You make several sound points. I am going to break this up to give some explanation of my perspective.
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Originally Posted by
AlphaWaveCascade
While I can understand the general principle of the arguement of stop playing that way and it isn't an issue I also fail to understand quite the level of vitriol that seems to be associated with such a stance.
The vitriol (at least to the extent that I personally have such) stems from the idea that I am sick of being forced to change how I and the vast majority of players choose to enjoy the game for the benefit of between 5-8 kingdoms in this game. Less than 5% of the game is dictating how this game should be played and enjoyed by the other 95%. I am sick of it.
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The 'Top' players (or at least those posting here) seem to be saying if you want to win you have to play a certain way which is boring. There are always going to be some people who choose to do that, so if we don't as well then we have no chance of winning. It seems to me to be pretty poor game design if your choices are play to win in a boring and mechanistic fashion or play for fun with no chance of winning.
As they themselves note, they are at the top because they are the most experienced and claim to be the most innovative. Further they will put the time in to find the most efficient and mechanic abusing mechanisms to get ahead in this game. So no matter how much this game gets tweaked they will likely always be at the top because they have an inherent sickness in them regarding this game. You comment below about addicts is exactly on point. So, because they are addicts it does not matter what is done, they will find a way to ruin the game. Well, at present the mechanics prevent them from ruining the game for everyone else. Let’s keep it that way.
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What they want is to be able to play for fun and still have some chance of winning. I don't see how you can argue with that as a principle... And it also has a very negative connotation for the rest of the server if true, because the vast majority of players will not want to play at the top and learn and improve and hence improve the level of competition simply because they don't want to play in a boring way.
They say that, but they won’t. Time and again they admit that here. They will always seek the most efficient means to win and that will mean bug abuse, exploits, mechanics abuse, etc etc etc. I am all for altering mechanics when it involves these people abusing kingdoms that DO NOT make a habit of exploiting the game and other kingdoms. I do not support altering it so that people who abuse the game in an irrational quest to ruin their own fun for a farcical and empty internet title can then change/alter/potentially ruin everyone else’s fun.
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It seems to me that the situation is like that faced by an addict who wants to give up but can't. You may say 'hey just stop doing it' but sometimes they need to be forced to make a change and adapt...
Yes! You are precisely right that they are addicts. However, it is not the job of the rest of the server to suffer for these people. We do not need to have a mass intervention for them. We are not here to make them feel better about their obsessive compulsive disorders.
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For a few questions, and hopefully someone will indulge / educate me:
1) Is the aim of the changes to bias gameplay such that warring is preferable to dice / eplxore? Or to simply balance the two? (I ask because it strike me that given two situations with equal possibl benefit where one involves a risk (war) and one does not (explore / dice) people would simply still choose the risk-free option and play the percentages)
The only possible way is to bias the game towards warring as you already note. The game is already moving in this direction on its own naturally without the need to remove mechanics to protect smaller kingdoms from these predatory addicted people at the top.
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2) If my assumption above is correct (which it may not be) how much bias do you need to give in favour of warring generating a better return than explore / dice for it to become a risk the top will favour?
TheRock already calculated that for you. He set up how most of these people run, with sufficiently low draft that they can run rushed science (which the game is not intended to do all the time) and so on and so forth so that you gain more books and acres from war than you could outside of it. This is an illogical extreme to take this system to and really guts part of the spirit of the game (imho). But as The Rock and others point out, they are only happy warring when they get fully pumped and prepared provinces, so they will not do anything anyway until they have so abused game mechanics that they feel “ready”.
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3) If the Top always plays in a way that results in maximum benefit is there any practical difference between a mechanic change that favours warring over explore / dice in comparison to a change that actually forced people to war? (i.e. limited explore / dice acres in relation to acres taken in combat so that no more that no more than x% of total land acquired come come from explore or dice)
Theoretically yes. The argument is you need to let the predatory top get away so that they do not abuse newer players. Recall that their ego is such that they need to get to #1. Therefore they will seek out the weakest kingdoms, the newest players, the most vulnerable in the player base to strip out all their resources and land and ruin their game so that they can have an advantage over anyone who would have picked a more challenging war and thereby have slower or lesser gains. You see, they will do whatever they can to ruin this game for others in their quest to get #1. That is all they want or care about.
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4) If you favour warring as a means of growth, will that not lead to less 'seperation' between KD's (early age as people will choose to war instead of explore / dice and late age because presumably even average kds will be growing more) thus leading to a situation where the top is closer to everyone else and more able to smack them about leading to them complaining about it?
Yes this is the argument that was erected to prevent early age limitations on dice and explore and was proven valid in a few ages. Thus it is best to just let them go off into their top 10 world and disappear. They are only whining now because recently there have been kingdoms with enough experience to recognize that when they are randoming and hitting into smaller KD’s they can use game mechanics to punish them and thus discourage them hitting into smaller kingdoms. While the top likes to CLAIM that smaller kingdoms are hitting up into them for gain, every example they have erected of this has proven to be false.
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5) Is it genuinely true that all top players view warring / combat as more 'fun', as that's surely a subjective concept, are there not some people who actually enjoy the explore / dice approach?
Maybe, but the plurality acknowledge that warring is more challenging and therefore more fun.
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6) I don't get how making the acres come fro your own pool during war as opposed to the oppositions favours warring vs not warring?
Exploring comes from your own pool. If wars and exploring both exhaust your own pool keeping it perpetually low, then the only option to continue growth at a competitive level is to take land from outside your own pool.