Teams
Posted: Mon Mar 12, 2018 5:09 pm
Hello everyone but most importantly Mike,
It has been a little while since I have given feedback and i apologize. There are some very big concerns I have after having layed in the background and observed the running nations, and then made an attempt to join the established nations after making sure I had no footing.
Here are my finds and some possible solutions to the issues.
The Issues
While most people want to be on a team because they want to play alongside their friends other players prefer to play by themselves and are at a severe disadvantage. Traditionally woc was a team game. Still can be but would have to be in a different way through alliances. the BIGGEST problem with teams, and why just about EVERY game I have seen that have "energy costs" or are limited gameplay all have solo account designs with alliance features is the potential for abuse. If you want to appeal to a larger chunk of today's market you are going to have to stop players from being in 1 nation together. Even though limited by manpower they still have in some situation 12 people to cover shifts like a job, also they will grow faster, maintain better, and ultimately be more successful. While success is the goal, I do not feel that achieving it simply by having more people available is a good idea. Solo players are already leaving and are more inactive. Baldur, Sphinx, Myself to name a few. As soon as you touch 1 thing.. these teams of many players are able to completely wipe you off the map within minutes because there is so many of them. .. WHY IS THIS AN ISSUE??? Well .. It took me myself 5 hours of walking planting fighting etc to get my stats semi decent and able to even attempt an orb fight. Well b y the time i got all my stuff... I was out of manpower. then the teams log in. With in 12 minutes everything I had just spent 8 hours MYSELF doing was undone by teams with player counts of 12. so the solo players 8 hour struggle... was made meaningless... in 10 minutes due to the teaming aspect. so unless you have 20 hours to play as a solo nation (which nobody does i struggle to find 3 hours a day) you will not hold orbs.. maybe touch them but will never make credits or lists because the teams will bully because they can. These teams are also capable of running multiple nations while STILL defending their main nation. Spitfire for example has 3 running nations right now. immortal Outlaws and Killemall Have 2 running nations. What is happening is that they will take everythihng in the stronger nation... place defences in the other one.... evac res from the stronger one and grab in the lower one as a placeholder. (Napoleon is infamous for this) Example... I walk around and wipe out every manpower res so nobody is generating any decent manpower.... then i evacuate them and walk to them on my level 90 (which never holds orbs) and anyone whoi touches even my level 90 I will use 4 players in 3 nations each to wipe everything you own within 10 minutes. I think it is clear that teams are making the game very bad. nations should be solo similar to clash of clans or forge of empires.
Proposed Solutions
1. the obvious solution of making nations solo
2. Leadership efficiency - The old game had a system that would negetively affect a nations stats based on the member count. This should be implemented once again and I feel even stricter. the old game would allow i believe 6 members before stats started dropping this caused many things to happen.
a. created competition because your team was under 6 people.
b. still made it possible to be inside a nation with all of your friends
c. crippled multi device users ( currently if i really wanted I could be on 23 names in 1 nation at 1 time just by myself by using many devices.
d. Made large teams split up
3. Orb and Resource purge timers (this is a variation of moving the res) This one right here I have given a lot of thought to. I feel like this could add a lot of DEPTH to strategy in the game. I spent a lot of time trying to figure out a few ways to do this. I have a few variations which I will share but this one, the purge timers, I feel is the most efficiennt, interesting, and adds a loooot of dept to strategic positioning.
So what the purge timer idea is.... Nations can hoard resources. This can prevent potential competition from getting strong enough to even fight, I have whitnessed this personally as i said i purposly let the other nations get established then tried to take them down (failed). so What I feel could make this better is to have the nation purge itself of unneeded resources. I'll explain.
res gets stronger in the east and weaker in the west. upcomming nations enter from the east. What if we added a purge timer to the nations that would purge all of the lower tier res the nation holds until it is down to cap values. So Say you set the timer to 6 hours. every 6 hours the purge timer would trigger. The nation would then (similar to lvling up and borders) evacuate all of the lowest tier res it holds of the 3 core stats (psi tech bio) until it is down to only having enough to remain at cap. So the nation will not lose its good high tier res that theyre most likely defending. It would make free res for nations in the east to obtain. It would prevent anyone from hoarding all the res because it would just get purged so whyy bother. It would make it easy for you to manage your geo efficiency because the weak res would get evacuated leaving only your good res to keep you at cap. then you will know for sure whayt you have to defend the most. I feel liek it adds many layers of strategy to the game by doing this.
I will share more ideas later... I am curious what everyone thinks of purge timers.
It has been a little while since I have given feedback and i apologize. There are some very big concerns I have after having layed in the background and observed the running nations, and then made an attempt to join the established nations after making sure I had no footing.
Here are my finds and some possible solutions to the issues.
The Issues
While most people want to be on a team because they want to play alongside their friends other players prefer to play by themselves and are at a severe disadvantage. Traditionally woc was a team game. Still can be but would have to be in a different way through alliances. the BIGGEST problem with teams, and why just about EVERY game I have seen that have "energy costs" or are limited gameplay all have solo account designs with alliance features is the potential for abuse. If you want to appeal to a larger chunk of today's market you are going to have to stop players from being in 1 nation together. Even though limited by manpower they still have in some situation 12 people to cover shifts like a job, also they will grow faster, maintain better, and ultimately be more successful. While success is the goal, I do not feel that achieving it simply by having more people available is a good idea. Solo players are already leaving and are more inactive. Baldur, Sphinx, Myself to name a few. As soon as you touch 1 thing.. these teams of many players are able to completely wipe you off the map within minutes because there is so many of them. .. WHY IS THIS AN ISSUE??? Well .. It took me myself 5 hours of walking planting fighting etc to get my stats semi decent and able to even attempt an orb fight. Well b y the time i got all my stuff... I was out of manpower. then the teams log in. With in 12 minutes everything I had just spent 8 hours MYSELF doing was undone by teams with player counts of 12. so the solo players 8 hour struggle... was made meaningless... in 10 minutes due to the teaming aspect. so unless you have 20 hours to play as a solo nation (which nobody does i struggle to find 3 hours a day) you will not hold orbs.. maybe touch them but will never make credits or lists because the teams will bully because they can. These teams are also capable of running multiple nations while STILL defending their main nation. Spitfire for example has 3 running nations right now. immortal Outlaws and Killemall Have 2 running nations. What is happening is that they will take everythihng in the stronger nation... place defences in the other one.... evac res from the stronger one and grab in the lower one as a placeholder. (Napoleon is infamous for this) Example... I walk around and wipe out every manpower res so nobody is generating any decent manpower.... then i evacuate them and walk to them on my level 90 (which never holds orbs) and anyone whoi touches even my level 90 I will use 4 players in 3 nations each to wipe everything you own within 10 minutes. I think it is clear that teams are making the game very bad. nations should be solo similar to clash of clans or forge of empires.
Proposed Solutions
1. the obvious solution of making nations solo
2. Leadership efficiency - The old game had a system that would negetively affect a nations stats based on the member count. This should be implemented once again and I feel even stricter. the old game would allow i believe 6 members before stats started dropping this caused many things to happen.
a. created competition because your team was under 6 people.
b. still made it possible to be inside a nation with all of your friends
c. crippled multi device users ( currently if i really wanted I could be on 23 names in 1 nation at 1 time just by myself by using many devices.
d. Made large teams split up
3. Orb and Resource purge timers (this is a variation of moving the res) This one right here I have given a lot of thought to. I feel like this could add a lot of DEPTH to strategy in the game. I spent a lot of time trying to figure out a few ways to do this. I have a few variations which I will share but this one, the purge timers, I feel is the most efficiennt, interesting, and adds a loooot of dept to strategic positioning.
So what the purge timer idea is.... Nations can hoard resources. This can prevent potential competition from getting strong enough to even fight, I have whitnessed this personally as i said i purposly let the other nations get established then tried to take them down (failed). so What I feel could make this better is to have the nation purge itself of unneeded resources. I'll explain.
res gets stronger in the east and weaker in the west. upcomming nations enter from the east. What if we added a purge timer to the nations that would purge all of the lower tier res the nation holds until it is down to cap values. So Say you set the timer to 6 hours. every 6 hours the purge timer would trigger. The nation would then (similar to lvling up and borders) evacuate all of the lowest tier res it holds of the 3 core stats (psi tech bio) until it is down to only having enough to remain at cap. So the nation will not lose its good high tier res that theyre most likely defending. It would make free res for nations in the east to obtain. It would prevent anyone from hoarding all the res because it would just get purged so whyy bother. It would make it easy for you to manage your geo efficiency because the weak res would get evacuated leaving only your good res to keep you at cap. then you will know for sure whayt you have to defend the most. I feel liek it adds many layers of strategy to the game by doing this.
I will share more ideas later... I am curious what everyone thinks of purge timers.