Inactivity Deposit

Allow game creators to specify variable gold deposit to join a game that will be forfeited if they go inactive.

9 Replies

That's an interesting idea. But it could be abused, possibly.

To make it even more interesting, let the deposited Gold go to the game admin if the other person goes inactive. Or, to make it a bit more fair, let the Gold be distributed proportionately among those who remain active according to their VP score at the current day-change.

This is indeed an interesting idea. And my furtherance of your idea is intriguing, too. But i fear Bytro will never go for it and the possibility for abuse would be very high.

Perhaps an upper limit on the deposit...say perhaps 500 Gold. That's not a lot in the grand scheme of things and if a user abandons accidentally or through no fault of their own (i.e., vacation, too much workload for a few days, sick with a horrible flu, etc.), then they would only lose a minor amount of Gold and would be less inclined to balk.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

The problem I'm trying to solve, people join, then immediately quit, and their empty country sits there for up to a week or more. Sometimes it seems that's half the countries still have their start setups.

"Perhaps an upper limit on the deposit...say perhaps 500 Gold."

LOL, I was thinking more like 25,000-50,000 gold, but it would be variable and people can choose the game with the deposit level they like.

The deposit lost would decrease as time passes, so dropping out later there is less loss. Big gold spenders could pay for the the privilege of dropping out when they get behind rather than getting insta-armies.

The forfeited deposit can be claimed by someone who joins a running game and takes the empty spot. There is a grace period of several days where the former owner can come back and take his old place back. The substitute is bumped out, but he gets to keep 10-20% of the deposit every day that he was there.

I would also have 'activity points'. Building units and researching generate activity points.

No, just....no. Not 25K+ Gold. Most players don't even have that much. You'd basically force them to quit the game if they don't buy Gold. That turns this into a pay-to-play game....only. Whereas some propose 25k buy-in for Gold-free matches, they also are basically excluding anyone who just wants to play a free game with any chance of winning.

Those poor among us make up a fair amount of your competition and if you drive them away by making this game no-longer free-to-play, then the players that DO pay for Gold on occasion will also leave for lack of competitive play.

That's when Bytro steps in and says "It isn't worth supporting this anymore. Let's abandon the game so that we don't lose money anymore." Then you won't have anywhere to play Call of War...except in your imagination.

Good luck with that.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

Remember also, that CoW is a very complicated game to begin with. To muddy the waters too much will force others to just give up out of frustration with trying to understand it all. Your tiered rules for declining deposits and proportional deposit gains by new players who inherit another's forfeited Gold is just too convoluted.

The idea has merits, as I've said further above. But keep it simple, keep it direct, and make sure it's not something that would make the investors at Bytro get scared and jump ship.

So long as the people involved with Bytro's games (the employees, the volunteers, the rest of the playing community including by the Gold-buyers and the free-players) are invested in keeping it working smoothly and focused on maintaining a solid game with occasional new ideas, there is no reason to fear losing this great avenue of gaming.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

Diabolical wrote:

No, just....no. Not 25K+ Gold. Most players don't even have that much. You'd basically force them to quit the game if they don't buy Gold.
Please read what I wrote again. "Allow game creators to specify variable gold deposit"

The amount would not be fixed nor would a depot be mandatory. Anyone could just create a game with deposit set to 0 and life would continue as before.

Diabolical wrote:

Your tiered rules for declining deposits and proportional deposit gains by new players who inherit another's forfeited Gold is just too convoluted.
That part could be committed.

You go to new games. You see

-------------

Deposit 1000. Daily remit 50

--------------

You click it and are asked to pay 1000.

There is a new stats in the game, deposit and remit.

At the end of every day, you receive the remit from the deposit. It's like getting paid gold to log in!

So far I don't think it's that complicated.

Now, to go further.

You quit on day 3. The deposit stat remains attached to your space.

Another person searching running games sees

---------------

Day 5

Open Slots 12

Claimable deposit 850. Daily reit 50

---------------

He joins for free. His inherits the deposit. Every day he receives 50 gold from the deposit.

Free players earn gold by being substitutes!

If some choose to play games with a have a high deposit, that will just mean free players get the chance to get gold.

In my example, a 50,000 game. It could have with a daily remit of 2,000. If someone quits on day 10, there is 30,000 deposit left. A free player can substitute and get 30,000 gold. That will encourage free players, not drive them away!

Free players will browse the running games list and see all these games they can join and get paid gold to play. How is that not good?

de Champlain wrote:

If some choose to play games with a have a high deposit, that will just mean free players get the chance to get gold.

In my example, a 50,000 game. It could have with a daily remit of 2,000. If someone quits on day 10, there is 30,000 deposit left. A free player can substitute and get 30,000 gold. That will encourage free players, not drive them away!

Free players will browse the running games list and see all these games they can join and get paid gold to play. How is that not good?

Well, it would seem that they would start trolling...just joining to get the Gold...not even trying to win, just doing enough to stay "active" so as to collect. So, that part of the idea would be a failure if new players didn't have to pay to join later.

Like I said, I think the depositing idea is convoluted. Why not trying to re-think your proposal. Make it simpler, and perhaps more attractive to Bytro's developers (they want people to keep buying Gold, but not to get free Gold very often, even if it was paid for by others.

It's just that the current way of your idea sounds a bit unfair to the Gold purchasers. And Bytro needs to keep the Gold buyers happy since they pay the bills.

So, yes, think it over, and come back with a re-worked solution. Maybe you'll hit the nail on the head with it.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

If its too convoluted, you can ignore the extra parts and make it a flat fee. The other parts are add on ideas.

Regarding people logging in just to stay active and get gold. I think we need a whole new inactivity system not based on just logging in, which is a stupid idea. There should be a measure of idle build ques and/or detect if stockpiles are accumulating. You can say its convoluted, but it is necessary. If there were a maximum limit of substitute games you could be in, like 1 or 2 that would help.

As another idea, deposits could have a house cut. Say 25%. Deposit 1000, and 750 can be gotten back.

If it's too convoluted, that's too bad, because it is absolutely necessary. As it stands the simple system we have now, one is allowed to join a game and never look at it again and then there is an inactive country in that game for 11 days. He can also join many games and do the same without penalty.

My current game on 100 player world map has 0 free slots. In North America there is the following inactive countries that joined on day 1 or 2, and it is now day 11 and they have not performed any action. The admin has not kicked them yet (is admin inactive too?).

Inactive in North America:

Illinois, Ontario, Quebec, New England, Texas, Northwest USA, North Mexico, South Mexico.

de Champlain wrote:

If its too convoluted, you can ignore the extra parts and make it a flat fee. The other parts are add on ideas.

Regarding people logging in just to stay active and get gold. I think we need a whole new inactivity system not based on just logging in, which is a stupid idea. There should be a measure of idle build ques and/or detect if stockpiles are accumulating. You can say its convoluted, but it is necessary. If there were a maximum limit of substitute games you could be in, like 1 or 2 that would help.

As another idea, deposits could have a house cut. Say 25%. Deposit 1000, and 750 can be gotten back.

If it's too convoluted, that's too bad, because it is absolutely necessary. As it stands the simple system we have now, one is allowed to join a game and never look at it again and then there is an inactive country in that game for 11 days. He can also join many games and do the same without penalty.

My current game on 100 player world map has 0 free slots. In North America there is the following inactive countries that joined on day 1 or 2, and it is now day 11 and they have not performed any action. The admin has not kicked them yet (is admin inactive too?).

Inactive in North America:

Illinois, Ontario, Quebec, New England, Texas, Northwest USA, North Mexico, South Mexico.

First, if an admin goes inactive, then another player automatically becomes the admin.

Second, stockpiling is not a bad thing. A smart player will try to save up crucial key resources for the late game if they can. I try always to stockpile Oil and Metal for late game Heavy Tanks. Or, maybe I've saved up tons of money so I can buy out all the key resources and then low-ball everyone else in sales of non-key resources....driving the market way down and then setting up a ton of purchase orders. Doing that also can gain me a great amount of resources.

Third, a lot of what you are describing -- from a programmer's perspective -- is likely too complicated as to be worth it from Bytro's point of view. However, keeping it simple, like I said before, may be the best way for you to gain traction with this idea.

I actually kind of like the principle of what you are proposing and I've tried to spur you in another direction with it. But you won't bite. So, here's my attempt to modify your idea with one of my own.

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SpoilerInstead of having a buy-in deposit of Gold, why not request that Bytro set up a simple "token" Gold payouts for staying? Bytro isn't fond of giving away Gold just willy-nilly. However, if an incentive for staying in a match and staying "active" could be had, even if it's just a tiny amount of Gold, it could make a difference. But this still doesn't prevent people from just barely staying active to get the Gold. So, this next example of how it would work will hopefully alleviate that.

For example, maybe Bytro would allow a weekly stipend of Gold based on a percentage of your total Gold savings. This would prevent Bytro from having to overly reward the freebies while actually offering a decent reward to those whom pay for the Gold. But, to qualify, you have to remain active for the whole week. So, if you go lax and just check in once in a while, you will likely miss the Gold payouts and this would encourage users to really stay in it to win it. Once a player has less than 1% of the total provinces of the map their match is in (basically meaning they've virtually lost) they would cease to qualify for Gold payouts. This would also be a good incentive to fight to remain powerful enough to retain a sufficient number of provinces.

The percentage payouts of your Gold Assets should probably be just 1% and it would actually be reasonable to lower it as low as 0.1% if you get daily payouts instead of weekly ones. The weekly ones would be slightly more valuable, but they may not be practical for programming purposes.

Given those percentages, if one has 14,000 Gold in the bank, they would receive only 140 Gold for staying in a match for a week. But I suspect that even that is too much in Bytro's eyes, so they would likely lower the percentage even more. But, at the same time, if someone pays for Gold, and they bought 500,000 Gold, then -- given the same percentages -- their weekly payout for a match would be 5,000 Gold. And Bytro might even think that's worth it since the purchaser who purchases so much Gold will likely be well-encouraged to do so again if they think they are getting a good deal (and this isn't even taking into account the occasional randomized Gold special offers which push sales).

Now, if one has purchased a lot of Gold but spent most of it before the payout award time, then they'd get less. That'd teach them to save Gold until after the payout, and so the weekly payout scheme might create a trend where Gold "Coiners" spend a bunch of Gold during any given matches' days of 8, 15, 22, 29, etc. This would be unavoidable, but not necessarily a bad thing.

Hopefully, you can see that changing an idea is not necessarily a bad thing. I've critiqued your plan and I've critiqued my own in part. I welcome yours and anyone else's criticism.

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It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

For inactivity metric, you have to read your mail? Move 3 armies?

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