Mu's the reason why eRepublik will never be a massively popular game

Day 3,525, 15:58 Published in Ireland Ireland by Releasethe Krakken


I am not advertising other games but to use an example in Boom Beach which is part of the Clash of Clans games Im ranked +- 19000th on South Africa.

One of the elementary problems I see is our current warfare module.

What you say: its the best aspect of the game.

yes perhaps on a individual basis and sometimes on a national level(for the big countries)

But most times on a organisational level it just does not cut it.

Lets start with basic problems.

The TP medal. This medal works as follow when it was introduced most player was assigned a "home" country. When they leave this country their ask for 1 TP medal is the sum total of all their combined totals.

Meaning if a player wants to collect the 1000 cc per 100 million damage they must life in their home country.

BH Medals , CH Medals SH medals.

Most of the gold a player get from fighting comes from these 3 medals.

This means a tank the whole day seeks out bh medals and uses all his energy on these battles. Unless there is a national battle this leads to him the whole day seeking out non mu battles.

Epic battles


at the start of the week an epic battle is started . If you look at when the most damage is spend in Ireland its usually within the very first few hours of Tuesday. When the epic battle is on most tanks pour most of their budgeted energy into this battle making massive amounts of epic points

The prestige hunter medal


For 20000 epic points tanks get a medal and 5 gold but besides that if they end in the top 100 they get substantially more epic points



MU Controls

One can set do's for any country - ally or enemy.

For an enemy nation one sets your priorities to enemy countries. The system then overide the national ally list and sets an enemy nation as a do.

But one cant set it directly as a DO.

The effective list of DO's is thus determined by the MPP stack of the country and can default to a prioritized list.

DO'S

Although one now can set and complete more do's per day.

One still get only 1 energy bar for all your trouble. Oh and bazooka parts which is never used by anyone,

MU Supplies

There is no internal official system of setting supplies as reward for completing a mu objective.

Besides the CO's system 🙂


So why is this all working against MU's

Inactivity

There is no way a mu commander can do anything about activity in soldiers besides kicking soldiers.

Zero Control

The Mu commander might shout out orders he might set do's and he even might publish orders in newspaper articles but there is still no way he can make : a soldier follow the orders he sets.

Competition

The military game has become a chase for the prestige hunter competition. If a player makes it into the top 100 he is rewarded well.

At the start of the week your tanks pour all their eb's into the first epic battle. And so it continue till they finish the prestige hunter.

This means zero eb's and energy left for completing the orders of the military commander.

Despite this the military unit offers 1 energy bar or +- 2.5 gold as incentive for completing a tiny task 25 kills.

Yes we can set CO's but most big mu commanders pour their money into supplying their troops. Or a subset of troops.

Even then if one can set CO's in most cases there is no guarantee that this will equally reward all players in the mu. Especially lower divisions leads to maverick players sniping these co's to the detriment of your real lower division players.

The problem still is we tend to get a lot of tanks that simply are just out for themselves that simply do not care about their mu's more than taking advantage of mu commanders who supplies them.

They ignore everything the mu commander say . His shouts mean nothing his orders are ignored.

And because they make the mu look good because of the damage they deliver in the pursuance of their own goals. They basically know the mu commander cannot replace them. Thus day to day they do just what they want and work tirelessly towards promoting their own account.



So at the top we have a mu commander the only manner he can direct his troops is by setting do's and co's but there is no way he can guarantee this will be followed and usually their not. He himself gets no reward for setting co's so there is no real economic incentive to set co's.

He gets nothing from the performance or non performance of his troops.

The major incentives in the game is not reliant on his input.

To give an example in a game like The West one would set 1 attended fort battle a day. If a player performed well he would get a chest and in some cases this chest would contain a shiny weapon gives adding more attributes to his game.

therefore in that game reward is dependent on the actions of the commander and the soldier. If the commander dont set a fort battle the soldier dont get the reward.

But tanks do no need mu commanders they can on their own make more outside the mu than following his commands. They are drawn into chasing for a prestige hunter medal that has nothing to do with their mu. they spend most of their energy on epic battles that has nothing to with their mu. they make most of their gold for eb's from bh medals that has nothing to with their mu's.


How do this relate to the size of a game.

Because of these factors most mu's are just dead organizations. There is very little cohesion and teamwork in them. This means a commander is a meaningless post in a country like ireland where the irish is a nation of people that just doesnt have the correct attitude to make an efficient mu. And one would seriously struggle to get unity in a organization when most of the military rewards does not require even membership of a mu.

Now if you take a social engine which is what a online game is in a big mu there must be unity there must be teamwork and there must be social interaction.

Else at your base of your military module you sit basically with a dead engine as it concerns teamwork.

And if there is no team in a game. Most young players drift in and then out shortly after they enter the game.

Because mu's is basically not functioning a player would join my mu. Go and check out the 60 or so players that did and then shortly afterwards quit the game.

Our social engine is not performing this is an individualist game. And there is no social momentum. There is no young players that join that sees the rewards from working in a team and that stick around to contribute later.

And that my dear Plato is why your game will continue declining.