While I probably shouldn't grace this with a response (see above quotes of quotes of quotes &etc)...
Originally
posted by
Bacon and Eggs:
... makes no changes ...
http://wiki.earthempires.com/index.php/Gameplay_changes A significantly out of date changelog; I'm also finishing up a years worth of changes to the routing system and code in general, making the game more OOP & friendly to code.
then when it finally makes a change it does not consult the players
Players were consulted. Specifically, I approached the war leaders of leading alliances (Makinso / Ivan / Aponic / martian (obviously) / somebody from LaF & Imag & PDM and I don't know who else...) and asked for ideas, comments, and showed simulations (in excel). Most of the responses were positive; obviously it's hard to see how things will work from a simulation ;)
and goes so far off the deep end it changes the dynamics completely.
It really doesn't in 90% of cases. The speed is still the biggest difference.
300 attack kills on non stonewallers is profoundly stupid.
You'll note that there were many alliances up near the 290 HPK even without stonewallers *before* the changes...
No kill should take more than 225-250 hits with successful breaks. You dont have to fluff the game up and make kill runs longer to increase the chance of a stonewaller.
Yet you want to slow down attacks per second?
Restrict the amount of hits a country can do in 1 second. Make it 1, or maybe even 1 hit in 2 seconds. No brain or heavy coding required. You can even keep the ajax spam button!
Do you think we haven't thought of this? Hell it was implemented shortly. The reaction from players was overwhelmingly negative. The community has effectively said this isn't an option.
We have significantly more elegant ideas for slowing attacks down, but as *anybody who's been paying attention* could tell you, we've been holding off on major changes until all my back-end changes are done, so we don't *further* fork the code-base.
Give restarts turbo charged bonuses based on how well they built their recently dead country. Make it 15% of all cash, bushels, oil, CS, land. Do away with the turn based generic crap. Why should rewards be even regardless of how fluff your first country was? This will reward blindsided countries/alliances who were unsuspecting and had decent stocks.
This has been discussed back and forth at length. There are both positives and negatives to this.
-> cash -> encourages people to *NOT* stonewall, and to liquidate their military if they're going to die; also, suiciders
-> CS -> if you get BR'd you get none
-> land -> suiciders
The *one* think i'd be inclined to give a percentage of would be tech, as that's very hard to move or liquidate in any way.
Why should special attacks be allowed in the first 2 weeks? Ohh you think guerilla style OOP wars are good for the game!! Bzzt. Think again pea brain. Get some skill and fight a war after a reasonable amount of time. Allow special attacks in this time frame if country-to-country war is declared.
This was also discussed. Again, you are not the first to think of it. The biggest issue is that larger clans can then farm with impunity for the first two weeks of the reset. There becomes no recourse for farming &etc; plus then we would likely see people building up just to FS right at the two week mark. This is a very ugly and ham-fisted solution to a complex problem.
ideas that have been around for probably 2 years but have never been implemented because the admins didnt think of them first.
Actually we thought of a good chunk of them first. Most were rejected as inelegant, or (in the first case) rejected by the community. There are better ways. Also:
1) we have limited time, and changes require testing.
2) we endeavour to *not change too many things at once*
3) we've had some sort of change every set or two, despite the fact that the code has been "frozen" since Dec 2011 for my reworking of the entire codebase
There was a failed attempt to fix the AJAX button then after it was reverted it was forgotten about.
Trust me it was not forgotten about.
Now the power of the AJAX button has brought about a new weakened civ ratio based on military to try to bring back stonewalling.
I actually believe I coded the new attack style before the AJAX stuff ever came about. Despite my calls for testing, nobody tested it, so a decision was made to test it live. We're still evaluating the resultant HPK numbers &etc, and *AS IT SAYS IN THE ORIGINAL POST* are open to considerable tweaking. It is still somewhat experimental.
And so is posting a list of "suggestions" anonymously!