Popular Post Sam Cooper Posted January 13, 2022 Popular Post Share Posted January 13, 2022 (edited) Disclaimer : OP is unapologetically biased towards Arrgh and this post is intended to be a rant and not a fair assessment of the state of piracy on Orbis. I have been hearing opinions and takes from a lot of people about “what is wrong with Arrgh” and the answer is not much different from the answer of “what is wrong with Orbis”. But first let me address the guesswork the community has been doing so far Bots :- imo bots are more suited for Econ jobs and to some extent IA, when it comes to raiding and warfare, it's not entirely maths like econ and hence cannot give you a definite piece of information that you can act upon. They can still process data and I like them for that fact but raiding and fighting requires some presence of mind that no bot is going to teach you. The point here is to not completely reject bots but to point out the extent some people can rely on them. To put it bluntly, if you think your (or any) AA can't function without locutus then you probably shouldn't be running an AA. Arrgh doesn't make money :- Anyone who thinks making money by raiding is an achievement in this game is not aware of how ridiculously easy it actually is, just the money making part, if you are in the right tier, you can easily pull few hundred million a week. But does it really mean you are achieving anything higher an Arrgh pirate that just got himself into 3 days of blockade just to drop one nuke on some 3k infra guy? Look at Apophis folks, they probably have printed most cash (net) than any other group of raiders, what impact does it have on the game? literally none, they'd be making more than your entire alliance and you would not notice their existence until someone mentions or you randomly bump into one. -------- Now what exactly is wrong with Arrgh, and again the answer to this question is exactly same as the answer of "Why Mythic had to go", "Why KT kept switching to farming", "Why whales are leaving raiding", "Why profit (for raiders) means avoiding conflict", "Why Apophis stays in their city range", and in a greater sense ; "Why warfare in this game is literally just making sure your enemy doesn't have planes." Sure you can have a Dryad, Key, Murtaza (and his alt) and RJ every once in a while who may be capable of consistently making profits in 20+ range but exceptions don't make rules, profitable piracy is a dead business for anyone who isn't willing to invest the tiring amount of efforts for the same returns a whale can get while being inactive for 2 days. And ironically enough the people who say "Arrgh isn't same anymore" are also equally affected by these negative characteristics of this game, the only difference is that since they only fight once in 6 months, they can get away with it and can afford the ignorance to still speculate on "why Arrgh isn't same anymore". So the summary here is that for a raiding alliance, the best bet towards survival here is to sail low and avoid conflict in order to make profits, be it SI, Apophis, Defcon, or Moonlit Sakura. Those who didn't follow that and went to conflicts or just built up to a range where conflicts were inevitable, quickly found out that they need to go, wrap themselves in paper and farm instead if they want any consistent low effort profits. Arrgh refuses to do either and thus pays a much higher price than both, to a great extent stagnating its growth as an alliance. So what's the point of Arrgh? To be a place for people who don't give a damn about what the 'point' is. To exist as a giant middle finger to the conventions, the unwritten rules this game has developed and so dearly adheres to. I am hoping for this to be my definite post answering all questions, post below if you have any, next time I get a question, I'll just send them a link for this. Edited January 13, 2022 by Sam Cooper typos 10 1 1 24 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Murtaza Posted January 13, 2022 Popular Post Share Posted January 13, 2022 29 minutes ago, Sam Cooper said: Murtaza (and his alt) What can I say 🤦♂️ 9 Quote Link to comment Share on other sites More sharing options...
Kosta Posted January 13, 2022 Share Posted January 13, 2022 1 hour ago, Sam Cooper said: So what's the point of Arrgh? To make life a living hell for anyone who wants to start their own alliance 😂 Jk jk. 1 1 Quote Link to comment Share on other sites More sharing options...
HARPER.txt Posted January 13, 2022 Share Posted January 13, 2022 1 hour ago, Sam Cooper said: post below if you have any How is Potato's Mom doin? 1 Quote -SAXON- -Warband Leader of the Nordic Sea Raiders- Link to comment Share on other sites More sharing options...
Popular Post Danzek Posted January 13, 2022 Popular Post Share Posted January 13, 2022 (edited) Bots: Obviously useful. At the end of the day it's a tool, and it automates tedious aspects of finding targets and running an alliance. I keep hearing similar arguments, but imo gatekeeping piracy by saying its not real piracy or they shouldn't play if they use tools is dumb. People should be able to play however they want. The argument essentially boils down to "you shouldn't use a calculator to do math, or shouldn't depend on a car for getting places because reasons". Piracy is already niche. imo, you're gonna keep having difficulty appealing to casual players unless you put effort into making piracy more accessible to them. And there seems to be the false impression with raid tools. My experience is that members declare more wars, and have more time to spend on discord talking to each other when they aren't spending that time hunting for targets. The flipside of that would be having a coherent milcom gov giving people targets - as any major alliance will do in wartime. In Arrgh's case, that would be giving people raid targets. I think many alliances have gone the route of having members find their own raids/wars, and having raid tools because it's tedious having milcom gov do that manually, especially for a pirate alliance that wars/raids all the time. The notion tools are only for IA and that milcom has little use of for it, seems like a fairly braindead assessment. Profit: something something, "how ridiculously easy it actually is" "profitable piracy is a dead business" - seems contradictory. but k. I mean, to each their own, but having a strategy is generally why many people play and enjoy strategy games, and making profit is kinda an integral part of doing stuff in the game, like buying cities. Probably not much use in pointing out that one of the three pillars of piracy is profit (or plundering as it says on the Arrgh page). Rejecting that completely seems at the very least... odd. sorta like someone who's been stuck in a situation long enough that they've grown used to it, and tell themselves its actually better. I forget what that's called. Normal alliances have the potential to make profit raiding cut back because of various DNR / raiding restrictions. This is done to protect their precious infra. Arrgh doesn't have that, so theoretically having all these otherwise untouched targets you are allowed to raid should be a boon for raiding profit - and yet that opportunity is more or less squandered (looking at raid profit stats) High tier raiding is dead: Yes. Mechanics have changed. KT and mythic have left piracy. Other pirate alliances have cropped up though. imo, high tier raiding using the same outdated strategies is dead. Gotta adapt. I never had too much issue raiding in high tier, though I am fairly active. Kinda got in the way of running the offshore and all, so I'm not right now - but profit was never the issue. Also, this might be a big revelation to everyone in Arrgh, what with your entire alliance having a city revenue of $21m, but... you know you don't have to have a shit city build whilst raiding..? Infra gets damaged, but buildings do stay. Meaning you can double dip and make both a reduced city income AND raid income. Organization: Arrgh is all about anarchy. I get that's the playstyle you want, but the lack of coordination is a pretty big impedement to the KT-like mass raids the game likes to see. Obviously there's some middleground - especially if you want to appeal to more casual pirates, but I think going a pure anarchy route instead of finding a middleground wouldn't lead anywhere favorable. Training/Mentoring: Haven't heard much, so I'll assume Arrgh's academy and mentoring program is mostly non existent. e.g. half the alliance being inactives is a sign of a slacking IA gov: Things might be different if competence & mentoring was taken more seriously. Funding Wars: Amateurs talk tactics. Professionals talk logistics. or whatever the saying is. So.. looking at the stats, some members make profit, others don't. Overall its a wash though. Normal alliances fund wars by taxes & city revenue. A pirate alliance would thus likely want to fund wars through a war economy. Not having taxes, city revenue or a war economy, and embracing that fact.. k. Sailing low and avoiding conflict: Seems like a fairly condescending thing to say to the other pirate alliances, which have all participated in wars and have decent member participation when doing so. I suppose it's easier blaming external factors like game mechanics and what not, but imo there are other more apparent reasons. Edited January 13, 2022 by Borg 4 7 Quote Link to comment Share on other sites More sharing options...
HARPER.txt Posted January 13, 2022 Share Posted January 13, 2022 Doing whats fun for you and playing the way you enjoy is best strat. 1 2 Quote -SAXON- -Warband Leader of the Nordic Sea Raiders- Link to comment Share on other sites More sharing options...
Popular Post Raphael Posted January 13, 2022 Popular Post Share Posted January 13, 2022 3 hours ago, Borg said: Bots: Obviously useful. At the end of the day it's a tool, and it automates tedious aspects of finding targets and running an alliance. I keep hearing similar arguments, but imo gatekeeping piracy by saying its not real piracy or they shouldn't play if they use tools is dumb. People should be able to play however they want. The argument essentially boils down to "you shouldn't use a calculator to do math, or shouldn't depend on a car for getting places because reasons". Piracy is already niche. imo, you're gonna keep having difficulty appealing to casual players unless you put effort into making piracy more accessible to them. And there seems to be the false impression with raid tools. My experience is that members declare more wars, and have more time to spend on discord talking to each other when they aren't spending that time hunting for targets. The flipside of that would be having a coherent milcom gov giving people targets - as any major alliance will do in wartime. In Arrgh's case, that would be giving people raid targets. I think many alliances have gone the route of having members find their own raids/wars, and having raid tools because it's tedious having milcom gov do that manually, especially for a pirate alliance that wars/raids all the time. The notion tools are only for IA and that milcom has little use of for it, seems like a fairly braindead assessment. Profit: something something, "how ridiculously easy it actually is" "profitable piracy is a dead business" - seems contradictory. but k. I mean, to each their own, but having a strategy is generally why many people play and enjoy strategy games, and making profit is kinda an integral part of doing stuff in the game, like buying cities. Probably not much use in pointing out that one of the three pillars of piracy is profit (or plundering as it says on the Arrgh page). Rejecting that completely seems at the very least... odd. sorta like someone who's been stuck in a situation long enough that they've grown used to it, and tell themselves its actually better. I forget what that's called. Normal alliances have the potential to make profit raiding cut back because of various DNR / raiding restrictions. This is done to protect their precious infra. Arrgh doesn't have that, so theoretically having all these otherwise untouched targets you are allowed to raid should be a boon for raiding profit - and yet that opportunity is more or less squandered (looking at raid profit stats) High tier raiding is dead: Yes. Mechanics have changed. KT and mythic have left piracy. Other pirate alliances have cropped up though. imo, high tier raiding using the same outdated strategies is dead. Gotta adapt. I never had too much issue raiding in high tier, though I am fairly active. Kinda got in the way of running the offshore and all, so I'm not right now - but profit was never the issue. Also, this might be a big revelation to everyone in Arrgh, what with your entire alliance having a city revenue of $21m, but... you know you don't have to have a shit city build whilst raiding..? Infra gets damaged, but buildings do stay. Meaning you can double dip and make both a reduced city income AND raid income. Organization: Arrgh is all about anarchy. I get that's the playstyle you want, but the lack of coordination is a pretty big impedement to the KT-like mass raids the game likes to see. Obviously there's some middleground - especially if you want to appeal to more casual pirates, but I think going a pure anarchy route instead of finding a middleground wouldn't lead anywhere favorable. Training/Mentoring: Haven't heard much, so I'll assume Arrgh's academy and mentoring program is mostly non existent. e.g. half the alliance being inactives is a sign of a slacking IA gov: Things might be different if competence & mentoring was taken more seriously. Funding Wars: Amateurs talk tactics. Professionals talk logistics. or whatever the saying is. So.. looking at the stats, some members make profit, others don't. Overall its a wash though. Normal alliances fund wars by taxes & city revenue. A pirate alliance would thus likely want to fund wars through a war economy. Not having taxes, city revenue or a war economy, and embracing that fact.. k. Sailing low and avoiding conflict: Seems like a fairly condescending thing to say to the other pirate alliances, which have all participated in wars and have decent member participation when doing so. I suppose it's easier blaming external factors like game mechanics and what not, but imo there are other more apparent reasons. I think the point was more along the lines that Arrgh’s primary goal has been obfuscated over the years as the original pirates all died off. It was never supposed to be about money, it was about having fun in a game. Raiding is profitable, as stated in the OP, but typically it’s also more profitable to swap to farming (even fighting globals every few months) once you reach a certain city count. To your points though, there are things Arrgh could improve upon, like double dipping with city builds. I think Sam is just expressing his frustration with the constant complaints that Arrgh isn’t entertaining the rest of the game enough anymore. The pirates aren’t there for our entertainment, they’re there for theirs. 7 7 Quote Link to comment Share on other sites More sharing options...
Popular Post Zim Posted January 13, 2022 Popular Post Share Posted January 13, 2022 (edited) 4 hours ago, Borg said: Bots: I suppose it does make sense why you focus on this one, but what Sam means isen't that bot can't be an usefull tool. Heck Arrgh have built and is building several raiding bots of our own. The problem is that without prior knowledge of what a good target is, a bot becomes useless, the most extreme case of this i saw doing NPO last time, a TKR member had hit the same inactive nation four times in a row. I looked at the target and a quick glance i realised that he won't get anything from that, but still he had hit four time so i messaged him and asked what was up. He hadn't even realized he had hit the same nation over and over again, he just blindly followed what a bot had told him to do. An over reliance on tech isen't a great way to go for a raider, or any alliance for that matter. Specially when they don't have control over said tech and don't really know what make it ticks. One should first get to know how do it without the tech and then start using the bot for tedius work. But if needed be an alliance should be able to go back to previous method, both to check against the bot, but also in case where it goes down, or if Alex change the Api system like what happened with Raidmotron. If you alliance can't oberate without bots, then that is a problem. Of course the longer same bot operate without change in an alliance the harder said alliance will have with working without, something that can somewhat we combatted with more sophisticated bots(or more hand holding) Profit: I honestly think you misunderstanding this one completly, Sam is saying that in lower tier raiding profitable is extremely easy thing to do, ones you get sorted through the overwhelming number of bad targets. The main expense at the low city tier opportunity cost, every action taken is contradicted with every action not taken. Basely picked not as profitable targets as you should have. That why you have people that won 1000 wars at city 3, but only raided like 3 billion. It is clear compared to the top end of raiders that is extremely bad numbers. But everyone can do it at that tier, not just the top end of raiders. If you willing to stay at city 3 raiding will always be profitable, because you don't have the same expenses as the higher tiers. But they have no political impact on the game, who cares that it's a nation with 2 cities declare more wars then entire alliances doing a war. They can only ever bully new players, or haunt the occasional offshore. They won't have the political inpact on the game, like Arrgh or KT have. Sam isen't saying that Arrgh isen't turning a profit, it is. Which should be clear with Arrgh still being around, even thought it pulling on different things then just money, because it have to, to hold members in the higher tier. Because raiding can't compete with farming when you start to reach city 20, atleast outside of short period or globals. You simply be better off, putting you feat up and farmining for the rest of your game life, then activilty raiding at that tier. For most people atleast. So Arrgh have to appeal to other areas then just profit, and it does offering a more rewarding and fun experience when playing the game, instead of just watching numbers go up. Fighting salted players, or people who really get offended, or hitting some high infrared nation talking smack is always some of my greatest joys. Or simply still winning wars while fighting horrible outnumbered. Normal alliances hit grey inactive, Arrgh does the same most of the time, mainly because of counters. But Arrgh is still willing to throw with active out of the gate, and we still do it when it worth it, either for profit, or satisfaction. And in the higher tier try going after inactive in alliance borg, try and get what profit Arrgh is able to horde as you say High tier raiding is dead: Is there any high tier raiding alliance beside Arrgh, that is still active raiding? Getting money to substain yourself isen't a problem, specially when you can cut down cost alot, but it dosen't compete with farming. Farming and raiding at the same time is pratice Arrgh is using, we call it "farming on a diet", problem is score inflation, and decay of improvement over time. I am currently running it, and i will likely keep running it for a good while. Until my military improvement have dissapered to such a degree that it affect my ability to wage war, where i either need to rebuild or get rid of many improvements to fit military on more affordable infra. Another problem is that commerce improvement are blocked for us, it simply require to high and infra level for raiders to really maintain it. And production cause to much polution that it reduce population, unless we use even more improvement slot to combat it, in either case it require one to maintain infra at a higher level. Lastly there is raws, which is what Arrgh is encourged to produce, and we do. But by picking raiding you basely limit what you can invest in from the economy trees. Organization: Arrgh do coordinate, even thought that might come as surpise to you, but it is often on a volenteer bacis, on the daily you won't see to much of it, because of speed and mix of priorities. And Arrgh high tier is extremely effective at coordiantion, seen recently with BS, where it took one day to drag down their high tier. People who know each for months and sometimes years, are unsuprisingly good at working together. Members are encourged to seek others to help them, if they put in the ground work themselves they will often find extremely compentent people willing to help. But it is an issues in the lower tiers, that Arrgh have tried different method to do fixs, we switch over to a new method here midwar, and we currently testing it if can work as a future model. Atleast until we get stroke by the next idea on how it should be done. Training/Mentoring: Arrgh training program are again based on the idea of asking for help, it won't happen automatically. We don't hold grants over people head to force them to join tranning alliances or programs. We have all the means out in open available, form raidings guides, to many of the top 20 best raiders in the games history they can ask for help. Arrgh's retirement program keep many old timers involved aswell. Of course you also get players who prefer to hit their face throught stone wall over and over again, until they get thought on the other side, Arrgh dosen't want to discourge this, as that how many inovation to Arrgh have been made. But it does also mean that people unable to be indepence dosen't have good time in Arrgh, but if you active on discord, and willing to ask there is nothing that stop you from becomming one of the greatest raiders in the game history. Which again if you look at Arrgh track record, with most of the leaderboards filled by former Arrgh members, does show that Arrgh know how to train excellent people. Just that some people will end up on the roadside. End of the day, this is a cookie clicker game, what keep people invested is the community and creativity they can make here. Arrgh dosen't want drones, it want people. People who take part and want to be here, not drones who lock in out of habbit like they would with a Tamagotchi. Funding Wars: Arrgh have abselut no issue with this, we literally fight alliance wars through attrition warfare, most of the time. Outlasting our enemies, that how Arrgh have fought top 10 alliances to a standstill or basely beaten an alliance bloc on it's own. Sailing low and avoiding conflict: Arrgh rarely have problems with member participation, even when working out of a model of volenteers. Thought our blitz game have been weakned a bit since, Alex made it possible to have different dayturns. I am honestly not sure where you comming from here? your raiding style is based around not fighting against active people or multiple people at ones. What you criticising is what you doing? The point In the end this is just all frustration over the direction the game have taken in recent years, and the annoying comentary from people, most of which didn't even see the so called "heyday of Arrgh". Arrgh dosen't get noticed when it in the top of the scoreboard, get higher raiding stats then other alliances, fight wars other alliances wouldn't even dream of getting into, or follow an FA policy other alliances would consider suicidal, it just expected... it only get commented on when Arrgh isen't at the top. It's annoying as hell to listen to, when Arrgh is still the messuring stick used by other raiding alliances. Edited January 13, 2022 by Zim 7 6 1 Quote Link to comment Share on other sites More sharing options...
Baldrik Posted January 14, 2022 Share Posted January 14, 2022 Raiding is incredibly profitable at certain city counts and certain builds. The thing that makes it unprofitable for many is whenever you get into the 10-15 city count and hit into the Top 25 alliances. At that point, you're guaranteed to get countered by people that are more than capable of shredding a pirate without blinking (because they have builds that are more than capable of making money without needing to resort to piracy) and they generally will punish you. The point of most pirate alliances isn't money. It's to fight wars outside of globals and have fun. I can't say that I blame them. 1 Quote Link to comment Share on other sites More sharing options...
Aglet Guyn Posted January 14, 2022 Share Posted January 14, 2022 On 1/13/2022 at 11:22 AM, Zim said: Profit: I honestly think you misunderstanding this one completly, Sam is saying that in lower tier raiding profitable is extremely easy thing to do, ones you get sorted through the overwhelming number of bad targets. The main expense at the low city tier opportunity cost, every action taken is contradicted with every action not taken. Basely picked not as profitable targets as you should have. That why you have people that won 1000 wars at city 3, but only raided like 3 billion. It is clear compared to the top end of raiders that is extremely bad numbers. But everyone can do it at that tier, not just the top end of raiders. If you willing to stay at city 3 raiding will always be profitable, because you don't have the same expenses as the higher tiers. But they have no political impact on the game, who cares that it's a nation with 2 cities declare more wars then entire alliances doing a war. They can only ever bully new players, or haunt the occasional offshore. They won't have the political inpact on the game, like Arrgh or KT have. This is honestly something to think about. This is the first time in a year I've read a good argument for why I should have more than a few cities. Sadly, I just gave away all my billions last week when I thought I was going to die. (In real life; I was in an elevator accident a few years ago that put me in a wheelchair for 6 months, and while my legs healed, I sadly gained some circulation and heart valve problems, and some anger/bitterness over my probable imminent demise.) Well it is what it is. 2 Quote Link to comment Share on other sites More sharing options...
Popular Post Sam Cooper Posted January 15, 2022 Author Popular Post Share Posted January 15, 2022 On 1/13/2022 at 5:21 PM, Borg said: Bots: Obviously useful. At the end of the day it's a tool, and it automates tedious aspects of finding targets and running an alliance. I keep hearing similar arguments, but imo gatekeeping piracy by saying its not real piracy or they shouldn't play if they use tools is dumb. People should be able to play however they want. The argument essentially boils down to "you shouldn't use a calculator to do math, or shouldn't depend on a car for getting places because reasons". Piracy is already niche. imo, you're gonna keep having difficulty appealing to casual players unless you put effort into making piracy more accessible to them. And there seems to be the false impression with raid tools. My experience is that members declare more wars, and have more time to spend on discord talking to each other when they aren't spending that time hunting for targets. The flipside of that would be having a coherent milcom gov giving people targets - as any major alliance will do in wartime. In Arrgh's case, that would be giving people raid targets. I think many alliances have gone the route of having members find their own raids/wars, and having raid tools because it's tedious having milcom gov do that manually, especially for a pirate alliance that wars/raids all the time. The notion tools are only for IA and that milcom has little use of for it, seems like a fairly braindead assessment. Profit: something something, "how ridiculously easy it actually is" "profitable piracy is a dead business" - seems contradictory. but k. I mean, to each their own, but having a strategy is generally why many people play and enjoy strategy games, and making profit is kinda an integral part of doing stuff in the game, like buying cities. Probably not much use in pointing out that one of the three pillars of piracy is profit (or plundering as it says on the Arrgh page). Rejecting that completely seems at the very least... odd. sorta like someone who's been stuck in a situation long enough that they've grown used to it, and tell themselves its actually better. I forget what that's called. Normal alliances have the potential to make profit raiding cut back because of various DNR / raiding restrictions. This is done to protect their precious infra. Arrgh doesn't have that, so theoretically having all these otherwise untouched targets you are allowed to raid should be a boon for raiding profit - and yet that opportunity is more or less squandered (looking at raid profit stats) High tier raiding is dead: Yes. Mechanics have changed. KT and mythic have left piracy. Other pirate alliances have cropped up though. imo, high tier raiding using the same outdated strategies is dead. Gotta adapt. I never had too much issue raiding in high tier, though I am fairly active. Kinda got in the way of running the offshore and all, so I'm not right now - but profit was never the issue. Also, this might be a big revelation to everyone in Arrgh, what with your entire alliance having a city revenue of $21m, but... you know you don't have to have a shit city build whilst raiding..? Infra gets damaged, but buildings do stay. Meaning you can double dip and make both a reduced city income AND raid income. Organization: Arrgh is all about anarchy. I get that's the playstyle you want, but the lack of coordination is a pretty big impedement to the KT-like mass raids the game likes to see. Obviously there's some middleground - especially if you want to appeal to more casual pirates, but I think going a pure anarchy route instead of finding a middleground wouldn't lead anywhere favorable. Training/Mentoring: Haven't heard much, so I'll assume Arrgh's academy and mentoring program is mostly non existent. e.g. half the alliance being inactives is a sign of a slacking IA gov: Things might be different if competence & mentoring was taken more seriously. Funding Wars: Amateurs talk tactics. Professionals talk logistics. or whatever the saying is. So.. looking at the stats, some members make profit, others don't. Overall its a wash though. Normal alliances fund wars by taxes & city revenue. A pirate alliance would thus likely want to fund wars through a war economy. Not having taxes, city revenue or a war economy, and embracing that fact.. k. Sailing low and avoiding conflict: Seems like a fairly condescending thing to say to the other pirate alliances, which have all participated in wars and have decent member participation when doing so. I suppose it's easier blaming external factors like game mechanics and what not, but imo there are other more apparent reasons. Finally got time. And I'll keep it short. Bots: This is merely a response to people who argue Arrgh doesn't make money because Arrgh doesn't use bots (we do), I will use your maths and calculator example. So it's like you saying I failed my maths test because I didn't use a calculator and me arguing that I failed it not because I didn't use a calculator but because I wrote Egyptian mythology stories for answers in that test. I hope you get the point. When our goals are not same our tools also don't have to be same, I do use a bot when I need a profitable target but I just don't always hit a profitable target. Rest is explained by Zim. Profit: You missed the part (or ignored) where I say "If you're in the right tier (i.e. sub c20)" for "ridiculously easy" and "if you are not willing to invest the efforts" for "piracy is dead business". The point here is that the higher you go in city count the more you have to invest in time and resources for not so high returns. See zim for rest. As for building up for slots: always been doing that. Organization: most is explained by zim already, tl;dr Arrgh's tiering doesn't allow to pin an alliance down for more than one round like KT can do. Training and stuff: That's a months old picture that you have posted lol. Should check again, I was basically working alone that time, thankfully I was able to panic the admiralty into activity. See zim for rest. War Funding: This one is a bit eh, Arrgh will def never have taxes or force members to only work on their profits. Though most members do have what they need to fight wars, we did fine with swamp and that one lasted for like six months, we take it slow unlike KT style warfare and that allows us to survive dragged out wars with no hassle. Sailing low: It would be condescending if I thought it was bad to avoid conflict, I don't think that. I was just pointing out that it is easier to survive and make profit for a raiding alliance if they aren't as much of warmongers as Arrgh. And yes, mechanics should definitely be blamed if they are indirectly coercing me to adapt to a certain playstyle and ruining my game experience, no matter how competent you are you can simply never outplay the mechanics, just because you are an excellent pirate it would not give you a chance against someone with 330k men + 30 f*ing thousand tanks with your 300k soldiers lol 1 7 Quote Link to comment Share on other sites More sharing options...
Sam Cooper Posted January 15, 2022 Author Share Posted January 15, 2022 On 1/13/2022 at 4:27 PM, HARPER said: How is Potato's Mom doin? shes been real busy from what I hear 2 1 Quote Link to comment Share on other sites More sharing options...
Wendell Posted January 16, 2022 Share Posted January 16, 2022 On 1/15/2022 at 9:52 AM, Sam Cooper said: And yes, mechanics should definitely be blamed if they are indirectly coercing me to adapt to a certain playstyle and ruining my game experience, no matter how competent you are you can simply never outplay the mechanics, just because you are an excellent pirate it would not give you a chance against someone with 330k men + 30 f*ing thousand tanks with your 300k soldiers lol As a perpendicular point this warped range issue effectively limiting piracy to only be profitable below city 10 is one reason global wars don't last as long as they used to. They start and end in about 14 days as opposed to about 60-90 days. This is because higher tier targets are limited and it becomes difficult to hit the few people in range. They have slots filled by lower tiers or on beige for a week. 1 Quote Link to comment Share on other sites More sharing options...
Buck Turgidson Posted January 17, 2022 Share Posted January 17, 2022 Yarr harr fiddle e dee do what you want ‘cause a pirate is free. On 1/13/2022 at 10:44 AM, Justinian the Great said: I think the point was more along the lines that Arrgh’s primary goal has been obfuscated over the years as the original pirates all died off. It was never supposed to be about money, it was about having fun in a game. Raiding is profitable, as stated in the OP, but typically it’s also more profitable to swap to farming (even fighting globals every few months) once you reach a certain city count. To your points though, there are things Arrgh could improve upon, like double dipping with city builds. I think Sam is just expressing his frustration with the constant complaints that Arrgh isn’t entertaining the rest of the game enough anymore. The pirates aren’t there for our entertainment, they’re there for theirs. Whatever, apostate. Quote Are you originally from Earth, too? Proud owner of Harry's goat. It's mine now. I now own MinesomeMC's goat, too. It's starting to look like a herd. Yep, it is a herd. Aldwulf has added his goat, too, and it ain't Irish. Link to comment Share on other sites More sharing options...
Ayayay Posted January 22, 2022 Share Posted January 22, 2022 On 1/13/2022 at 11:22 AM, Zim said: Arrgh dosen't get noticed when it in the top of the scoreboard, get higher raiding stats then other alliances, fight wars other alliances wouldn't even dream of getting into, or follow an FA policy other alliances would consider suicidal, it just expected... it only get commented on when Arrgh isen't at the top. It's annoying as hell to listen to, when Arrgh is still the messuring stick used by other raiding alliances. Arrgh gets away with it simply because they don't have to change much during wars. When an alliance goes to war and gets blockade cycled or beaten into the ground with nothing more to lose, they never make the logical decision of switching into pure raiding and just hitting anyone in range regardless of alliance affiliation. Everyone knows that the alliance will refuse to expand the war and make money in an alternative fashion and will instead cave so they can return to farming. A war with arrgh, on the other hand, will have little effect on the actual revenue of their members. Blockading/beige cycling is difficult because they have no issue hitting micros for beige, blowing up their infra costs more in gas/mun for the attacker than the value of what they destroyed, and you can't even kill their income unless you slot fill every inactive in the game. The most that can be done against arrgh is crying to sheepy until he deletes beige again lol. 2 3 Quote Orbis Wars | CSI: UPN | B I G O O F | PW Expert Has Nerve To Tell You How To Run Your Own Goddamn Alliance | Occupy Wall Street | Sheepy Sings TheNG - My favorite part is when Steve suggests DEIC might have done something remotely successful, then gets massively shit on for proposing such a stupid idea. On 1/4/2016 at 6:37 PM, Sheepy said: This was !@#$ing gold. 10/10 possibly my favorite post on these forums yet. Sheepy said: I'm retarded, you win Link to comment Share on other sites More sharing options...
Murtaza Posted February 8, 2022 Share Posted February 8, 2022 On 1/14/2022 at 11:30 PM, Baldrik said: The thing that makes it unprofitable for many is whenever you get into the 10-15 city count and hit into the Top 25 alliances. At that point, you're guaranteed to get countered by people that are more than capable of shredding a pirate without blinking (because they have builds that are more than capable of making money without needing to resort to piracy) and they generally will punish you. Nahh. Counters arent even a problem at 30+ cities too. Basically, 10-25 city range is the most lucrative range for a pirate to profit. People at 20 city+ profit more than lower peeps too Quote Link to comment Share on other sites More sharing options...
Murtaza Posted February 8, 2022 Share Posted February 8, 2022 On 1/15/2022 at 3:31 AM, Aglet Guyn said: This is honestly something to think about. This is the first time in a year I've read a good argument for why I should have more than a few cities. Sadly, I just gave away all my billions last week when I thought I was going to die. (In real life; I was in an elevator accident a few years ago that put me in a wheelchair for 6 months, and while my legs healed, I sadly gained some circulation and heart valve problems, and some anger/bitterness over my probable imminent demise.) Well it is what it is. I hope you have a speedy recovery mate Quote Link to comment Share on other sites More sharing options...
Mars Posted February 8, 2022 Share Posted February 8, 2022 (edited) On 1/13/2022 at 1:51 PM, Borg said: Bots: Obviously useful. At the end of the day it's a tool, and it automates tedious aspects of finding targets and running an alliance. every scripter, ever Edited February 8, 2022 by Mars 1 Quote Throw me to the wolves and I’ll return leading the pack. Link to comment Share on other sites More sharing options...
Dr James Wilson Posted February 9, 2022 Share Posted February 9, 2022 I support @Sam Cooper in his quest to Make Arrgh Great Again! 1 1 Quote The Volleyball Avanti Immortali ..one, two, Jimmy's coming for you... Link to comment Share on other sites More sharing options...
Lovin_boi Posted February 13, 2022 Share Posted February 13, 2022 Arrgh!!!! 😎 Quote Link to comment Share on other sites More sharing options...
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