Jacob Hanson Posted February 25, 2016 Share Posted February 25, 2016 Yep me too. As a filthy neutral such as myself I still have max military, besides boats. Yes but after round 1 you wouldnt be able to maintain that. 2 Link to comment Share on other sites More sharing options...
William Mannax Posted February 25, 2016 Share Posted February 25, 2016 Could we just get rid of military improvement caps per city altogether so that those of us that like to have higher infra. cities aren't penalized in warfare. 1 Link to comment Share on other sites More sharing options...
Fox Fire Posted February 25, 2016 Share Posted February 25, 2016 This is probably the worst update yet. >Rape Militaries >Pay 2 Win BRB, gotta go dump 20 million on my nation to raid noobs. _________________________________________________________________ <Jroc> I heard \ is an anagram of cocaine<\> I can't be rearranged into a line, I already am a line. --Foxburo Wiki-- Link to comment Share on other sites More sharing options...
Wayne Posted February 25, 2016 Share Posted February 25, 2016 Yep me too. As a filthy neutral such as myself I still have max military, besides boats. One round (5 days) from 2-3 guys and you would be raid fodder for the rest of your life with this update. 3 ☾☆ Warrior of Dio Link to comment Share on other sites More sharing options...
Spooner Posted February 26, 2016 Share Posted February 26, 2016 Could we just get rid of military improvement caps per city altogether so that those of us that like to have higher infra. cities aren't penalized in warfare. This would be a terrible idea for balance. I could explain in depth as to why, but just think it through first. ☾☆ High Priest of Dio Link to comment Share on other sites More sharing options...
Spooner Posted February 26, 2016 Share Posted February 26, 2016 (edited) Yes, it was tested on the test server, literally everything is tested on the test server. I can't even update the actual game without updating the test server first. I don't doubt it was *added* to the test server, but was it *tested*? The problem is that so many of the nations on the server have already grown due to the money sloshing around on there. I suspect not too many nations are utilizing the Pirate Strategy on the test server, but I'm curious about if any actual tests were done using the nations. In response to your assertion that players were quitting the game over these score changes, I'm highly dubious. Your change, if anything, made the early levels of the game infuriating now. Players already had a problem dealing with 1-city 1000 infra (ish) nations kicking the shit out of 2-3 city ~500 infra players. Mostly due to the fact that the "raiding" players have the extra infra for military slots. With this change to caps, the two-city new players are screwed over even more than before. If anything this change has made the game worse for the newest players, not better. In summary: Small-score new players - hurt by change; lowers retention Small-score raiders - helped by change; raises retention Medium-High score raiders - hurt by change; lowers retention Medium-High score players - helped by change; raises retention I'm highly skeptical that a change that hurts the new non-raiding players increases retention. Could an alliance give them money to quickly grow out of the small-scale raider range? Yes, absolutely. But you already stated that we're leaving alliance coordination out of the picture (since if we cared about alliance coordination, we could have beaten the pirate strategy in the first place). Before the change, PP wasn't attacking MENSA, and MENSA wasn't attacking PP. Why do you think that is? I suspect that it was an unspoken acknowledgement that PP knew their strategy could be beaten with coordination, so they left us alone and went for the easier targets. So is the problem here that uncoordinated players are complaining to you and leaving? Essentially you're catering the game to the lowest-skill players with this change. With this logic, perhaps you should add a "queue attack" feature so that Rose doesn't fail their offensive blitzes each and every time they try to do so. Edited February 27, 2016 by Syrup 4 ☾☆ High Priest of Dio Link to comment Share on other sites More sharing options...
Ogaden Posted February 26, 2016 Share Posted February 26, 2016 How about a win war button? costs 2 credits per click 2 Link to comment Share on other sites More sharing options...
Clarke Posted February 26, 2016 Share Posted February 26, 2016 I tend to agree with the negative views on this update, I don't think this update changes much of anything for players as eventually those players are going to end up in range of nations with just military and may quit anyway. Perhaps this was too obvious but a better solution might have being to just increase the military bills drastically. Link to comment Share on other sites More sharing options...
LordRahl2 Posted February 26, 2016 Share Posted February 26, 2016 How about a win war button? costs 2 credits per click Two is too low. 4? Let's milk those whales. 2 -signature removed for rules violation- Link to comment Share on other sites More sharing options...
WISD0MTREE Posted February 26, 2016 Share Posted February 26, 2016 Two is too low. 4? Let's milk those whales. Or better yet Raise the cost of credits and increase the cost of credit related stuff. Link to comment Share on other sites More sharing options...
LordRahl2 Posted February 26, 2016 Share Posted February 26, 2016 Or better yet Raise the cost of credits and increase the cost of credit related stuff. Yes, yes. Double everything! -signature removed for rules violation- Link to comment Share on other sites More sharing options...
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