|
Post by CaliLove on May 18, 2013 17:28:10 GMT -5
Succat, if you shorten that last paragraph, i swear that could be one of the best fortune cookies. Just throwing that out there.
|
|
|
Post by succat on May 18, 2013 19:28:49 GMT -5
OK, where's that Smite button?! CaliforniaLove!! ~ "Only in Cali where we riot not rally to live and die"
|
|
|
Post by popopop on Jun 16, 2013 10:34:14 GMT -5
About heist (didn't want to type it out in yak because it'll be way too long and messy)
As a replacement for heist, here's an idea:
Each player could have a 6-digit pin to their bank vault. The pin can be pre-assigned each round and players could change it as and when they want to. Attempting to break others' bank vault with 6 digits would cost some energy and it is limited to 1 try per HH.
Once the vault has been broken, the pin will automatically change to another number to prevent multiple thiefs from entering at the same time. However, the thief will remain in the vault to steal 0.01% (or some other percentage) of the bank each HH until he decides to leave. The money stolen would be added to the on-hand gold at the beginning of the HH. In the victim's log and in the news, it'll appear that the thief has enter the bank vault.
The victim can decide to keep the thief in the vault or kick him out. (Of course, that is if the thief has not left.) Here's the downside: If the victim kicks the thief out, the thief will have to return 110% of the amount he has stolen, even if it means debt for him.
*Side note: This can be a really interesting way of how people may transfer funds.
|
|
|
Post by succat on Aug 17, 2013 1:25:06 GMT -5
It's an interesting idea, but going through all of the trouble of guessing a 6 digit number only to wind up with 1% of the victim's bank sound to me like too much work for too little profit. But, I do like the concept of using pin numbers on banks and could maybe use that idea in some way down the road...
|
|
|
Post by jack3top on Sept 6, 2013 9:35:31 GMT -5
I have a suggestion for the grid 2.0"the havoc command should be amended to hit players whose price per share[PPS] is more than $40.00 and the havoc command can only be used by the whole grid once every 12 hours. eg: 1)person B use the havoc command 2) person A tried to use the havoc command but as 12hrs have not passed the person have to wait 3)after 12 hours person A use the havoc command and it works other comments on this suggested amendment:
filip15100;agrees to my general idea but hopes that people can only use it once in a while(so I suggested the 12hrs period)
jes and 1)also said it might be harder to code because it would still target every square, but only be allowed to land on squares that the player above that threshold owns) and also said as the current command had to be amended it was time-consuming
psykosis in reply to jes first reply First, it could determine (via the SME) which players are qualfiied to hit.. Then it would pool all the squares of those owners and randomly choose one.
|
|
|
Post by succat on Oct 15, 2013 12:33:36 GMT -5
FYI... affects --> The Grid
Tue, 15 Oct 2013 16:51 PM UTC another failure has been detected in the circuits, that may require to bring the servers down for extra time right now. the expected downtime will be 30 minutes or so.
|
|
|
Post by psykosis on Oct 15, 2013 12:42:55 GMT -5
Thanks for the update, Succat. Looking like it will be a productive work day today!
|
|
|
Post by Dubber on Oct 20, 2013 12:51:31 GMT -5
Hiya, So I've skimmed the last set of discussions and still don't see any addressing of how a n00b/small-fry can compete against a pair or triumvirate or group of big guys who have agreed to non-compete with each other and only generally spread teh word that there are punishments for overly aggressive aggressors.
Until that power imbalance is addressed, The Grid is flawed.
Going waay back in the discussions, the idea that more units/squares/assets cost more to maintain per happy hour is likely the way to address this. A sliding percentage of the grid total per asset-class scale might be the most-equitable scheme.
The implementation would be painful for those with high square, unit, farm, city, bank counts - but would generally serve to make things trend toward the middle - thereby increasing the relative entropy and decreasing stability... providing any given player more incentive to strategically expand and subside and providing for more-often resets via GridWipe.
|
|
|
Post by psykosis on Oct 21, 2013 9:06:55 GMT -5
There already is a square tax, as well as a farm tax. Bank accounts are taxed. Increasing the load 'vast square holders' have would also make wiping significantly more difficult, which wiping, imho, already was made severely more difficult due to 1) crazy mega blessing causing everyone to be rich, 2) Monks/Seers defensive odds being massively boosted, and 3) the requirement to take all perms AFTER non-perms are taken.
I fully believe that a small-fry _can_ compete against a pair, triumvirate, or group of giants if they contribute the time investment that these giants do. I would utilize Reimu as an example of this. When he re-joined this round, he had a single square with 1 farm on it. He is now fairly rapidly rising through the ranks. All it took was his investment in hours to catch up.
I don't see there being a significant balance issue between small/giants, but rather those who play for 10 hours a day vs. those who play for 30 minutes - which tends to be aligned. This is the difficulty to address.
|
|
|
Post by succat on Oct 21, 2013 23:24:26 GMT -5
I'm open to suggestions. Definitely small guys can catch up, BUT yes, they have to invest a lot of time. There's no real way to catch up without the time suck, but if not for the time suck, any small player could become big over night, and then that's not really fair to people who had to spend weeks to get to where they are. And yeah, the big players are taxed quite a bit already.
However, the latest 'Loan' command is supposed to help small players gain a foothold. The interest rates might be a little high at the moment, and could probably use an adjustment, but for a player with nothing to lose and who is weak anyway, it seems like they could use a loan to their advantage.
Heck, if I was a noob, I would take out a big loan, let's say 300 million, play 'Roulette' - 83.33% chance of winning 1/5th of the loan I just took out so most likely I end up winning 60 million, maybe play Roulette one more time to try to get 120 million, and immediately pay the loan back. The odds are pretty good for that and unless I'm just unlucky, I'm 60-120 million dollars richer with less than a minute of time invested.
|
|
|
Post by psykosis on Oct 21, 2013 23:59:00 GMT -5
I don't think I'd adjust the loan 'interest' rates, but make a percentage of this 'interest' contribute back to the primary loan - so that there is always a light at the end of the tunnel.
Now with that said, those who decide to 'g e' a loan probably asked for the situation they ended up in...
|
|
|
Post by succat on Oct 29, 2013 11:52:23 GMT -5
Regarding the most recent RESET due to me imbalancing the game even further by introducing the carve/graffiti MOB command...
Hey guys, I feel really bad about my choice to hastily add a new command without really thinking about how it would affect the mechanics of the game... and then to make matters worse, after removing the command and instead of just letting things play out I made the choice to just RESET The Grid with new updates to the Rules (like low 5 farm/city counts on squares, etc) to try encourage a different kind of Grid, one based on more attacking and less build up of assets. Needless to say, one bad choice led to another, and the whole thing backfired, producing a poverty-stricken, slow-growing grid. Not to mention, it isn't fair to players to allow them to build up for weeks and weeks and then just introduce a really unbalanced command and then RESET everything, essentially tearing down all of the work that everyone had put it - I think popopop had alluded to this as well. Not good.
My rationale to create Mobs was thinking that things had already kind of got stagnant for about the last month or so. Every time I checked in it seemed like the rich were getting richer and the poor, poorer. Partly, that is the nature of the game, and maybe I should just leave well enough alone. But also, partly this build up was caused, in my opinion, by the Mega Blessings, Spire building, Egg/Sword stacking - and I realized that those things don't encourage players to attack to create resources. Instead, they encourage players to sit and play with graffiti.
That's not my intention for a war game so hastily I figured adding a ton of units to squares via Mobs would FORCE players to use the units and begin attacking... actually this had the opposite effect as players just now had another thing to stack on to their wealth - a huge influx of units, which I realized the next morning was a huge mistake.
Trying then to rebalance the game by resetting The Grid and then reducing farms/cities and discoveries also seemed to have a really negative impact as well... so I reverted those changes. It's hard sometimes to know how tweaking little things here and there are really going to affect the game until after the deed is done.
I know that there is often talk on Facebook (GriddleFriends) and also on the Yak about how things should be done differently and how I should run my ideas through players first before I make changes to the game. A lot of times people say, "Such and such really needs to be changed, it's so unbalanced..." and yet they don't illustrate HOW to change it with clear examples. That doesn't do me any good. And then sometimes I hear that I should run my ideas through players first before I implement them into the game. The problem with that idea is that it takes away from my ability to create (and often destroy) things on the fly - the way that I work. Heck, if I was going to wait around for people's feedback to come in before I ever made a move, I'd get no where at all and this game would have never even got built. People love to talk about doing things, but only like 1% of them actually DO anything about it. I can't wait too long for people, that isn't how I operate. I'd only spend all of time analyzing all of the different ideas that people have for a new game feature, the pros and the cons, and never implement my own - I wouldn't get too far with that.
With that said, I do however wish that I could somehow compensate all of the players who were the most affected by the latest RESET. Would it fair to give the top 10 players each a Wipe point? I don't know, I'm just throwing that out there... How about 5 quotes from everyone? What do people suggest that would help them feel at least somewhat compensated for their most recent in-game losses caused by me?
|
|
|
Post by popopop on Oct 29, 2013 12:26:19 GMT -5
With that said, I do however wish that I could somehow compensate all of the players who were the most affected by the latest RESET. Would it fair to give the top 10 players each a Wipe point? I don't know, I'm just throwing that out there... How about 5 quotes from everyone? What do people suggest that would help them feel at least somewhat compensated for their most recent in-game losses caused by me? That reset is over! Instead of dwelling on that, I think the more pertinent issue is to rectify the existing commands and retain the balance between warfare and building of resources. Another thing to note is the ease of acquiring resources. Guess that's the major pitfall of many of the newer implementations last round. (Eg. megablessings, mobs, stackable eggs) Also, I'm against to the idea of giving wipes away. That's pretty unjust... You might have seen my facebook post about revolts too. Given that the current rebel removal rate is no longer 99% and we can only remove rebels one at a time, the current revolt is way too strong, and really deters people from playing. Besides the balance of the revolt command, the way that rebels are counted is a tad bit strange. Here's a recount of what happened: - Had 40+ rebels under my name, ghost rebels removed, but had only about 17 rebels on my only square. - After Jes wiped all 17 rebels on my square, I was left with no rebels. Can't really put a finger as to how rebels are counted...
|
|
|
Post by popopop on Nov 20, 2013 12:50:59 GMT -5
About the removal of spires: Timezone biases:
|
|
|
Post by psykosis on Dec 2, 2013 22:10:42 GMT -5
Re: Timezone biases: Just to point out, while everyone is sleeping in the US, they are also not depositing before you can extract (and potentially extracting from you before you deposit). While I am much too lazy to run the numbers ATM, I highly suspect that Embassies tend to be more beneficial to those on during less frequent periods. Also - did someone trip on the cord at the hosting company?
|
|