General thoughts, Perception, Old Players vs New Players.. etc.
Liracy
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I'm not even certain if the media module is still very active but I thought I'd try my hand at writing something. I started the game back in 2009 when E-America was quite close to being wiped entirely and I had a blast with it, watching walls crumble before Emerick MAGA. I've made a few returns since then but never really even been an active two-clicker because I would always lose interest.
I hear people saying we should "be involved" but for many players just starting out in the game they don't even know what that means. Train daily! To what end? With the current strength working as it does it'd be years before you MIGHT be relevant and even then those who'd never quit would still be far more powerful and meaningful than you ever will.
The problem is glaring. I see some people calling for perception as a "savior" to the game, and "giving the new player a chance!" But in reality is that anything more than a bandaid? A year from now all the new players starting will be just as weak as players starting now with no incentive to ever catch up. A system in which you can only gain a set amount of stats daily no matter how much you play is a flawed system for new players.
They want to matter, they want to have an impact no matter how small but looking at older players is daunting. So, no. I reject perception as the answer. I'd much rather see something closer to the current where "battle rank" is what matters. In other words "the more you play the stronger you can become" in a manner that actually means something. As it stands, I can be a Titan on the ground but if I dont have the years of strength built up it doesn't matter. No matter how much a new player plays they'll never become relevant in the battle module as it currently works.
Now, this isn't me saying someone who's been on the game a week should be as powerful as someone who's been playing for years.. but over a long period of time they SHOULD be allowed to feel relevant. To be given a reason to play beyond two-clicking and logging off and to feel like their time spent within the game is turned into advancement and a feeling of getting "better" in a meaningful way.
Example at current: Player A has been playing for three years and Player B started a month ago.
Player A likely has maxed training, they log on and click train while Player B does the same. The gap between these players has just become wider and there is nothing Player B can do to change it.
Now, lets assume Player B has maxed training as well, they both train and.. Player B has come no closer to reaching Player A. What I am proposing is this. If Player B spends 4 hours a day in the game for a month, and Player A two clicks for a month. Player B should be closing the gap in a reasonable way with player A.
Why do we "NEED" perception? We don't. We NEED a new battle system. (I know, I know. No one has ever suggested that before me.) We need a system in which old players do not feel cheated, and yet new players do not feel pointless.
TLDR; Perception Bad. Time spent in game should be rewarded moreso than it is. Give reasons for more than two clicking. #PlatoPLS
Let me know down below if you agree or disagree and why! V+S is always appreciated.
Comments
Look, there are divisions now: the gap is less that two years ago. Player B just play in a range of level players by 1 to 35. He never "meet" the three years old player.
You can buy a pack that allows people to fight in any division. I've seen people ranked #1 in their country fighting in the 1-35 division.
It's true, but it's really basic idea and it doesn't work in long run..
At best you are strong enough for a couple of BHs at the very end of D1, D2 and D3 and that's it. But fighting in D4 is still pointless, no matter what you do.
And then there are people who stay in low Ds with 150k+ strength..
And then there are people with packs..
Yes!
I agree completely.
I feel like the Guerrilla system is a step in the right direction, but for low level players to matter, the high level players may need them. For example, new weapons. I mean like... mega tanks.
My idea for the mega tank would be a beastly machine that requires players to gain mass amounts of resources and possibly needing multiple players to use the energy from. It would mean that new players HAVE to get involved in the resource collection to field these massive, war swinging weapons.
If low level players can help operate the tank, and build the tank, players would feel more involved and important in wars.
Another idea would be Division Battles, where a quick 10 V 10 match with players from all divisions. It would make low level players feel like they battle the top dogs, and make high level players have to strategise and get low level players involved in the wars.
These are the best two ideas I have seen in my 5 years of playing.
Truly simple and incredibly effective. And they both solve problem of letting newbies feel important without being unfair to old players. And these could also get a bit of economy running.
As much as I know Pluto, they are completely incapable of implementing this without creating a new industry resource/product. So bad luck for economy.
Still, cooperation would make this game insanely more interesting and fun.
I think this is the first time I really really want to get such changes, because I know they would bring a lot to this game.
Thanks for sharing such nice ideas. 😉
Thank you! I'm glad you liked my ideas!
I was thinking that Mega Tanks could have their parts be like Rocket Factories. They'd need to be built out of other weapons, which could increase production, demand, and possibly supply for all weapon levels (except Q7).
Division battles would work like Guerrilla fights or maybe even be fire emblem esque? They could even have victory ratings so if you keep more players alive you get more influence when you win.
I'd want them to use stuff from existing rocket factories instead of introducing new sort of companies. We've had that for a couple of times now (houses, aerial) and it didn't change much.
Fire emblem esque?
Haha, this victory rating is a great idea, but people are used to the simplicity of a single red button. No way this is happening. 😛 It would be great, though. 🙂
These ideas are also brilliant because they force old players to work with newbies.
Yeah, and they would also possibly lead to people really thinking, engaging and sharing strategies with the battle system. Of course, division switching and the No Exp. Perk would have to be taken into account, otherwise we'd have a spike in high power D1 and D2 players which would basically do the OPPOSITE of what Division Battles are supposed to do.
I completely agree. If some of this stuff gets implemented, I'm also fine with simplifying the other (current) part of battle module.. What do you think? Should it stay like it is or degenerate?
I am for -anything- that gets players of all levels more involved. Anything that shows a player that they're making an impact without feeling like their is this mountain they need to climb that they can actually never reach the top of.
I want you to know that I remember you and Liracy's Legacy.
Welcome Back.
Thanks for the comment!
damm.. thats true!!!
Yes please!
I completely agree with you on the perception case. If introduced, the gap between the "older" players and the new ones will become unbearable as it is currently with the ground battles case.
A new player can stack EBs or, if (s) he prefers so, just buy them and can actually be relevant in the sky.
A nice analysis.
o7
Appreciate the comment and the feedback. A system that allows the most active players to get ahead is what I would prefer. Anything to have people doing more than two-clicking.
But strong old players have huge edge over newbies in aerials. They have money. They can get EBs and even aerial rockets for all air fighting. No way to get that as a newbie..
I like your ideas and I'm glad somebody still cares, but I'm afraid that Plato has very little interest (if any at all) in improving the game. The slow decline seems unstoppable at this point. Many people have made suggestions only to be ignored. I'll believe Plato Cares when I have a reason to believe it. I won't be holding my breath.
Indeed, I won't be holding my breath either but hey worth a shot yeh? Even if nothing comes of it, its nice to see people being social and sharing ideas.
I agree with your comments & ideas. 🙂
That is a really good approach. At least Plato understands that to introduce perception training isn't the right way, so you have the eRepublik God on your side with that. Now Plato should listen more to you and the fun can grow. o7
Bah, the only important thing here is if you can pay for packs or not.
The social module doesn't care if you buy packs or not!
o/
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the key is retention - you don't have many of the old players to stick around
I was not even in the top100 two years ago, but now I'm close to top50 in strength for USA (could have been higher but foreigners with top strength were given US cs)
what I've learnt is that Plato doesn't change mechanics because it suits people/players. this game has been dying for more than 3-4 years, so it's unlikely it will
Test cause its needed.
O i WILL be back to actually read this SOON!.. Defint don' spect 2 see faces here I'll remember, but... (so many memories... so many passed, banned, starved, whatever [am personally grieved to have to go through friends list, deleting and leaving there as memorials{NOT!}])