Small changes that can improve erepublik (ENG/HR)

Day 1,517, 10:17 Published in Croatia Croatia by resoperka

Hrvatski prevod kreće od sredine stranice, ne mučite se čitat eng 😃


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Usually i am writing articles in which i try to help newbies, but now, after i ve read two really great and inspiring 😃 articles i want to give my two cents. One said about this game become only CLICK; CLICK, CLICK (can't find link, but it had 3000 votes in just 48 hours – if you remember it pls send it to me) and there is no manager skills any more to run companies, no war tactic skills needed to win battles. And second one which also talks about erep problems (pay attention to graph of number of erepublik players through history – it is last picture of article)

http://www.erepublik.com/en/article/short-history-of-erepublik-1945499/1/20


Have in mind that all changes (i would call them improvments) are really small and can be implemented very easily. Some of them are really trivial and some of them could have bigger impacts on erepublik's future.
I have no intention to write about biggest problems cause it would take weeks of discussions how to please most of users. Of course, it is e-economy which is now totally ruined, practicaly non – existable and only BOT who is buying products is keeping players from leaving game. So, no1 problem to developers is how to find consumers for most products, stop hyperinflation of new companies, and openings of new factories and farms. It is insane that erepublik has less and less players every day and more and more factories are being open.
I understand that developers are trying to earn money, but they are doing all wrong at the moment. Instead of trying to get inflow on new players they are just doing things in favor of old and rich players so new and mediocre strenght players just don't see point in playing and therefore they are leaving game. In order to game be „healthy“ and have future distribution of players which should be looking something like this :



and i am afraid that soon, we will have no „bottomfeeders“ and inflow of enewbies will totally stop (bot's not counted 😃), so this pyramid will look, well not upside down, but something similar. Every game has it's peaks, but erep is going down and developers try to do everything to help it, their vision is - take some quick money and ruin the game. Now we have more and more games that are poor replicas of erep's V1 – but even with awful interfaces they are taking players who want to have some impact when playing.
I remember times when hundreds of our newbies (we called them lizards in eCroatia) were on the chat, waiting order to hit and push the wall. When you calculated their damage – they have had some impacts on battles. Also, i remember how we tried to advertise erepublik cause inflow of newbies helped ecroatian strenght and community. So erepublik was couple times on our NATIONAL television, in mainstream medias, on popular radio stations... we did everything to get new players in. Now we don't do it cause – even if we get thousands of them, their dmg can be annulated only by one super tank, they have no real impact on game. Even if there are thousands of them. What is worse, they don't have any positive perspective to have impact. So, stronger and richer gets stronger and stronger and gap between them and newbies is getting bigger and bigger and lot of players lose interest when their playing has no sense at all. As result of that you can see is graph in this article about decrease of erep players through time

So here are couple of small things that would instantly improve game. Ofc, bigger moves would be needed to solve previously listed problems, but everything can be done (return of productivity, working skill....)

1. STOP linear growth of strenght

WHY?
Well, i understand that most stronger players will nag about this one cause they will say how much money they invested so far etc etc... but imagine this situation.
One player has 10 000 strenght. Every day he increases his strenght for 25 (boosters + bonus) cause it is easy for him to afford it. In 6 months he ll have 14 500 strenght. He can get free weapon every day cause every country will donate him
Let's see someone who just started game. His strenght is 0, in 6 months he ll have no more then 1500 strenght. Ofc, he ll never get wep cause it's not worth to give him anything (and in past we always supplied newbies). Even after that period (if we imagine newbie will start to earn enough for all 3 boosters – difference will remain same and newbie will soon lose interest)
Well, i understand that tanks fought hard for their position but their growth should be DECREASED after some limit (or newbies should get some boosters while they are young and they should be decreased after some time), there is no fear that newbies will get anywhere near tank's strenght (cause they ll be decreased as well in some point), but at least newbies will have some reason to play and countries would have reason to make new baby boom and advertise erepublik in RL medias. Now everyone is just investing in pumping

2. CHANGE something how higher q weapons work in comparasion with lower ones

We know that it takes 160 wep raw material (wrm) to produce 1 q1 weapon, and it takes 320 wrm to make 1 q2 weapon (we ll ignore all other i just want to explain my point, but you know how it goes till q6 wep). So, it takes double wrm, but q2 wep gets 2 bonuses. First bonus is that you can shoot twice with it, second bonus is that it makes bigger damage. If you take food – you have only one bonus there.
My idea is that we return to positions from V1 – every weapon can be used only once. so, with q6 tank you can fight only once. and as bonus you get – it's damage. Or maybe that you can shoot once with q1/2 wep, twice with q3/4 and three times with tanks q5/6

If not that maybe it should need more raw material to make higher quality tanks (cause of double bonus) – i.e. 160 wrp needed for q1, 640 wrm for q2 etc etc....

3. introduce TAXES on land



Now we have hyperinflation of companies. And NONE of them – produces minuses. Wtf, is that normal? That 99% of companies have only one employee? This game should come as close it can get to RL (well, at least developers advertise game like that) and here, you just need to collect money, then build factory/farm and sooner or later it will pay off itself. In V1 we needed to be very good managers if we wanted to make money. And all products had their costumers, newbies bought q1. q2wep, mediocre players bought q3-4 and richest used tanks. Which is normal thing. Now everyone are just using tanks and rest of goods are being bought by imaginary rich, drunk buyer called – BOT.
In order to prevent just building land in infinity we need some kind on taxes on huge land so that in some point there is no profit from new companies.
Or reduce productivity when having huge amount of factories. In V1 we could have only one factory of a kind on account (that is also not best solution) but at least economy was standing much better. (tbh, e-economy is completely dead now, let's face it and don't deny it)
Also, this would stop making gaps between new and older players. Cause we can build new farms in much (much, much, much) faster rate then newbies and we ll always have market (read : BOT) to place raw and earn even more money. There is no investment risk!!!!!! That has to be changed
Again same players will nag about this, but we have to realize that without new players game will collapse sooner or later or we ll continue playing artificial economy manager


4. LIMIT number of workers per factory

Think there is no need to explain this further more. Limiting that 5-10 players can work in one day would benefit market and would give more fair distribution of profit among players.

5. FIGHTING across continents

Even newbies realize soon that battles became monotonous and results are known in advance in 95% of battles. Losing a region is rarely of any importance, penalties on losing bonuses are rare 8and if happened you can always ask for CS of you ally)
I will not enter war module deeper, i am not that into it, but is is quite unlogical that you can fight from one part of world in another without any penalties. Like we are using ballistic rockets as weapon. So, i can fight in RWs in South America from some region in Europe.
How can this be solved. I ve seen several solutions and ideas given by members. Some of them are

- you have to be in country that is attacking/attacked to fight. So no fighting from USA in Slavonia, just cause you are allied nation. Move to Croatia and then fight.
- If not that, then give penalties on dmg made if you are not in country you are fighting for. And give bonuses if you are in region that is attacked (or in region attacked started from...)

With just small changes battles would become much more interested and allianceship with better tactics could get benefits even if they are outnumbered

6. Changing weapons button

I hate this button, sure it can be done so it doesn't block all the time when i want to change wep, and that i don't have to press it 6 times to get from bazooka to q1 wep. Yes, it's trivial, but i want changes 😃. There has to be way to make something smoother then this


7. STOP trading with CS's

OK, it is normal that ppl change CS's but we need some order. my proposition is that when you get new CS, you can't change it for next 6 months. it would improve game much, and we wouldn't see players just changing their CS's when their country losses bonuses.



I am aware that there are more important things to implement, but these can be really fast, it would close game to RL situation, give some logic to war module, more fair approach toward newbies which would give them reason to stay and not to quit when they realize their impact on game (as well as their perspectives).

Dear developers, we understand you need money to keep game, but you need to make long term plans to keep game on tracks, and you can do it only with fresh players. Also, this is not attack, just asking you to think about majority of players. Cause we like this game and we don't want to play cheap imitations when we are aware that you can offer us more, just if you want and have will to do it.

In some of next articles i ll talk about major changes that should (or i would like to see them) be done.
Please, VOTE, SUB and especially to your friends

if you have more simple ideas, just send PM and i can put them in article

Thanks for reading


Sea is drowning sailors and those who live on the shore are drown in sorrow





Dajte sub (ako niste dosad) na novine i vote na ovaj tekst ako vam se sviđa, te me dodajte za prijatelja ako želite svježi broj kad iziđe iz tiskare na vašim zidovima.
Uglavnom pišem članke u kojima na jednostavan način pokušavam pomoći e početnicima, ali u zadnjih par dana sam pročitao dva genijalna i inspirirajuća članka pa evo i nekih mojih, zbrda zdola nabacanih prijedloga. Jedan člank je govorio o onome u što se pretvorio erepublik (odnosno besmislu i bezperspektivnosti erepublika danas) - CLICK, CLICK, CLICK (ne mogu pronaći link na tekst ali skupio je 3000 votova u samo 48 sati, ako neko zna nek mi pošalje link) te o tome da danas nisu potrebne nikakve menađerske sposobnosti za držati kompanije u plusu, te jednostavnosti i predvidljivosti bitaka.
Drugi članak govori o povijesti erepublika i njegovom polaganom stagniranju i na neki način odumiranju. Obratitite pozornost na posljednji graf u tekstu koji govori o broju igrača erepa
http://www.erepublik.com/en/article/short-history-of-erepublik-1945499/1/20

Imajte na umu da su ovo stvarno male promjene i mogu se uvesti brzo i lako. neke od njih su sasvim trivijalne dok druge mogu imati i dugoročni i važniji utjecaj na budućnost igre.
Nemam namjeru (bar u ovom tekstu) ulaziti dublje, i u rješavanje većih i glavnih problema jer bi za uvođenje njih trebali mjeseci rasprava, argumenata da se zadovolje apetiti većinen igrača. Naravno, najveći problem je e-ekonomija, koja je sad uništena i praktično nepostojeća, sve se svodi samo na špekulacije i trgoovinu, koju samo pijani bogati kupac - BOT kupujući većinu proizvoda, održava na životu i spriječava većinu igrača da odustanu od igre
znači, glavni problem je da developeri pronađu način da svi proizvodi nađu svoje kupce, da se zaustavi hiperinflacija kompanija i farmi. van svake logike je da erepublik svakim danom ima sve manje igrača a sve više i više otvorenih kompanija.
Razumijem vlasnike igre da žele zaraditi novac (i to je sasvim normalno) i dio njega uložiti u unapređenje igre, ali trenutno rade sve kako bi zapravo umrtvili igru. Umjestod a nastoje privući nove igrače, oni izlaze samo usustret onima koji troše RL novac na igru, te već skroz jakim i razvijenim igračima. tako mladi, i o"osrednji" igrači sve rjeđe vide smisao u nastavljanju igranja pa jednostavno odustaju. da bi igra bila "zdrava" u budućnosti odnos igrača bi trebao biti (otprilike) ovakav



a bojim se da uskoro neće biti ovog "fitoplanktona" te da će priljev novaka biti skroz zaustavljen (u to ne računam botove 😃). Tako, da bi ova piramida uskoro mogla biti, ne naopaka, ali ni daleko od toga.
Svaka igra ima svoje vrhunce, erep trenutno nazaduje a developeri u tome samo pomažu. pokušavaju na brzinu doći do novca, pritom (nesvjesno?) uništavajući igru. Sve češće se pojavljuju loše replike erepa kakav je bio u V1 - i unatoč lošim sučeljima i grafikom privlače igrače koji žele imati nekog utjecaja u igri (što danas nedostaje erepu)

S nostalgijom se sjećam vremena kad su stotine naših guštera napeto čekale na chatu ne bi li lupali u nekoj bici. Kad se zbrojila njeihova šteta, imali su nekakav učinak na konačan ishod. Također smo reklamirali igru, bili i na HTVu, u skoro svim novinama, na radiju... pokušavajući dovući što više igrača kako bi ojačali eHrvatsku. Sada to nema smisla, ni potrebe, jer čak i da dovedemo tisuće novih igrača, njihov utjecaj anulira samo jedan jedini super tenk, oni više nemaju nikakav utjecaj na igru, a što je najgore nemaju ni perspektivu da će ga imati čak i kad ojačaju.
Bogati i jači su sve bogatiji i razmak između njih i slabijih je sve veći i veći i ti igrači odustaju ne videći smisla u nastavljanju igre. Kao rezultat toga, imate već spomenuti graf o broju igrača kroz povijest.

Evo sad tih par sitnica koje odmah mogu unaprijediti igru. Naravno, drastičniji potezi su potrebni da se riješe navedeni problemi, ali sve se može kad se hoće (između ostalih povratak produktivnosti, work skilla...)



1. ZAUSTAVITE linearan rast strenghta (snage)

ZAŠTO?
Razumijem da će većina jakih igrača negodovati zbog ove ideje jer su uložili puno truda da postanu ono što su sad. ali zamislimo ovu situaciju (koja se dešava svaki dan)
Imamo igrača s 10 000 snage. Svaki dan on dobija novih 25 (jer si može priuštiti sve boostere). Za 6 mjeseci imati će 14 5000 snage a na oružje neće trošiti novac jer će ga dobijati od bilo koje države
Zamislimo sad nekoga tko upravo počinje igru. Njegova snaga je 0, za 6 mjeseci će imati 1500 strenghta. naravno. neće dobijati donacije za wep jer se danas nikome ne isplati trošiti na takve igrače (u prošlosti smo uvijek nastojali donirati sve igrače). Čak i nakon tog perioda (sve i da počne zarađivati za sve boostere) razlika će ostati jednaka a novajlija će tada izgubiti interes.
Naravno da tenkovim nitko ništa nije poklonio (neki su sami uzeli 😃), ali rast nakon određene granice treba biti usporen (ili bar početnicima treba dati ubrzan rast na početku pa da njima uspori kad dosegnu neku razniu). nema govora o bojazni da će se ti igrači ikada i približiti sadašnjim tenkovima (jer će i njima rast usporavati nakon odrečene točke) ali će bar imati razloga za nastavkom igre a državama će biti u interesud a izazovu baby boom i da ljudi reklamiraju igru po raznim medijima.
Sada je državama uglavnom u ineteresu pumpanje tenkova

2. Promjena funkcioniranja oružja različitih kvaliteta

Znamo da je potrebno 160 wep sirovine za napraviti jedno q1 oružje, 320 sirovine za q2 i tako dalje... Znači potrebno je dvostruko više sirovine a jače oružje donosi čak 2 bonusa (za razliku od hrane gdje se većom kvalitetom dobije samo jedan). prvi bonus je što možete udariti više puta, a drugi je povećanje damaga koje nepravite.
Moj prijedlog je da se vratimo na postavke iz V1 - svako oružje možete iskoristit samo jednom. znači, i q1 i q6 nestaje nakon pritiska na FIGHT. ili u drugom slučaju da se s q1/2 puca jednom, s q3/4 dvaput a s q5/6 triput.
Ako ne to, moguće je da se poveća količina sirovine (zbog dvostrukog bonusa) potrebne za izgradnju oružja. npr 160 za q1, 620 sirovine za q2...

3. uvođenje POREZA na veliki Land (broj firmi)



trenutno imamo hiperinflaciju kompanija. i NIJEDNA od njih ne proizvodi minus, pod nikakvim uvjetima. Da li je to realno? da 99% firmi imaju samo jednog zaposlenog? Ova igra pokušava što više imitirati RL (ili je vlasnici bar tako reklamiraju), a ovdje je potrebno samo prikupiti novac, izgraditi firmu/farmu koja će se prije ili kasnije isplatiti. U V! trebali ste biti dobar ekonomist ukoliko ste htjeli zarađivati a svi proizvodi su imali kupce - oružje manjih kvaliteta su kupovali novaci, a one skuplje stariji igrači. Sada svi kupuju tenkove a osttak proizvoda otkupljuje imaginarni, umjetni, pijani milijarder zvani - BOT.

Da se zaustavi gradnja tvornica u beskonačnost (ili skoro u beskonačnost) treba uvesti nekakve poreez na veliki land tako da nakon određenog broja firmi ne možete izvući profit iz njih.
Ili možda smanjiti produktivnost nakon određenog broja izgrađenih firmi. U V1 smo mogli imati samo jedun vrstu firme na računu (šta također nije najsretnije rješenje) ali je eekonomija bila u puno boljoj situacija nego je to danas (da se ne lažemo, ekonomija sad i ne postoji, svodi se na špekulaciju i trgovanje s izmišljenim kupcem).
Također bi to smanjilo financijski jaz između novih i starih igrača jer mi možemo puno brže graditi nove firme nego novaci, a proizvodi ionako imaju svog osiguranog kupca. NE POSTOJI nikakav INVESTICIJSKI RIZIK!!!!! To treba hitno mijenjati.
Ponovo će se isti (iskusni) igrači ljutiti, ali bez novopridošlica je samo pitanje vremena kada će se igra urušiti. a mi ćemo samo nastaviti igrati (i glumiti) umjetni ekonomski menađer


4. Ograničiti broj radnika u tvornicama

Tu ne treba dodatno pojašnjenje, treba ograničiti da kroz tvornicu može proći određen broj radnika po danu ((5-10, možda više). To bi pomoglo marketu, a i raspodjela bogatsva među igračima bi bila ravnomjernija

5. BORBA s kontinenta na kontinent

Čak i novaci shvaćaju da su bitke u većini slučajeva predvidljive, penali na gubitak regija su praktično nepostojeći. neću ulaziti u ratni modul jer mi nije toliko cijeli mhanizam blizak, ali van svake logik je da se s jednog kraja svijeta možemo boriti na drugom bez ikakavih penala. Kao da umjesto tenkova koristimo interkontinentalne balističke rakete. Tako se ja iz Dalmacije bez problema borim u nekom RWu u Srednjoj Americi. Vidio sam nekoliko rješenja za ovaj problem doasd, pa samo kratko :

- ukoliko se želiš boriti moraš se nlaziti u napadnutoj državi (ili u onoj koja napada). Znači, nema borbe iz SADa i Slavoniji samo zato što smo saveznici s njima. Preseli se u Hrvatsku pa se bori

- ako ne to, tada penalizirati napravljenu štetu ukoliko nisi u zemlji za koju se boriš, a dodati bonuse ako se nalaziš u regijama u kojima se bitka vodi.
Samo malene promjene mogu igru napraviti puno zanimljivijom a savezi s boljom taktikom bi mogli pobjeđivati u bitkama iako su dosta slabiji


6. Promjena oružja za vrijeme bitke

Mrzim ovu "tipku" i sigurno postoji način da se napravi nešto praktičnije, da non stop ne blokira i da ne moram 6 puta pritisnuti za doći od bazuke do q1 oružja. promjena je nebitna ali bi mene veselila 😃

7. STOP trgovanju državljanstima (CS)

Normalno je da ljudi mijenjaju državljanstva, ali ovo je pretjerivanje. Moj prijedlog je da nakon što dobijete novo državljanstvo nemate pravo na promjenu sljedećih 6 mjeseci. Na taj način bi izbjegli masovne promjene državljanstava čim koja država izgubi pokoji bonus.


Svjestan sam da postoje i važnije stvari za mijenjati, ali ove se mogu uvesti jako lako i brzo a približile bi igru stvarnoj situaciji, dale bi nekakve logike ratnom modulu, pošteniji pristup prema novajlijama koji bi dao smisao njihovom ostanku u igri, a ne da odustanu kad shvate da im je utjecaj mizeran ili nikakav (a da im je i perspektiva takva).


U nekom od sljedećih članaka možda se pozabavim većim i važnijim promjenama
Molim (zapravo zahtijevam 😃) VOTE, SUB a posebno vašim dragim prijateljima i zgodnim prijateljicama

ako imate još ideja, samo pošaljite na PM pa ih uvrstimo u članak

ČLANAK U GOSTIMA

Iz pera Shal Jo - U ŠTO ULAGATI (riječ je o raw farmama). Tema kojom ću se i ja uskoro pozabaviti. Statistički gledano (uvik se sitin svog dragog profesore koji je govoria - STATISTIKA je tocan zbroj netocnih podataka 😃) povrat ćete prije dobiti od q2 wep raw firmi, ali dugorocno gledajući isplativije je uzeti q4 firme i to u kombinaciji wep/food raw)

http://www.erepublik.com/en/article/investiranje-u-sto-ulagati-par-izracuna--1940454/1/20

more utapa mornare a tuga one koji žive na kopnu