new reserve mechanic, spy op changes, and blockade nerfing. Both threads imply or outright claim that Alex is going to go ahead with these ideas and wants last minute community thoughts. It's hard to properly comment on these proposed changes lately when so many are being presented so quickly and we don't know how they are all supposed to tie together (if it is intended for them to be tied together).
  7. I can only repeat this, lol:
  8. Lmfao at this point I have no idea which one of my clones is the real me. No, seriously, it's a legit problem. Everyone on discord has my pfp and even changed their username to Valkorion Baratheon.....
  9. Only three articles? Micro-sized treaty for micro-sized alliances? ? Just kidding, good luck, have fun, raise hell
  10. This alliance theme makes me think that Politics & Snore is going to last another 5 minutes per turn.....
  11. It's been an honor having Ming Empire for our side longer than even I've been in Rose. Fantastic allies, and now fantastic alliance-mates. I can't wait to see what the future has in store for us as a unified Rose. May the Mandate of Heaven live on through the Eternal Empire. Now I just gotta get Camelot to merge too
  12. @Alex, the issue you are trying to solve is to prevent down-declares from being as devastating as they are, right? Alright, sounds good. However, the second part of your proposed update, whether it be 1/3 or 1/4, actually makes down-declares even stronger. How? Well, while every unit can be recruited faster now, the critical unit here is still the aircraft. Until they are nerfed, planes will continue to rule in every single alliance war. This means that when a larger nation (let's call him Fred) down-declares on a smaller one (let's call him Bob), which will still happen with the score change, maybe a bit tighter (more on that later), that Fred can double buy all of his units at day change. With Propaganda Bureau, that 67% of max units becomes closer to 73%. This means that not only will Fred be able to recruit more planes in the span of 4 minutes than Bob's maximum, he can now even recruit more of the other units as well, completely neutering any chance Bob could have had at turning things around. Depending on the exact numbers, Bob could even have his triplets, Bobby and Bobbie, fight with him and they could still all end up losing to Fred. Let's address the tighter score ranges now. I was on the side of the global war that had whales. At one point of the war, when we were losing, we had our whales that were already 0'd and downed just go in to to suicide their planes at day change. Basically, they would attack someone who was fighting an ally that was close to turning the war around in planes. The whale would double buy and airstrike the enemy's planes. The intent was not for the whale to win, but rather, do enough damage so our other ally could break free. Now, however, even though the city scores may be greater, a whale that is 0'd actually has the chance to completely destroy a smaller nation that has maximum planes and maybe even some other units. The whale just has to go in with 0 military, and this time, instead of suiciding, his 73% units will actually outright win against the smaller nation. Down-declares are going to be ridiculously fun and overpowered now. Now, some people will say that whales have 3 defensive slots and you can still counter. Yes, you can indeed counter them still. However, Fred, the whale, can probably inflict a lot of damage before he finally gets countered, and all he has to do is survive until the next day change. If he plays his cards right, he could still come out on top, even when outnumbered. Speaking of countering, up-declares are now weaker, because again, planes are the focus of war still. Three 20 city nations with 1800 planes each could take out a 30 city nation with 2700 planes currently. However, now, all the damage the 20s inflict can be erased with a double buy. Even a single buy, which is now worth twice the old single buy, can prevent the three 20 city nations from claiming a victory they could have had/make it much harder to win. Maybe a 20 v 30 up-declare is not as realistic as say, 25. But, the point is that the main issue here is and always has been planes. Planes are already the focus of warfare. The meta is basically planes and soldiers. The second part of this update buffs all units, yes, but it that means it buffs planes. Buffing planes does not solve a single issue since the OP-ness of planes is already the root of the issue. Honestly, the current score range is fine. What needs to be fixed before that is: -Nerf Planes -Rework Beige (I want to get beiged in globals...... I shouldn't want to lose my individual wars in order to win the overall alliance war) However, given your own goal, which is to basically make the game more equitable for new players...... this update does the opposite. It favors the older and larger players. I strongly advise you to consider reworking the entire war system, rather than a single band-aid fix. This is going to create more problems later that you will want to fix. The entire system needs to work together, not be an amalgamation of several different ideas, that might not be compatible.
  13. Oh my..... what are you guys planning?!
  14. Excalibur is a Lightsaber??? He had slain all his enemies and conquered the known galaxy! The Immortal Emperor rules over all! However, he sensed that he had missed something. Was the Force telling him? He thought back to a tale one of his commanders told him, some ridiculous legend of a sword stuck in a stone. He who could wield it was destined to be a great and mighty ruler. Excalibur, was it? Perhaps he ought to investigate…. He scoured the corners of the galaxy, year after year, decade after decade, century after century. What a fruitless endeavor; perhaps the Force was wrong? But then he felt it - an immense pull to an obscure location - Camelot. The Eternal Fleet was ordered to warp through hyperspace to find the weapon. In the middle of a barren field, the hilt of a sword protruded from a large stone. And next to it, stood a tall man, dressed in rags. There was nothing exceptional about his appearance. However, he projected a certain aura and had this fierce look in his eyes that seemed….. familiar…. The Emperor watched as the man reached for the sword and grabbed the hilt with both hands. He began to pull with all his might, but the sword did not budge. Still, the man persisted and the Emperor watched. After hours of waiting, the Emperor thought it was now time to put the poor man out of his misery. Just as he was about to raise his hand, he heard a familiar buzz. He looked up, and he saw the hilt of Excalibur in the man’s hand. But, the blade was not made of steel! No, it was a golden lightsaber, the same as the Emperor’s! The man introduced himself as Arthur and proclaimed himself King of Camelot. King Arthur wished to help expand The Eternal Empire. Perhaps the Emperor had found a worthy apprentice…. Preamble Rose and Camelot agree to sign an MDoAP treaty. Article I - Sovereignty Both parties agree to respect each other’s right to conduct its own affairs without external hindrance. Article II - Intelligence Both parties agree to share intelligence, with the understanding that close cooperation is necessary for the security of both alliances. Article III - Mutual Defense Both parties agree to come to each other’s aid in the case of an attack by an external aggressor. Article IV - Optional Aggression Should one party decide to pursue aggression against an external party, the other party may join in on the aggression. Article V - Cancellation Should either party wish to nullify this treaty, they must give a 72-hour notice before it is made official. Signed for Rose: Emperor: Valkorion Baratheon High Justice: Vexz Horizon Guard of Foreign Affairs: Mhearl Signed for Camelot: King: Arthur Morgana: Epimetheus Merlin: Uriah Lancelot: Viselli Archduke – Recruitment: Eriksen & Guilo Archduke – Technology: JDTech Archduke – Milcom: Patrick Star & Messi Archduke – Economics: Nando & CitrusK Archduke – Diplomacy: Azazel Kilgharrah – Diplomacy: Aero Tl;dr Rose and Camelot have signed an MDoAP treaty
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