Administrators Popular Post Alex Posted February 27, 2018 Administrators Popular Post Share Posted February 27, 2018 Hello everyone, As most of you know, I've been testing some changes to the war system on the Test Server for some time now. I am relatively confident we've worked the bugs out, and I'm ready to deploy the changes to the live server. Due to the nature of the changes, we're going to have an extended rollout process, wherein I will (temporarily) declare world peace. How this will work is that in the next few days, no earlier than March 1 (server time) and no later than March 5 (server time) I will freeze new war declarations and all espionage operations. After that has happened, I will wait until all active wars have ended, and shortly after I will push the war system changes live. Once they are rolled out and any deployment issues worked out, I will issue all nations 24 turns on Beige (or an extension for nations already on Beige.) Then I will enable new war declarations and espionage operations. This is to give you time to prepare and to know when you will be vulnerable to new war declarations again. Now if you haven't been participating in the Test Server or following development, you may not be sure what all of the coming changes are. Here's a thorough description of the changes: Quote I have redesigned the UI of each war page to be more user friendly. There is also additional information on pages, such as maximum infrastructure destroyed in an attack, units killed, etc. The introduction of War Types: There are 3 types: Ordinary, Raid, and Attrition. Ordinary wars do 50% less damage and 50% less loot than wars did previously. Raid wars do 100% loot and 25% damage, and Attrition wars do 100% damage and 25% loot. War type is decided upon declaration; the defender in a given war has at least 50% of both damage and loot and matches the opponent if it is offensively a Raid or Attrition war. So, for example, in a Raid war the defender will do 50% damage and 100% loot back to the aggressor. -The damage and loot done by beiging has been reduced. Damage is reduced to a base 4% (affected by War Types) and loot has been reduced (for the case of money) to 10% (resources are staying at 10%, so it is 10% for both money and resources looted.) -Fortify has been changed. It no longer offers any additional Resistance in wars, but now causes your opponent to take 25% more casualties when attacking while you are Fortified. It has also been reduced to 3 MAPs in cost. -The Bounty system is introduced, whereby you can post Bounties on other nations. Bounties cannot be posted until a nation is at least 3 days old. Bounties cannot be claimed unless the war was declared after the Bounty was posted. Bounties cannot be claimed while the Bounty Hunter nation is blockaded. In these cases, the Bounty will remain and the blockaded Bounty Hunter will not receive any award. After some testing on the live server, I may implement a system whereby a blockaded Bounty Hunter would still claim the reward, just not until their Blockade is over. -Ground Battles, Airstrikes, and Naval Battles now offer detailed battle reports after the fact related to rolls and the method behind determining battle outcomes. This should be useful in answering those "how did I lose with 1.3x more units!?" type questions. -Battle Simulators have all been updated to match all current war formulas. Here is an old sample screenshot of the new UI design on war pages: I will not be giving out exact times and dates of when war declarations, etc. will be paused, as I do not intend to give any players an unfair advantage (i.e. being able to do an uncounterable blitz, etc.) and to account for unexpected extra time each of these events may take in implementing. --- On a related note, if you're interested in the development of Politics & War, and the addition of new features, there is one discussion about implementing a loan mechanic, and another about implementing the ability to buy and sell military units. Feel free to chime into these discussions, and post your own suggestion threads. --- Lastly, thanks for playing Politics & War! I'd just like to add that the game is doing very well (even with the lack of any major wars happening) and I am continuing to actively develop the game. Just recently I started a new advertising initiative to bring new players to the game; we're currently seeing over 200 new nations join the game per day (up from 70-80 with no advertising.) Please be aware of the influx of extra players and help them get adjusted to the game; it's a lot more fun for everyone with more diversity and more players! 15 10 Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
KillzBob Posted February 27, 2018 Share Posted February 27, 2018 holy moly Link to comment Share on other sites More sharing options...
Buorhann Posted February 27, 2018 Share Posted February 27, 2018 So basically it's pointless to do Attrition or Raiding. Anybody worth their salt (Or pays attention) will dump their loot quickly, and Attrition benefits most people to take damage so that they can dip lower in score and double buy on them (See a couple of my recent battles). Will Raiding/Attrition stance affect the beige bonus? The beige nerf is bad too. While people came up with the strategies on cycle beiging, it encouraged players to beige. Now with this lesser penalty, it just reduces the incentive to beige players. I didn't check out Fortify, but I think that would be interesting change. As it forces players to contemplate on how quickly they want to win a battle or to hold off from beiging, since there's no way to rebuild Resistance. No opinion on the Bounty System, yet. Being more transparent on how a battle plays out is a good change though. In one of my battles, I had 76 Ships hitting 44 and got a utter failure (RNGesus wasn't with me; and yes I had the resources to do it) - so it would've been nice to see how that occurred. 2 2 Warrior of Dio https://www.youtube.com/watch?v=mfPCFQfOnLg Link to comment Share on other sites More sharing options...
Them Posted February 27, 2018 Share Posted February 27, 2018 Does damage refer to infra damage, damage done to defending units, or both? [insert quote here] Link to comment Share on other sites More sharing options...
Seraphim Posted February 27, 2018 Share Posted February 27, 2018 Irrespective of the new change brought in to gameplay. Only time will tell how these new developments have impacted the gameplay. Bringing a new lease of life into the system is always a good thing. But it should be fair play for all. Really looking forward to see how the extra 25% damage plays out in the new fortify mode, with extra resistance being eliminated from the equation. I personally feel it shouldn't have been removed entirely. Maybe brought down to a +5 from +10 instead of 0, to be fair. I mean imagine a single defender against 3 attackers and help doesn't come. The fortify mode has lost its purpose with NIL resistance. Anyways, like I said only time will tell how this all pans out. Keep up the good work Alex, glad to know PnW is growing and your hard work only blossoms PnW evermore. Cheers ? 1 Link to comment Share on other sites More sharing options...
Taco Posted February 27, 2018 Share Posted February 27, 2018 Hmmm, if we are making changes, can you make an Easter egg that allows you to chnage food image to tacos? @Alex 1 14 Link to comment Share on other sites More sharing options...
Sir Scarfalot Posted February 27, 2018 Share Posted February 27, 2018 (edited) Look, are you at least going to implement the safety net for resources, the same way that there's a safety net of $100k money? I've suggested it before, and I still firmly believe that without it, it will be possible and feasible for anyone to be permanently crippled with no possibility of them ever escaping. These games die because blocs become literally unstoppable, and then the game becomes a grind where either you're part of the winning bloc and have to forever keep your enemies down until they ragequit, or you are kept down and therefore have no options but to quit. Just 200 of each resource being unlootable would make that scenario impossible, and the game would not be forced to die for the sake of pixelhuggers. Edited February 27, 2018 by Sir Scarfalot added link 2 Link to comment Share on other sites More sharing options...
Holton Posted February 27, 2018 Share Posted February 27, 2018 1 hour ago, Buorhann said: So basically it's pointless to do Attrition or Raiding. Anybody worth their salt (Or pays attention) will dump their loot quickly, and Attrition benefits most people to take damage so that they can dip lower in score and double buy on them (See a couple of my recent battles). Will Raiding/Attrition stance affect the beige bonus? The beige nerf is bad too. While people came up with the strategies on cycle beiging, it encouraged players to beige. Now with this lesser penalty, it just reduces the incentive to beige players. I didn't check out Fortify, but I think that would be interesting change. As it forces players to contemplate on how quickly they want to win a battle or to hold off from beiging, since there's no way to rebuild Resistance. No opinion on the Bounty System, yet. Being more transparent on how a battle plays out is a good change though. In one of my battles, I had 76 Ships hitting 44 and got a utter failure (RNGesus wasn't with me; and yes I had the resources to do it) - so it would've been nice to see how that occurred. IMO anything reducing damage is good. Military dies way too fast, infra gets rekt way too fast, resources disappear way too fast. It's why people are so scared of war to begin with. As to war types - NPO could use attrition to more quickly bring people down into their "meat grinder" range. EMC groups could use ordinary or even raid if they want to avoid doing too much score damage (but realistically most of your score drops comes from your military). Arrgh obviously just wants loot, we don't really want to damage our raid targets because then they won't keep producing money for us to farm. 3 Superbia Link to comment Share on other sites More sharing options...
Guest Epi Posted February 27, 2018 Share Posted February 27, 2018 I like the new changes, should make this all far more interesting. On another note, ay this is the second time you've created world peace. Sadly the Rose by any other update isn't as sweet. Link to comment Share on other sites More sharing options...
Micchan Posted February 27, 2018 Share Posted February 27, 2018 That 25% makes updeclares a bit too hard Fortify should add some resistance, maybe not enough resistance to avoid beige but like 5 res to use in a strategic way, for example you want to add res and make the war a bit longer to survive until the update to do a double buy or wait for counters, it also give to the defender something to do 4 1 Link to comment Share on other sites More sharing options...
Vein 2 Posted February 27, 2018 Share Posted February 27, 2018 7 hours ago, Alex said: -Fortify has been changed. It no longer offers any additional Resistance in wars, but now causes your opponent to take 25% more casualties when attacking while you are Fortified. It has also been reduced to 3 MAPs in cost. So basically, if someone attacks me while I'm asleep, I pretty much lost the war because I can't raise my Resistance and I can't drop theirs to 0 before they do mine because they had a head start. Great update /s 4 Link to comment Share on other sites More sharing options...
Sir Scarfalot Posted February 27, 2018 Share Posted February 27, 2018 (edited) 11 minutes ago, TitoBroz said: So basically, if someone attacks me while I'm asleep, I pretty much lost the war because I can't raise my Resistance and I can't drop theirs to 0 before they do mine because they had a head start. Great update /s It's more than that; now that losing wars can't be avoided and all loot is up for grabs as soon as anyone is zero military, then once they've started losing the war they've outright lost the game and can't hope to compete on an equal level ever again. Their options are to be farmed like a b*tch, consolidate like a b*tch, or ragequit like a b*tch; but either way there's no way out, no counterplay, no hope of escape. Dedicated pirates that hide their bank and keep almost no warchest on them anyway have some options, but it is still possible to permanently blockade someone with careful management of how they're beiged. There's no options for the defender here; he can do literally nothing about it. Way to completely throw away the very idea of balanced play, sheepy. At LEAST put in the resource safety net; it's not perfect but it's at least something Edited February 27, 2018 by Sir Scarfalot 3 1 Link to comment Share on other sites More sharing options...
Kamea Arano Posted February 27, 2018 Share Posted February 27, 2018 (edited) 1 hour ago, Sir Scarfalot said: (snip) Basically if you have a life and someone attacks you while you're off the game. It's a one-sided war. They instantly win with the Fortify change now being implemented. Can't say i like that. Edited February 27, 2018 by Featherine Terms of Service | Wiki | Contact Me Link to comment Share on other sites More sharing options...
Insert Name Here Posted February 27, 2018 Share Posted February 27, 2018 8 hours ago, Them said: Does damage refer to infra damage, damage done to defending units, or both? I want to know this too. As far as beiging it should be merely infra if I understood correctly. But during wars if it adds military unit casualty damage to infra damage, then that's something huge. I can't be bothered with the test server so II'm still not familiar with the entirety of these changes. Also, another nerf to pirates and active members in general in detriment of boring, vegetable game style. For the record I agree with the fortify change. I guess we'll just have to raid more in order to make up for yet another nerf to raiding. Arrgh! Link to comment Share on other sites More sharing options...
Micchan Posted February 27, 2018 Share Posted February 27, 2018 9 hours ago, Them said: Does damage refer to infra damage, damage done to defending units, or both? 55 minutes ago, Insert Name Here said: I want to know this too. As far as beiging it should be merely infra if I understood correctly. But during wars if it adds military unit casualty damage to infra damage, then that's something huge. I can't be bothered with the test server so II'm still not familiar with the entirety of these changes. Also, another nerf to pirates and active members in general in detriment of boring, vegetable game style. For the record I agree with the fortify change. I guess we'll just have to raid more in order to make up for yet another nerf to raiding. Arrgh! If you are talking about the war type it is only for infra damage 1 Link to comment Share on other sites More sharing options...
Erland Posted February 27, 2018 Share Posted February 27, 2018 It's good to see changes being made to reduce the damage done in wars, the last war update was completely ridiculous in how much it increased infrastructure damage. 10% from each city was way too much, 4% is much more reasonable. The war types are also another very positive addition to the game. Link to comment Share on other sites More sharing options...
Adrienne Posted February 27, 2018 Share Posted February 27, 2018 7 hours ago, Micchan said: Fortify should add some resistance, maybe not enough resistance to avoid beige but like 5 res to use in a strategic way, for example you want to add res and make the war a bit longer to survive until the update to do a double buy or wait for counters, it also give to the defender something to do I agree with this 100%. Taking away all ability to add resistance takes away a lot of strategy and options for disadvantaged nations in a war. It just makes it a beatdown for the advantaged nation without allowing enough time for the disadvantaged nation to use many of the strategies Micchan has mentioned. 1 Link to comment Share on other sites More sharing options...
Ripper Posted February 27, 2018 Share Posted February 27, 2018 10 hours ago, Them said: Does damage refer to infra damage, damage done to defending units, or both? Infra damage. Link to comment Share on other sites More sharing options...
Patty Posted February 27, 2018 Share Posted February 27, 2018 I know this may not be important, but is there a possibility that the aggressor or the victor can name the war? Just to add a little more realism. "There's nothing you can know that isn't known,Nothing you can see that isn't shown,There's nowhere you can be that isn't where you're meant to be, All you need is love,Love is all you need." Link to comment Share on other sites More sharing options...
Insert Name Here Posted February 27, 2018 Share Posted February 27, 2018 Thanks @Micchan. @Alex, does this war system update involve any military unit casualty changes in GAs, airstrikes, or naval attacks? Link to comment Share on other sites More sharing options...
Shadowthrone Posted February 27, 2018 Share Posted February 27, 2018 Eh, I mean you could have Fortify adding resistance every other chance or something. This way, you've created a system of no real defence. Link to comment Share on other sites More sharing options...
Holton Posted February 27, 2018 Share Posted February 27, 2018 (edited) 7 hours ago, Sir Scarfalot said: It's more than that; now that losing wars can't be avoided and all loot is up for grabs as soon as anyone is zero military, then once they've started losing the war they've outright lost the game and can't hope to compete on an equal level ever again. Their options are to be farmed like a b*tch, consolidate like a b*tch, or ragequit like a b*tch; but either way there's no way out, no counterplay, no hope of escape. Dedicated pirates that hide their bank and keep almost no warchest on them anyway have some options, but it is still possible to permanently blockade someone with careful management of how they're beiged. There's no options for the defender here; he can do literally nothing about it. Way to completely throw away the very idea of balanced play, sheepy. At LEAST put in the resource safety net; it's not perfect but it's at least something 7 hours ago, TitoBroz said: So basically, if someone attacks me while I'm asleep, I pretty much lost the war because I can't raise my Resistance and I can't drop theirs to 0 before they do mine because they had a head start. Great update /s 1 hour ago, Shadowthrone said: Eh, I mean you could have Fortify adding resistance every other chance or something. This way, you've created a system of no real defence. 2 hours ago, Nizam Adrienne said: I agree with this 100%. Taking away all ability to add resistance takes away a lot of strategy and options for disadvantaged nations in a war. It just makes it a beatdown for the advantaged nation without allowing enough time for the disadvantaged nation to use many of the strategies Micchan has mentioned. Just gonna respond to all of you at once: Everything you're complaining about now is already a problem in the war system. Fortifying infinitely to avoid beige is a symptom, not a strategy. edit: Clarification: As long as it takes multiple days to build military and only one blitz to literally or effectively destroy it, there will be a problem with the war system. Edited February 27, 2018 by Holton 1 Superbia Link to comment Share on other sites More sharing options...
Phino Posted February 27, 2018 Share Posted February 27, 2018 come on, fortify is good for trolling attackers!! so when airplane will be nerf Link to comment Share on other sites More sharing options...
Shadowthrone Posted February 27, 2018 Share Posted February 27, 2018 2 hours ago, Holton said: Just gonna respond to all of you at once: Everything you're complaining about now is already a problem in the war system. Fortifying infinitely to avoid beige is a symptom, not a strategy. Not really no. For someone holding multiple resources and being a sleep through a blitz, not only had a hope to fight back, but working the fortifying system well enough and when used smartly was a valid strategy. Now the problem was with the unlimited option to fortify which could have got nerfed through a myriad of different ways rather than getting removed completely. The only folks this gameplay change helps are raiders in essence and fricking over a large number of folks who have different game styles. 2 Link to comment Share on other sites More sharing options...
Sir Scarfalot Posted February 27, 2018 Share Posted February 27, 2018 2 hours ago, Shadowthrone said: Not really no. For someone holding multiple resources and being a sleep through a blitz, not only had a hope to fight back, but working the fortifying system well enough and when used smartly was a valid strategy. Now the problem was with the unlimited option to fortify which could have got nerfed through a myriad of different ways rather than getting removed completely. The only folks this gameplay change helps are raiders in essence and fricking over a large number of folks who have different game styles. This. There was a whole world of strategy and counterplay and decisions based around fortification, how to use it, when to use it, how to fight against it, how to make it more likely for opponents to make mistakes, how to capitalize on those mistakes... I was going to write up a comprehensive guide on fortification and how to play with it and around it. Now war just becomes as simple as the following: 1. gain control if countered, then: GG if not countered, then: GG and that's the extent of strategy. Have more than your opponent? GG. Triple raid blitz at a day change for a doublebuy? GG, and more importantly no re. There's no possible re. Lose and you lose the option to not lose, so you lose, and therefore lose, and therefore lose... 1 Link to comment Share on other sites More sharing options...
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