Enigma
Weeder
- Joined
- Dec 14, 2007
- Messages
- 13
**Apologies for long post**
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QUOTE From Garrett in another thread
“heh, what i love most is when posts get followed up with 'this is just a game'
but then things like loyalty and **** get thrown out...
so either the game creates personal ties and so therefore it's not 'just a game' or near everyone in the game puts way more into it than they ever should.
tbh it's probably a little bit of both. And just like in the past few years of bush, people yelling at each other this round will probably end up in an alliance together next round.
(not saying every single person, but it happens) and in that next round either there will be a splinter in that alliance because they are still bitter, or they will forget last round and laugh and say yeah that was awesome or that sucked and move on.
so resisting #1, can we move on?”
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QUOTE From F0xx in another thread
“So what do we have here. DS who prefers solo play before ally play says, "Hey ho, bring back L/F so I can mess with 20 players on my own."
You flame Alci for trying to change the game in direction which he "likes" while you are doing the *exact* same thing for years now. Not just that but XP, L/F, bounty and the different ranking system which we had some time ago has caused more damage to this game than any other change.
This is a team based game and that is the only way it can survive. If you really like the game, then please understand this. There should be no way in which one solo can compete with 20 active players.”
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QUOTE from Nickk in another thread
“Blah BLah BLah BS
Right this round has been filled with unbelievable ***** politics and BS.
Yeah Hobbe you left for your own reasons etc etc
I don't care if you did it for score/attacking/to join friends.
But let it be known that you let down all 19 members who whole-heartedly saved your ass night and day.
Not only that, you let down Garrett also who deliberately lead a FTF alliance and allowed you to join our alliance in the first place. He has devoted so much time into the alliance and you go and "spit on his face".
I am not angry at you, I just hope YOU feel some guilt after what you have done.
Sorry this just had to be said
PS good job killing me despite knowing i wasnt contactable tonight.
Aill will not die without fighting”
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QUOTE from me, in this thread
Ok, I’d like to precede this with two points; 1/ I am not currently controlling an ID in the current round anymore, 2/ I have no plans to create an ID next round – I am planning an extended ‘break’ for a while.
These suggestions and comments are based on my time here, and not on experiences this round specifically…. But there is a theme I guess and I’m not the first to notice it as per the quotes I have included above.
But I do find it funny that the people that raise this as an issue, have no ideas/suggestions on how to improve or address it – either that or I’m too much a stoner and just can’t remember seeing it
Anyway the problem I see with this game atm, has nothing to do with units, game mechanics, tick length, ally size, perceived game unit balance issues… it is all to do with the unclear lack of direction from the creator in relation to how you go about playing this game if you want to do well.
Is it a game where you have to work with others to succeed? Or is it a game where you can play solo effectively and there is adequate reward for the time/skill put in? Or is there supposed to be a balance?
The most recent changes where by p-solo was removed seems to me that there was a clear decision that this should be an allied-based game and working with others was a key component.
With this in mind, I think no one can argue that round after round one of the most reoccurring vocal complaints, is about the things that go on to undermine this concept such as spying and betrayal and general ‘outside of game’ shenanigans that occur and have the impact of ‘hurting’ an alliance from the inside.
Yet no mechanism or thought has been put into how to reduce these things and aim to improve the sense of ‘community’ and more specifically, an alliance working together to succeed (i.e. apart from the Leader trying to keep the peace, there is nothing in place that is there to encourage people staying together).
My first suggestion would be to implement a 50% govt tax on land/troops/funds/seeds/plants/everything for leaving an alliance without leader permission (being kicked). The way I see it, this could be easily implemented and deter some spying/ally betrayal/shipjumper scenarios…. And where they still occur, reduce any INGAME damage/bad experiences encountered by the original group trying to work together.
To be blunt, with a shrinking player base, being encouraged to play allied means that where you encounter someone out to undermine your alliance, you know will have to play with that person at some time in the future, or have very limited options in where you go, to continue playing at a medium/high level. Note: Had drafted most of this post and then saw Garretts post I quoted above… and he seems to get right to the heart of the matter, but then even after identifying an issue is happy to just “move on” (sigh).
So to then play with people that you have had bad experiences with in the past, could be argued will lead to people just finding something more satisfying and positive to devote their time too.
For example, removing p-solo has given me no real option (personally) to have a reason to play out this round. AND I couldn’t be bothered playing allied again for a while after this round, and to play solo atm just seems a pointless waste of time as it is an eventual death-sentence, or at best a target for eventual raping after days/weeks of no sleep and time wasted checking with phone, setting alarms etc. So, next round for me, at this stage I’m going to go do other things, simple.
I don’t see it as a ‘dummy-spit’, I’m not making the decision because of any personal issues with players this round… more I know I could obtain more enjoyment and SATISFACTION doing something else.
I’m sure I’m not the first and won’t be the last to think along those lines.
When I started playing, I liked the fact that whilst it was a game of numbers and basic strategy, there was also a very large reliance on ‘working with others’ and generally communicating with others. Then for many reasons (inside alliance betrayal/spying, sick of playing with people not at similar activity, playing with some annoying rude people etc), I played solo for a while and loved it, and only returned to Alliance play after Rama begged me, and then a few other allies after that, but mostly under protest with the intention of retiring to p-solo again when I’d had enough.
Now it is fair to say that this is a WAR game, and bad things do happen in war, but in the real world there are also repercussions for bad behaviour. A bad guy can still be bad, but generally it is always harder.
So the simplest changes I see, is firstly for automatic Govt intervention for bad behaviour (like UN intervention/sanctions) where people play outside the ‘spirit of the game’.
A 50% tax on leaving an ally without permission would definitely make some people think twice about just betraying the alliance they agreed to join in the first place (and maybe delay how many can be kicked at a time – 1 per hour for example). This would have also changed the whole TBA issue last round maybe, as being able to so easily swap alliance members to deal with resistance was a major reason the resistance lost momentum, and Azzers mid round change seemed more knee-jerk coding at that actual behaviour than having a real purpose behind it. IE. It was implemented to stop some ‘sneaky’ play style member swapping, but does it help or promote the alliance working/staying together… NO, it just delayed the time it took to do it. In fact if I had my way, I’d also implement a rule that once you leave an ally, you cannot return to it without deleting/restarting.
My other more broad suggestion is to give people a decent solo option!!!
This could be a separate 100% solo world (1 NAP only) and no portal etc. An excellent ‘training’ ground or place for people to recharge when they have had enough of allied play – maybe it only runs for half round length (i.e. 2 solo rounds for every 1 proper round) and then leave solo as it is in the real world but with a clear understanding that you probably won’t do that well in comparison to being in an ally.
As I stated initially, I think these suggestions address most of my main concerns about this game since I started in R14 approximately. That being I see it as way too easy to sabotage another players ambitions from within, and I constantly see ship-jumpers every round and too many inter-personal issues…. Imagine a round where alliances were basically locked at start of round. Would make it eventually easier to look at ‘Alliance War’ mechanisms if the actual ID’s in alliances remained the same through the round.
So in closing, I would have been very happy to just retire quietly in my own way (and probably will return sometime in the future), it’s my love of the game and recognition of the enjoyment it has given me and the great people I have had the pleasure of chatting to during my time here that has prompted this post… in fact those that know me also know how much I hate posting in forums… but unfortunately the way I see it, if nothing is done to offset the negative experiences that are too regularly encountered, then in the long run, the game will lose I’m afraid so I had to say something
-----------------------------
QUOTE From Garrett in another thread
“heh, what i love most is when posts get followed up with 'this is just a game'
but then things like loyalty and **** get thrown out...
so either the game creates personal ties and so therefore it's not 'just a game' or near everyone in the game puts way more into it than they ever should.
tbh it's probably a little bit of both. And just like in the past few years of bush, people yelling at each other this round will probably end up in an alliance together next round.
(not saying every single person, but it happens) and in that next round either there will be a splinter in that alliance because they are still bitter, or they will forget last round and laugh and say yeah that was awesome or that sucked and move on.
so resisting #1, can we move on?”
-----------------------------------
QUOTE From F0xx in another thread
“So what do we have here. DS who prefers solo play before ally play says, "Hey ho, bring back L/F so I can mess with 20 players on my own."
You flame Alci for trying to change the game in direction which he "likes" while you are doing the *exact* same thing for years now. Not just that but XP, L/F, bounty and the different ranking system which we had some time ago has caused more damage to this game than any other change.
This is a team based game and that is the only way it can survive. If you really like the game, then please understand this. There should be no way in which one solo can compete with 20 active players.”
--------------------------------------------
QUOTE from Nickk in another thread
“Blah BLah BLah BS
Right this round has been filled with unbelievable ***** politics and BS.
Yeah Hobbe you left for your own reasons etc etc
I don't care if you did it for score/attacking/to join friends.
But let it be known that you let down all 19 members who whole-heartedly saved your ass night and day.
Not only that, you let down Garrett also who deliberately lead a FTF alliance and allowed you to join our alliance in the first place. He has devoted so much time into the alliance and you go and "spit on his face".
I am not angry at you, I just hope YOU feel some guilt after what you have done.
Sorry this just had to be said
PS good job killing me despite knowing i wasnt contactable tonight.
Aill will not die without fighting”
-----------------------------------------------
-----------------------------------------------
QUOTE from me, in this thread
Ok, I’d like to precede this with two points; 1/ I am not currently controlling an ID in the current round anymore, 2/ I have no plans to create an ID next round – I am planning an extended ‘break’ for a while.
These suggestions and comments are based on my time here, and not on experiences this round specifically…. But there is a theme I guess and I’m not the first to notice it as per the quotes I have included above.
But I do find it funny that the people that raise this as an issue, have no ideas/suggestions on how to improve or address it – either that or I’m too much a stoner and just can’t remember seeing it
Anyway the problem I see with this game atm, has nothing to do with units, game mechanics, tick length, ally size, perceived game unit balance issues… it is all to do with the unclear lack of direction from the creator in relation to how you go about playing this game if you want to do well.
Is it a game where you have to work with others to succeed? Or is it a game where you can play solo effectively and there is adequate reward for the time/skill put in? Or is there supposed to be a balance?
The most recent changes where by p-solo was removed seems to me that there was a clear decision that this should be an allied-based game and working with others was a key component.
With this in mind, I think no one can argue that round after round one of the most reoccurring vocal complaints, is about the things that go on to undermine this concept such as spying and betrayal and general ‘outside of game’ shenanigans that occur and have the impact of ‘hurting’ an alliance from the inside.
Yet no mechanism or thought has been put into how to reduce these things and aim to improve the sense of ‘community’ and more specifically, an alliance working together to succeed (i.e. apart from the Leader trying to keep the peace, there is nothing in place that is there to encourage people staying together).
My first suggestion would be to implement a 50% govt tax on land/troops/funds/seeds/plants/everything for leaving an alliance without leader permission (being kicked). The way I see it, this could be easily implemented and deter some spying/ally betrayal/shipjumper scenarios…. And where they still occur, reduce any INGAME damage/bad experiences encountered by the original group trying to work together.
To be blunt, with a shrinking player base, being encouraged to play allied means that where you encounter someone out to undermine your alliance, you know will have to play with that person at some time in the future, or have very limited options in where you go, to continue playing at a medium/high level. Note: Had drafted most of this post and then saw Garretts post I quoted above… and he seems to get right to the heart of the matter, but then even after identifying an issue is happy to just “move on” (sigh).
So to then play with people that you have had bad experiences with in the past, could be argued will lead to people just finding something more satisfying and positive to devote their time too.
For example, removing p-solo has given me no real option (personally) to have a reason to play out this round. AND I couldn’t be bothered playing allied again for a while after this round, and to play solo atm just seems a pointless waste of time as it is an eventual death-sentence, or at best a target for eventual raping after days/weeks of no sleep and time wasted checking with phone, setting alarms etc. So, next round for me, at this stage I’m going to go do other things, simple.
I don’t see it as a ‘dummy-spit’, I’m not making the decision because of any personal issues with players this round… more I know I could obtain more enjoyment and SATISFACTION doing something else.
I’m sure I’m not the first and won’t be the last to think along those lines.
When I started playing, I liked the fact that whilst it was a game of numbers and basic strategy, there was also a very large reliance on ‘working with others’ and generally communicating with others. Then for many reasons (inside alliance betrayal/spying, sick of playing with people not at similar activity, playing with some annoying rude people etc), I played solo for a while and loved it, and only returned to Alliance play after Rama begged me, and then a few other allies after that, but mostly under protest with the intention of retiring to p-solo again when I’d had enough.
Now it is fair to say that this is a WAR game, and bad things do happen in war, but in the real world there are also repercussions for bad behaviour. A bad guy can still be bad, but generally it is always harder.
So the simplest changes I see, is firstly for automatic Govt intervention for bad behaviour (like UN intervention/sanctions) where people play outside the ‘spirit of the game’.
A 50% tax on leaving an ally without permission would definitely make some people think twice about just betraying the alliance they agreed to join in the first place (and maybe delay how many can be kicked at a time – 1 per hour for example). This would have also changed the whole TBA issue last round maybe, as being able to so easily swap alliance members to deal with resistance was a major reason the resistance lost momentum, and Azzers mid round change seemed more knee-jerk coding at that actual behaviour than having a real purpose behind it. IE. It was implemented to stop some ‘sneaky’ play style member swapping, but does it help or promote the alliance working/staying together… NO, it just delayed the time it took to do it. In fact if I had my way, I’d also implement a rule that once you leave an ally, you cannot return to it without deleting/restarting.
My other more broad suggestion is to give people a decent solo option!!!
This could be a separate 100% solo world (1 NAP only) and no portal etc. An excellent ‘training’ ground or place for people to recharge when they have had enough of allied play – maybe it only runs for half round length (i.e. 2 solo rounds for every 1 proper round) and then leave solo as it is in the real world but with a clear understanding that you probably won’t do that well in comparison to being in an ally.
As I stated initially, I think these suggestions address most of my main concerns about this game since I started in R14 approximately. That being I see it as way too easy to sabotage another players ambitions from within, and I constantly see ship-jumpers every round and too many inter-personal issues…. Imagine a round where alliances were basically locked at start of round. Would make it eventually easier to look at ‘Alliance War’ mechanisms if the actual ID’s in alliances remained the same through the round.
So in closing, I would have been very happy to just retire quietly in my own way (and probably will return sometime in the future), it’s my love of the game and recognition of the enjoyment it has given me and the great people I have had the pleasure of chatting to during my time here that has prompted this post… in fact those that know me also know how much I hate posting in forums… but unfortunately the way I see it, if nothing is done to offset the negative experiences that are too regularly encountered, then in the long run, the game will lose I’m afraid so I had to say something