Redesign of the Research System

This is a groundbreaking proposal that will require the reader to really pay attention in order to fully grasp the importance of — and need for — this suggestion.

~O~

OK. So I've been thinking about the research system. It's designed to encourage players to choose only portions of the total stock of technologies and focus on them. I can agree with that, in principle (somewhat), but it offers a terrible disadvantage in a game where there are many players in some individual matches.

It's one thing for you and your enemy to both focus on naval technologies. But if you are an island-centric nation and you are surrounded by vast land-based empires, your navy will never be able to compete in the long run. So spending your research on naval power -- which makes sense in the early game for an island nation -- will have been an utter failure since you can't compete on land once your competition has grown past you in the mainland. The most you can hope for is your nearest neighbors to go inactive so you can sneak onto the mainland and take over their holdings without much resistance just so you can grow your army to take on the active mainland players, later on.

At the same time, if you are a small but powerful landlocked nation in the Pacific Map per se, and your competitors are on the other side of the map with vast navies, you'll never be able to successfully cross the ocean safely enough to invade their lands. Moreover, they're going to eventually be able to transport their entire armies into your lands thus overwhelming you because they have a monopoly on the seas.

Some players like to hyperfocus on very few technologies, i.e., Tanks and Bombers, where they can gain an early/mid game advantage if they are lucky enough to secure a good supply of Oil. Other players like to hyperfocus on just Infantry and slow-moving guns so they can turtle up and never offer much to the game and, heaven forbid, if anyone tries to invade their puny nation, it'll cost the invader dearly, thus freeing up a third nation to wipe out both of these two after they've decimated each other.

~O~

Sure, those various scenarios offer a variety of playing styles. But the problem with them is that you are pigeon-holed into your decision -- like going down a rabbit trail -- where you can't just back out and change your mind without suffering vast technological deficiencies. So, if you decide to change your focus on naval power (for instance) into air power, your newly-constructed air forces will not be able to compete against your competitors who already built up their air corps and so your change in focus will only fail.

The point, here, is that the technology is divided into five main groups...well four really, with the "secret" branch being more like a special or supplementary branch to the main four branches. And with the various prerequisite technologies being more varied up front, the early game forces you to at least research Infantry before you can research most of the other slow ground-based technologies and you must research the Armored Car before you can research many of the other armored ground-based technologies. Until the recent categories change, you had to research Fighters before you could research AA. And, despite the reorganization of the categories, you still must research slow Artillery guns before you can research fast Self-Propelled Artillery.

Now, those cross-category research requirements in the early game do help to balance the play somewhat. But the fact that they only affect the research focus for balancing in the early game is problematic. Because the typical player might only research levels 1 and 2 of Artillery so that they can unlock the SP-Artillery and only research and build the SP versions from there, thus never researching beyond level 2 of regular Artillery and never wanting to build any, anyway.

Now, I'm not in favor of forcing any player to build a balanced military. Though I much prefer balance, myself, if someone else wants to build nothing but Bombers, that's their choice. But as it stands, now, the way the technology system is set up, it encourages players to hyperfocus on only a few technologies.

~O~

So I propose this change. First, the prerequisites for various techs should continue to be cross-category far and above the early versions of each tech area. For example, instead of just requiring level 2 AA tech before researching level 1 SP-AA, maybe the level 3 SP-AA should require level 4 AA tech in addition to level 3 SP-AA tech. And, the level 5 Naval Bomber should require maybe level 3 Tac Bomber tech combined with level 4 Submarine tech...this would simulate the impetus behind both the need for and ingenuity behind the design of a more advanced Naval Bomber. Maybe it would make sense for a level 4 Light Tank to require the engine upgrades designed for a level 3 Armored Car. And maybe a level 3 Transport Ship should require a level 2 Medium Tank to be researched to simulate the need for, not just a faster ship, but one with a larger cargo-hold for those heavier units.

Already, this kind of thinking is behind the Nuclear Bomber...the higher level Nuke Bombers require higher-level Strategic Bomber technology. So why not implement this across the board?

Then, to facilitate this need for more research, so that the pigeon-holing isn't just prevented, but the ability to actually keep up in research across the board is better-balanced, I propose more research slots be made available. However, I am not proposing more of the slots as they currently are. Instead, there needs to be only one research slot per each of the four main categories and one additional slot for any category including the Secret branch. This way, you will always have one research slot dedicated to the naval branch, one for the Air branch, one for the Infantry branch, and one for the Armored branch.

The fifth slot can focus on the Secret branch while being able to supplement any of the other branches as well. I believe that fifth slot would offer both an additional bit of balance as well as enabling players the ability to still choose to focus on fewer technological paths, somewhat.

~O~

Thus, to sum up, my proposal is twofold:

1.) Increase the prerequisite technologies for higher level techs with cross-category requirements.

2.) Have 5 research slots...1 for each of the 4 main categories and the 5th. slot for any category including Secret.

Mod edit - changed the title of this thread as it is obviously not "Top Priority"

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

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K.Rokossovski wrote:

Double cost, half time, simple as that.
Best proposal I read in here (I can only advice everyone not to read the rest).

However, I think I have an even better one: Increase the rare materials cost for researching higher levels (apart from that, please leave research as it is).

Approximately like this:

Research of level 1 costs unchanged;

research level 2 costs 25% more rare materials;

research level 3 costs 50% more rare materials than level 1

and so on. Certainly also increase research costs for RRG and commandos a bit as well, then.

So you can still hyperfocus on few technologies, but it would cost you more than a balanced army.

Secondly, this would remove the problem, that from approximately day 25 onwards, rare materials have practically no value any more (as nations keep growing during the game and rare materials income increases, but need for rare materials keeps being constant as in current design).

Hans A. Pils wrote:

. . . from approximately day 25 onwards, rare materials have practically no value any more . . .
I don't complete my 24/7 research for the units I want until Day 80 or so, and that assumes I've already accelerated two or more battleship and/or aircraft carrier research cycles with gold.

From the experience of playing two 150+ day extended games played over the last year, I can tell you with some authority that it takes over 100 days to complete 100% of the available research from L1 through L7/elite ---- and that omits the stupid stuff like L7/elite militia.

Also, if you are in a longer game with nuclear-powered units (CVNs, BBNs, SSNs) and nuclear weapons, you can burn through your daily rare materials production very quickly. Not only does it require 10,000 tons of rare materials to build a reactor, it costs another 10,000 tons every time you produce a nuclear weapon.

I might also add that it costs 5,000 tons of rare materials every time you start another L1 industrial complex, and in the big games on the big maps, resource production is one of the keys to victory -- unless you plan on spending gold to overcome all of your resource shortfalls.

I am well aware of all of the above.

Research: Of course everyone keeps their research going all the time - also during late game. So your need for rare materials you want to spend on research is constant throughout the game.

L1 industrial complex: I agree raising industry and infrastructure to the maximum in all core provinces with resource production is mandatory if you want to win one of the bigger maps. But one should get that done as soon as possible. So the urge for raising a L1 industrial complex is highest between about day 5 and 30. During that time it's approximately constant, afterwards it will even drop.

Nuclear units and reactors: OK, in case you go for nuclear bombers, you will start spending rare materials on these on day 24 or later. But who does so? Nuclear bombers are not very useful and thus chosen by few players. So usually you won't start spending anything on nuclear stuff before day 40.

All in all, I still state your need for rare materials is constant until at least day 40.

Whereas your rare materials production increases drastically all the time.

Which matches my observation that the price for rare materials on the market drops from about 12 to about 5 on approximately day 25. And it won't rise again, because on day 40, so few nations will be left on the map that even if all of them start building nuclear (or nuclear powered) weapons, they will have plenty of rare materials for that by then.

I admit I played only 11 games so far, but it's always been like that. And it's not good this way. The game would be more interesting if rare materials kept their value all the time.

The price of rares can vary considerably from game to game and map to map. On day 57 of a 50 Player Pacific Conquest I'm playing, rares are at 10.6.

Chimere wrote:

So it could be cool to have :

- Armored Car tech 2 : Gives you +50% research speed for Light Tank tech 2

- Light Tank tech 2 : Gives you +50% research speed for Armored Car tech 2

- Destroyer Tech 2 : Gives you +33% research speed for Cruiser level 2 and BB level 2

- Cruiser Tech 2 : Gives you +33% research speed for Destroyer level 2 and BB level 2

- Battheship Tech 2 : Gives you +33% research speed for Cruiser level 2 and BB level 2

Ugh, you and @Hans A. Pils are both totally going the wrong direction. It isn't about making it harder to research any one technology...or easier for that matter, it's about encouraging players to embrace more variety in the technologies by adding additional requirements. The additional research slots were only to help that variety be embraced by limiting which branch each slot can accommodate...with the single "special" research slot as an additional slot for anything.

And, as someone mentioned, the "solution" above doesn't save research time, it just reroutes the time, so it kinda sorta accomplishes what I propose but in a haphazard way that overcomplicates the methodology behind how the research system works....something that the programmers won't want to implement. At least my idea doesn't break the research system, it merely adds requirement chains which actually follow existing code styles...and the actual tech path chains are probably determined in a list which the actual code should not be dependent on (assuming OO programming techniques employed).

Chimere wrote:

Typical example : I believe we all research light tanks and since light tanks are only a bit slower than Armored Cars and pack way more punch, we don't bother with Armored Cars. Maybe if after we have Light Tanks armored time to research was halved, we would consider "meh, maybe worth it for the extra speed and the scouting range".
Interestingly, the Bomber/Light Tank combo that some folks embrace is occasionally modified to be a Bomber/Armored Car combo. The strategy isn't any better, but the Armored Car is surprisingly fast and, with decent management, and a little sneaky timing, a player can wreak shere havoc across even the biggest of mismanaged empires by blitzing whole continents while staying ahead of sleeping opponent's bombers.

Trust me, I've seen this done to many an ally and they never learn. If you've got an opponent who is building maxed out Armored Cars en masse, you've got a problem. At least, tactically, they are pretty easy to stop, but you have to be online a whole lot more than you might like, because they are fast....and I mean fast........a whole lot faster than their equivalently ranked Light Tank in the later tech levels.

Hans A. Pils wrote:

K.Rokossovski wrote:

Double cost, half time, simple as that.
Best proposal I read in here (I can only advice everyone not to read the rest).

However, I think I have an even better one: Increase the rare materials cost for researching higher levels (apart from that, please leave research as it is).

Approximately like this:

Research of level 1 costs unchanged;

research level 2 costs 25% more rare materials;

research level 3 costs 50% more rare materials than level 1

and so on. Certainly also increase research costs for RRG and commandos a bit as well, then.

So you can still hyperfocus on few technologies, but it would cost you more than a balanced army.

Secondly, this would remove the problem, that from approximately day 25 onwards, rare materials have practically no value any more (as nations keep growing during the game and rare materials income increases, but need for rare materials keeps being constant as in current design).

As I was saying at the top of this post, this is totally the wrong direction. I don't want to slow down research, I just want to widen it. But adding additional resource costs slows down research severely. If you don't have enough Rares to research something, you might be inclined to waste what few Rares you have on a different 'cheaper' tech which you don't really need just to keep your research slots busy. The smart tactician will be patient and wait until they've accumulated enough to research what they really need. But your proposal screws that up even further.

Yes, my proposal does cost more resources by widening tech requirement paths. But, unlike your proposal, mine does so with the purpose of encouraging players to use wider variety in their unit builds, so those extra resources don't stunt growth, but merely reapply it in a wider area. Your proposal only serves to stunt growth with no additional technologies researched. It's just the wrong direction....totally wrong direction.

MontanaBB wrote:

From the experience of playing two 150+ day extended games played over the last year, I can tell you with some authority that it takes over 100 days to complete 100% of the available research from L1 through L7/elite ---- and that omits the stupid stuff like L7/elite militia.

Also, if you are in a longer game with nuclear-powered units (CVNs, BBNs, SSNs) and nuclear weapons, you can burn through your daily rare materials production very quickly. Not only does it require 10,000 tons of rare materials to build a reactor, it costs another 10,000 tons every time you produce a nuclear weapon.

I've played a few really long matches. Usually the tech starts to wind down, but there's nobody left to use them against, or the few people who are left vote to end the match while you are gone for an extended weekend. Thus, when you have the biggest, baddest, and meanest empire dominating half of the map, your "allies" win the match, making you 'first' place winner with ZERO Gold because you went inactive for a little bit.

It really REALLY sucks. It's happened to me a couple times, including once very recently. But, you gotta just grin and bear it.

And you're right, Rares can still be a problem in the late game. For example, one might be building tons of nukes and nuclear-powered units, like you say, or expanding more and more level 1 factories. But another one is the occasional uber-rocket builder. I've tried that occasionally, and it can bite into your Rares as well as your Oil what with maintenance.

The key to any long-term match with gigantic empires is to expand your economy early and often. Build Build BUILD!

I'm sure I don't have to tell you that. But some readers here might not know of this very basic principle that I've often espoused in my own tutorials.

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

Hans A. Pils wrote:

L1 industrial complex: I agree raising industry and infrastructure to the maximum in all core provinces with resource production is mandatory if you want to win one of the bigger maps. But one should get that done as soon as possible. So the urge for raising a L1 industrial complex is highest between about day 5 and 30. During that time it's approximately constant, afterwards it will even drop.
I actually disagree, here where most of my readers might think I would agree. As I say, build economy early and often. But the overall returns on maxing out all your core provinces is not worth the investment as early as you suggest. Sure, I'll 'eventually' max out my cores if a match lasts long enough...for the Money. But, apart from the resource provinces and a few strategically-placed ones where having high-speed transit via level 3 Infrastructure is a benefit, I'm just not going to build the factories.

Let's face it. In a typical match, you are not going to see Rares plummet to rock-bottom prices with tons of stock sitting on the market. THAT is what happens when everyone abandons a match. But any match worth playing will have at least more than a handful of players past the second week. And THOSE matches will usually run out of most if not all resources frequently.

And as for building level 1 factories, I'd much rather build a level 1 factory in a double Metal non-core province somewhat close to my capital than in a core non-resource province, any day. Like I said, aside from the money bonus, maxing out your non-resource cores just isn't worth it except if you have tons and tons of resources already pouring in from your vast international holdings. (Remember that soaring economy I keep talking about?)

Usually, by the time I am building factories in all my core non-resource provinces, I'm only doing so just because I can. It isn't even needed and my factories are usually only building units in regions of the map where the action is nearby. There's no point in building anything but aircraft and capital naval ships in your core regions because, by the time anything slow makes it to the front, the game is likely going to be over.

Hans A. Pils wrote:

nuclear units and reactors: OK, in case you go for nuclear bombers, you will start spending rare materials on these on day 24 or later. But who does so? Nuclear bombers are not very useful and thus chosen by few players. So usually you won't start spending anything on nuclear stuff before day 40.
ME. That's who. Though not always, I try to build nukes fairly early in a match because they DO work. The key is knowing how to employ them successfully. Also, sometimes, I'll start building nukes but don't employ them until later on after they've been upgraded. Though they have a little Oil maintenance, I'm usually not going to have a problem with that. However, I'd much rather show up on the battlefront with a dozen level 3 Nuclear Bombers only days after they become available instead of waiting for the technology to become available and then start building them.

"Oh, level 3 Nuclear Bombers have just become available...and you are raining destruction on all my armies with them already. You must be using Gold." Yeah, I hear that alot. But since I almost never use Gold, I just love surprising foes with this and being able to proudly proclaim that I did it with planning and strategy. :D

Hans A. Pils wrote:

the price for rare materials on the market drops from about 12 to about 5 on approximately day 25. And it won't rise again, because on day 40, so few nations will be left on the map that even if all of them start building nuclear (or nuclear powered) weapons, they will have plenty of rare materials for that by then.

I admit I played only 11 games so far, but it's always been like that. And it's not good this way. The game would be more interesting if rare materials kept their value all the time.

Yeah, it's not always been this way. But keep playing, maybe you'll eventually learn that the market can be as varied as the people who play this game. Sure, there are common trends, but when you play long enough, you'll learn how to tell which directions the market will likely go in a match as well as how to be a strong influence on controlling the market to make it do what you want it to do.

I'm not bragging here in saying that I've played this game for 3 years, now. I'm not the only one, there's lots of people on here that have played Call of War from the beginning. But when you realize you've "only" played such and such, maybe you should temper your observations just enough to display your assertions with care. It's OK to make observations...of course. But think about what you are saying before you say it.

Anecdotal evidence is a perfect example within this forum. I use it periodically, as it is a perfectly valid form of evidence in an argument, but I've been observant for years and understand this game on many very deep levels. So my anecdotes have a lot more merit than some users by simple fact of experience (though @Quasi-duck might be the only long-timer to disagree with me on this) and thus they (my anecdotes) are worth using in an argument. But without experience, one's anecdotal information tends to be less complete.

So, I'm not saying "don't use them", but rather, just think about your choice of words before you use them. Structuring what you have to say can be just as powerful as the thought you are trying to convey. In other words, how you say a thing is just as important as why you say a thing. A soft tongue turneth away wrath and a well structured argument can make even the hardest nose turn to reason. Remember, speak with purpose.

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 you mentioned me and there is so much text I can't even see where it is.

Quasi-duck wrote:

@Diabolical you mentioned me and there is so much text I can't even see where it is.
Try CTRL-F
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:

Try CTRL-F
or you could maybe not write everything on your mind?

"Just because you have an idea, does not make it a good one."

-Quasi-duck

"White Fang knew the law well: To oppress the weak and obey the strong"
Jack London, White Fang
My parents once told me not to play with matches, so I built a flamethrower

I tried ctrl-F, typed "sensible idea", no hits.

I can not understand the point of this thread. First post was just using biased examples, even from historical maps, so i can not take it seriously into consideration. Research in my opinion does not need to be changed. You have 2 slots, you know the times before hand and you can decide your path based on experience, map and opponents.

Game mechanics of cow makes specific options more effiecient so i believe we should start by balancing out the game and then we can argue what to do with research.

For example, native provinces provide 15% extra strenght to units. To make things worst, this bonus stacks with forts. If we also take into consideration that defensive stats of the units we start the game are 50% higher than the attacking we can see the advantage for the defender. As a result, game forces you for specific strategies only.

As a conclusion, good players will not have problem because of the 2 slots in research or because they will not have the time to research. Many times resources will not be enough to use both slots constantly. Good players have problems because this game is based on using gold and giving new players an advantage.

Ohkay Diabolical.

I could describe why also my proposal would serve to widen the player's research choices, that it would slow down research only a little and why I think that slowing it down a little wouldn't be negative. But readers of this thread are already bored like anything.

So I now take only a little satisfaction answering the part where you're saying your reasoning must be better since you've played ten times as many games: Please take a look at my stats and yours, hold them side by side and then tell me again if you're really in the position of the teacher. Who can tell the little kids around him to "temper their observations" and to

Diabolical wrote:

Remember, speak with purpose.
(anybody who notices a slight glint of irony contained in that quote might not be mistaken).

This forum is free for everyone to state their observations once they're sure about them and that should be kept up.

Apart from that, please excuse I don't speak with such a

Diabolical wrote:

soft tongue
as you do - English is not my first language.

cchyt wrote:

I can not understand the point of this thread. [...] Research in my opinion does not need to be changed.
As the game is at the moment, the only reasonable approach to research is to select approximately 10 unit types at the beginning and to research these to the max, whilst not researching others at all (with very few exceptions). Such an extreme focus on few unit types is

a) Not realistic. All major nations had at least a few models of all unit types there are in CoW (except for those in the secret weapons research tree).

b) Boring. There are fewer strategic decisions you have to make during the game. Decide at the beginning and then just continue with the same units blindly. Fall half-asleep in the meantime. The game would be more interesting if you had to ask yourself questions like "better research level 1 cruisers or upgrade my battleships to level 4?" each time you have a free slot.

Everyone in here agreed so far that that's an uncomely characteristic of the research system and all proposals in this thread aim or partly aim on softening it.

Your quote shows me that i was not clear enough. Let's have a philosophical discussion about changing the research system.

But no matter what changes happen there, 15% bonus for native provinces and the chaotic difference between attack and defense of starting units make the research slots and time to research irrelevant with the efficient strategies. is it clear now?

I do not want to spam or go off topic, so i will stop here :)

There are a lot of problematic issues with the game. The research system is only in, about, the 13th place. When we, the community, want to present any issues AT ALL to the powers that be, we should prioritize, cause it is obvious that resources to change anything are very, very limited.

cchyt wrote:

I can not understand the point of this thread. First post was just using biased examples, even from historical maps, so i can not take it seriously into consideration. Research in my opinion does not need to be changed. You have 2 slots, you know the times before hand and you can decide your path based on experience, map and opponents.
Your inability to understand is not my problem. This thread is aimed partly at the developers, not solely you. Besides, this isn't a fix for a problem, it's a fix for boredom...though many would argue that boredom is a problem. However, my suggestion is simply meant to rearrange the prerequisites (easy to do) whilst adding more slots (not quite as easy, but still doable) so as to incentivise an increase to the varietal of the selection of units chosen by most of the typical players.

cchyt wrote:

native provinces provide 15% extra strenght to units. To make things worst, this bonus stacks with forts. If we also take into consideration that defensive stats of the units we start the game are 50% higher than the attacking we can see the advantage for the defender. As a result, game forces you for specific strategies only.
I found the addition of the home defensive bonus to be a refreshing change when it was introduced. It's done a very good job of enhancing defense of core provinces....a feature that has made the match a little less daunting to new players in the early game as well as one which is getting rightly exploited by the more experienced players in the late game. Frankly, I like the home bonus. Though I don't rely on it when my empires span whole continents, it's made a difference on defense on several occasions even when dealing with some Golders.

Oh, and those "specific" strategies are pretty varied, already. You're probably not used to seeing how important a dynamic strategic position helps one to overcome changing situations in this game. But, with more experience, you'll pick up on this....probably.

cchyt wrote:

good players will not have problem because of the 2 slots in research or because they will not have the time to research. Many times resources will not be enough to use both slots constantly. Good players have problems because this game is based on using gold and giving new players an advantage.
It's true that both slots might not be filled all the time....and in my proposal for 5 slots, the same would be true. But so what? The point isn't to keep them full, my proposal actually chokes research in any one branch unless you use your "special" branch slot which is universal to any branch. So, under my proposal, if you want to forcibly focus on just one or two techs, you can still do so if you are willing to sacrifice "special" branch techs but you'll still have more prerequisites to deal with in other branches than the current status quo.

BTW, if you are having problems dealing with golders, be sure to pay attention to myself or some of the other more experienced members of this community who've put up tips, hints, and guides, here in the forum, which are more than sufficient to help a typical player find ways to overcome others' gold usage.

And it's very possible to do so. In a World Map match I started only a few days ago -- and a day late, I might add -- I selected Goiás and quickly found myself surrounded by four different hostile players, at least one of whom is using Gold. Thus far, with careful gameplay, a watchful Fighter on patrol, and attentive diplomacy, I've managed to avoid war with three of them (though I'm told by a potentially-reliable source that two are actively preparing for war with me). As for the fourth, I was fortunate enough to catch him en route to my borders before he could attack me and so I was able to reposition into a very strong defensive posture while timing a scout just right to slip past him and pretty-much gut his entire back country.....ONE scout, lol.

Anyway, I'm not saying these are the most competent players, necessarily, but with what is likely to amount to a 4 on 1 war, I still wouldn't be doing as well as I am had I not utilized all the [legitimate] tools at my disposal. And among those is a very carefully-honed strategy which began early on but has been dynamic enough to be able to adapt to a constantly changing situation.

I might yet lose. However, that one nation's invasion force, which contained about 90% of his army, has been wiped out with only minimal losses on my part. Thankfully, I was able to properly make use of those defensive advantages that you seem so keen on eliminating. Oh, and I did it all (thus far) without using any Gold.

Hans A. Pils wrote:

Please take a look at my stats and yours, hold them side by side and then tell me again if you're really in the position of the teacher.
Stats are important...or at least that's what some people say when comparing their ranking against mine. But, here's a stat that you aren't going to see in a player's details: I avoid taking on most noobs. In fact, I often take a few under my wing and teach them how to do better at this game.

My biggest opponents come down to two groups of people....the golders, and the [REAL] strategists. And do you know what happens to your stats when you don't target the noobs but instead fight the opponents with real teeth? Your stats get hosed. Now, I'm not saying my stats are bad....in fact, I think they're pretty good on average. But I've encountered several newer players (and some not-so new) who swear by their stats and I would have only one question to ask them ..... and to ask you.

Are you targeting mostly noobs and soon-to-be inactive players? (You know, the ones who left their armies sitting somewhere but not being moved nor new units built for two full days.)

I'll put my stats up against yours -- or anyone's -- and proudly say that mine are both good AND they are relevant. Can you say the same about yours? Perhaps. But I really couldn't care less, though.

Sorry.

K.Rokossovski wrote:

There are a lot of problematic issues with the game. The research system is only in, about, the 13th place. When we, the community, want to present any issues AT ALL to the powers that be, we should prioritize, cause it is obvious that resources to change anything are very, very limited.
Sometimes, things bump up the list. My suggestion isn't to fix a bug in the research system. But it is a carefully thought out proposal for improving the research system for the benefit of most players....and especially for the benefit of newer players who find themselves wiped out before they even get a chance to really play the game.

And THAT is why I take in noobs under my wing...to help them get a chance to learn to love this game before they quit out of frustration. And, you know what? It might not be a bad idea to make it so higher-ranked players can't be in the same matches as the newest players except maybe as shepherds who guide the noobs but can't participate, themselves, beyond a token level (like a permanently neutral player). The noobs need at least a few nursery matches where they can do more than just the tutorial.

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

God damn, we have a signature limit can we get a character limit too please?

Diabolical the only one with the inability to understand in this thread for me is you. Probably you consider yourself such a good player that you do not pay attention to what others say or believe.

This high idea about yourself though comes as a surprise because we have played together in a PL game and you were part of my coalition with Mark and you played so bad we could not believe it.

Moreover, i can not remember when i said that i had problem with gold users etc? i still do not understand why discussing about research when there are more important problems of the game like implementing changes that help starting or mediocre players have a chance and support gold using without compensation for loyal users.

If you are bored let's discuss about something more serious like the 15% native bonus, which makes no serious difference for new players but gives a chance to mediocre ones since they get extra defense to compensate their abilities and makes certain units lose their value like arts and air.

ps: stats and games won show a lot for a player, it is strange you believe otherwise!

cchyt wrote:

This high idea about yourself though comes as a surprise because we have played together in a PL game and you were part of my coalition with Mark and you played so bad we could not believe it.
lol, yeah, "I" played bad. I seem to remember that particular match, and it just so happens that I lost almost my entire army because I left them sitting on the coastline of the UK while I was busy all day in town. Now, the only problem I had was the fact that I simply forgot to tell my army to offload onto land and fight before I left for the day. That's on me and my ADHD. But does that make me a bad player? Nope. And that's the only time you got to see my forces lose "badly".

I also seem to remember another match....that North American map one....where you and I were not on the same team. And I had to fight tooth and nail to gain ground in a losing war where I only had one ally at my side while our third was largely absent. And yet, the two of us who remained gave about five other players the bloodiest nose they've ever had. Even that Clownpunk, or whatever he calls himself, was nearly wiped out by my armies and your pal, Mark (whom I've got nothing bad to say about) was able to take advantage of the situation and, I think managed to win the last season in large part because of that huge match.

In a way, Mark owes me for helping him to win the league since I pretty much kept Clownpunk and his allies from taking over the whole American west. The fact that the three of them (and a couple others aligned with them) were still not enough to take me out until the match was nearly over just goes to show how wrong you are about me. But then, what else is new?

Oh, and one more thing....if I played so "bad", how on earth could I have top-level stats when there are lots of other players who've played just as long as me and many more matches than me who're not even close to my ranking, nor my stats, for that matter?

Just sayin'.

cchyt wrote:

Moreover, i can not remember when i said that i had problem with gold users etc? i still do not understand why discussing about research when there are more important problems of the game like implementing changes that help starting or mediocre players have a chance and support gold using without compensation for loyal users.
I never said "you" had a problem with gold users. I merely cite them in general. EGO!

But, you say there are bigger fish to fry than the research issue which -- in your estimation -- isn't even an issue. To you, and to any detractors, I say only that if the devs focus on only a single issue at a time, then they'd never get anything done. Their staff is big enough to take on more than one topic or problem. And it's up to them to make the ultimate decisions about which tasks have higher priority than others.

And if they only ever fixed things that are broken, then they'd never EVER get around to adding new features because there'll ALWAYS be broken things in the code. That's a simple fact of any large development. A fix for one problem leads to three other problems, one of which is old but hasn't been discovered, yet; one that is new but exists because the conditions for which a function relied upon have changed; and one that is entirely new and only exists because a mistake was made elsewhere during the implementation of the "fix".

That's just the plague of code development. And as much as I'm a stickler for following code libraries and using responsible forms of Agile development, there will always be flaws in the system because human beings are not perfect no matter how thoroughly they use test cases and flawless coding practices, etc. That's human nature. That doesn't mean they don't explore potential changes....especially ones that are well-founded ideas like mine.

cchyt wrote:

ps: stats and games won show a lot for a player, it is strange you believe otherwise!

I'm not opposed to stats, etc. What I'm opposed to is a total disregard to rank as well as to creative contributions. Unlike some users, I actually posit some pretty good ideas for improving the game, as well as some very-well-thought out solutions to known problems. You see, not only am I a genius, but I'm actually a programmer with a degree in Software Engineering. I 've studied application development, and I've developed entire suites of applications. I'm also a lifelong strategy gamer and extremely keen on how gaming works on many many levels of play.

You know what? If you want to try to one-up me, then why don't you tell me just how much experience YOU have in this area and how much YOU could contribute to the creative community. In the meantime, if you happen to come up with a good idea to improve the game, I might just find myself endorsing it. But just because you don't like one of my ideas doesn't mean you've gotta pick apart every bit of my ideas. A constructive critique is welcome. A carefully-thought-out deconstruction of one of my ideas is fine too. But simply using straw man arguments like "there's more important things to do" won't fly with me.

I've got no personal issues with you. I hope you don't try to elevate this to a personal level. I'm an INTJ. If you make a sound argument, I will consider it and show you the due respect that you will have earned in making that argument...even if I disagree with your conclusions. But if you just say "this is this" or "that is that" for no valid reason, then I'm going to totally disregard your reasoning, altogether.

In conclusion, I'll leave you with this quote from Harlan Ellison.

Harlan Ellison wrote:

You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant.
Oh, and if you want to know what an INTJ is, it's one of the 16 natural personality types that people can be classified under. Here's an excerpt about the INTJ type from Personality Max, one of many personality typing (Jung, MBTI, etc.) websites that can help you to understand your own -- and others' -- personality.

  • The INTJ personality type is nicknamed the "Strategist" and belongs to the NT Intellectual temperament. INTJs are private, independent and self-confident. They strive for perfection and achievement. They are gifted strategists with analytical, conceptual and objective minds. They are flexible and like to formulate contingency plans. Strategists are able to see the reasons behind things.
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

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