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Community Feedback
We're listening. For players who wish to have a voice in the future of Evernight, this is the place to talk to management. This is the newsgroup we'll be actively monitoring on a daily basis.
Diplomacy
Submitted by Lunar Savage 7/5/2012 9:38:00 AM {time} ago in Community Feedback
I feel this needs to be discussed. And I'm interested to hear the management's stance on it. You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market. I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor. The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some. The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not. I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more. Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players. Lunar Savage
How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
I was just about to post the same thing.
There needs to be incentives to using the alliance tool. The question remains, what incentives could there be to the in-game alliance? I'll have to think on this one for a while.
As for the people content with using the old NAP system, the playerbase is about 40 people. 40 very old, very stubborn people. If we set up a new system, and introduce new players to the system, they may go straight to using it. And if the influx of new people is greater than the old, the old would have to adapt. Or die.
Sorry folks, I know you like NAPs, but something has to give if you want more new people to join and be attracted to the game.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Incentives are not hard to conjure up really. For instance, when a player forms an alliance with another, each player involved receives a "trade bonus" of fury or treasure each turn that the alliance is kept. With each new alliance formed, the bonus per turn is less and less. For instance, if I form an alliance with someone and its my first, but its their second, I would receive a bonus of 15 treasure per turn for the alliance but they would only receive 10. Overall however, since they have formed two alliances, they would be recieving 25 total bonus treasure per turn (15 for the first they formed and 10 for the one they formed with me).
To discourage the breaking of alliances, a penalty could be enforced for a set amount of turns after the alliance is broken (each player loses 10% of their fury for 10 turns) or another system can be put in place where each player can agree on how long the alliance must be in place for when it was originally created. If they alliance is created for 20 turns, then the game will only enforce the penalty during those turns. After the 20 turns however, any player can dissolve the alliance without any penalties, besides the loss of the bonus resources.
Of course, a cap for the amount of allowable alliances would have to be put in place to prevent people from abusing the system.
-------Original Message-------
Lunar Savage wrote: I was just about to post the same thing.
There needs to be incentives to using the alliance tool. The question remains, what incentives could there be to the in-game alliance? I'll have to think on this one for a while.
As for the people content with using the old NAP system, the playerbase is about 40 people. 40 very old, very stubborn people. If we set up a new system, and introduce new players to the system, they may go straight to using it. And if the influx of new people is greater than the old, the old would have to adapt. Or die.
Sorry folks, I know you like NAPs, but something has to give if you want more new people to join and be attracted to the game.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
I like these ideas.
And honestly, if an in-game ally system was in place, it would allow us to expand on even more ideas to interact with those alliances, in terms of spells, structures, lessors, regions, etc.
Opening up the number of strategies and tactics available in the game is something that this game desperately needs. It also helps keep things interesting over time as new additions are made.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Incentives are not hard to conjure up really. For instance, when a player forms an alliance with another, each player involved receives a "trade bonus" of fury or treasure each turn that the alliance is kept. With each new alliance formed, the bonus per turn is less and less. For instance, if I form an alliance with someone and its my first, but its their second, I would receive a bonus of 15 treasure per turn for the alliance but they would only receive 10. Overall however, since they have formed two alliances, they would be recieving 25 total bonus treasure per turn (15 for the first they formed and 10 for the one they formed with me).
To discourage the breaking of alliances, a penalty could be enforced for a set amount of turns after the alliance is broken (each player loses 10% of their fury for 10 turns) or another system can be put in place where each player can agree on how long the alliance must be in place for when it was originally created. If they alliance is created for 20 turns, then the game will only enforce the penalty during those turns. After the 20 turns however, any player can dissolve the alliance without any penalties, besides the loss of the bonus resources.
Of course, a cap for the amount of allowable alliances would have to be put in place to prevent people from abusing the system.
-------Original Message-------
Lunar Savage wrote: I was just about to post the same thing.
There needs to be incentives to using the alliance tool. The question remains, what incentives could there be to the in-game alliance? I'll have to think on this one for a while.
As for the people content with using the old NAP system, the playerbase is about 40 people. 40 very old, very stubborn people. If we set up a new system, and introduce new players to the system, they may go straight to using it. And if the influx of new people is greater than the old, the old would have to adapt. Or die.
Sorry folks, I know you like NAPs, but something has to give if you want more new people to join and be attracted to the game.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Exactly. There are far more things you could do.
For instance, have powerful spells that become available only when you form an alliance. Have options to share the fury cost of a spell with your allies (if they agree to). Have instances where when two players of an alliance cast the same spell on the same territory, it makes the spell more powerful or in some cases, changes the spell entirely. Maybe even allow a player to use their allied players religion to create one of their forms, albiet a weaker version.
There are so many incentives to offer players in order to use an alliance based ingame system. We've just barely scratched the surface.
-------Original Message-------
Lunar Savage wrote: I like these ideas.
And honestly, if an in-game ally system was in place, it would allow us to expand on even more ideas to interact with those alliances, in terms of spells, structures, lessors, regions, etc.
Opening up the number of strategies and tactics available in the game is something that this game desperately needs. It also helps keep things interesting over time as new additions are made.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Incentives are not hard to conjure up really. For instance, when a player forms an alliance with another, each player involved receives a "trade bonus" of fury or treasure each turn that the alliance is kept. With each new alliance formed, the bonus per turn is less and less. For instance, if I form an alliance with someone and its my first, but its their second, I would receive a bonus of 15 treasure per turn for the alliance but they would only receive 10. Overall however, since they have formed two alliances, they would be recieving 25 total bonus treasure per turn (15 for the first they formed and 10 for the one they formed with me).
To discourage the breaking of alliances, a penalty could be enforced for a set amount of turns after the alliance is broken (each player loses 10% of their fury for 10 turns) or another system can be put in place where each player can agree on how long the alliance must be in place for when it was originally created. If they alliance is created for 20 turns, then the game will only enforce the penalty during those turns. After the 20 turns however, any player can dissolve the alliance without any penalties, besides the loss of the bonus resources.
Of course, a cap for the amount of allowable alliances would have to be put in place to prevent people from abusing the system.
-------Original Message-------
Lunar Savage wrote: I was just about to post the same thing.
There needs to be incentives to using the alliance tool. The question remains, what incentives could there be to the in-game alliance? I'll have to think on this one for a while.
As for the people content with using the old NAP system, the playerbase is about 40 people. 40 very old, very stubborn people. If we set up a new system, and introduce new players to the system, they may go straight to using it. And if the influx of new people is greater than the old, the old would have to adapt. Or die.
Sorry folks, I know you like NAPs, but something has to give if you want more new people to join and be attracted to the game.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
I would disagree, but with the right option set the market can decide...
-------Original Message-------
Lunar Savage wrote: I was just about to post the same thing.
There needs to be incentives to using the alliance tool. The question remains, what incentives could there be to the in-game alliance? I'll have to think on this one for a while.
As for the people content with using the old NAP system, the playerbase is about 40 people. 40 very old, very stubborn people. If we set up a new system, and introduce new players to the system, they may go straight to using it. And if the influx of new people is greater than the old, the old would have to adapt. Or die.
Sorry folks, I know you like NAPs, but something has to give if you want more new people to join and be attracted to the game.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
I disagree too, but I'm still just catching up... :)
-------Original Message-------
BlueSky wrote:
I would disagree, but with the right option set the market can decide...
-------Original Message-------
Lunar Savage wrote: I was just about to post the same thing.
There needs to be incentives to using the alliance tool. The question remains, what incentives could there be to the in-game alliance? I'll have to think on this one for a while.
As for the people content with using the old NAP system, the playerbase is about 40 people. 40 very old, very stubborn people. If we set up a new system, and introduce new players to the system, they may go straight to using it. And if the influx of new people is greater than the old, the old would have to adapt. Or die.
Sorry folks, I know you like NAPs, but something has to give if you want more new people to join and be attracted to the game.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
I would disagree, but with the right option set the market can decide...
-------Original Message-------
Lunar Savage wrote: I was just about to post the same thing.
There needs to be incentives to using the alliance tool. The question remains, what incentives could there be to the in-game alliance? I'll have to think on this one for a while.
As for the people content with using the old NAP system, the playerbase is about 40 people. 40 very old, very stubborn people. If we set up a new system, and introduce new players to the system, they may go straight to using it. And if the influx of new people is greater than the old, the old would have to adapt. Or die.
Sorry folks, I know you like NAPs, but something has to give if you want more new people to join and be attracted to the game.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
That's what we have now. My other response lays out hoe a nap tracker can add what I think lunar wants with minimal trouble or implementation cost..
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
WOuld your NAP tracker actually be implemented into the game? What I mean is would the system be able to prevent a player from illegally breaking a NAP?
-------Original Message-------
BlueSky wrote:
That's what we have now. My other response lays out hoe a nap tracker can add what I think lunar wants with minimal trouble or implementation cost..
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Yes. Think of it this way..
I send you an 'allegiance' request, now called a nap request and specify 4 ticks. You agree or change the duration and send it back. To be in effect we both agree..
Now we can only attack each other with a leopard fighter. And that can be an option.
It does not count in the citadel.
It does not have to be visible to others but can be..
It can use the team code for combined black betweens, or not...
And if you cancel, it counts down the ticks and you can't attack til it's done..
If you do, your nap gets the forces...
Don't worry about not being able to deploy.
Its really team play without the team, allegiance without the master and relatively easy to do since the fundamentals are all in place..
And with a game level option to declare how restrictive it is, e.g. Only game long, can be ended, not an option in this game there is enough flexibility to give a great variety in games...
-------Original Message-------
The Knockout Kid wrote: WOuld your NAP tracker actually be implemented into the game? What I mean is would the system be able to prevent a player from illegally breaking a NAP?
-------Original Message-------
BlueSky wrote:
That's what we have now. My other response lays out hoe a nap tracker can add what I think lunar wants with minimal trouble or implementation cost..
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
That's a great system. It could very well work. Not to mention it would be a great template for making an alliance tracker.
The Knockout Kid
-------Original Message-------
BlueSky wrote: Yes. Think of it this way..
I send you an 'allegiance' request, now called a nap request and specify 4 ticks. You agree or change the duration and send it back. To be in effect we both agree..
Now we can only attack each other with a leopard fighter. And that can be an option.
It does not count in the citadel.
It does not have to be visible to others but can be..
It can use the team code for combined black betweens, or not...
And if you cancel, it counts down the ticks and you can't attack til it's done..
If you do, your nap gets the forces...
Don't worry about not being able to deploy.
Its really team play without the team, allegiance without the master and relatively easy to do since the fundamentals are all in place..
And with a game level option to declare how restrictive it is, e.g. Only game long, can be ended, not an option in this game there is enough flexibility to give a great variety in games...
-------Original Message-------
The Knockout Kid wrote: WOuld your NAP tracker actually be implemented into the game? What I mean is would the system be able to prevent a player from illegally breaking a NAP?
-------Original Message-------
BlueSky wrote:
That's what we have now. My other response lays out hoe a nap tracker can add what I think lunar wants with minimal trouble or implementation cost..
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Think of the value of retracting a nap before its agreed, which you can't do now. Nap with everyone and the last player gets a reject...
Nap 1 tick with all and when someone wants a 2 tick nap don't accept..
The deceit merely goes to the beginning of the nap with a bit of vengeance..
But it's still a good option..
-------Original Message-------
The Knockout Kid wrote: That's a great system. It could very well work. Not to mention it would be a great template for making an alliance tracker.
The Knockout Kid
-------Original Message-------
BlueSky wrote: Yes. Think of it this way..
I send you an 'allegiance' request, now called a nap request and specify 4 ticks. You agree or change the duration and send it back. To be in effect we both agree..
Now we can only attack each other with a leopard fighter. And that can be an option.
It does not count in the citadel.
It does not have to be visible to others but can be..
It can use the team code for combined black betweens, or not...
And if you cancel, it counts down the ticks and you can't attack til it's done..
If you do, your nap gets the forces...
Don't worry about not being able to deploy.
Its really team play without the team, allegiance without the master and relatively easy to do since the fundamentals are all in place..
And with a game level option to declare how restrictive it is, e.g. Only game long, can be ended, not an option in this game there is enough flexibility to give a great variety in games...
-------Original Message-------
The Knockout Kid wrote: WOuld your NAP tracker actually be implemented into the game? What I mean is would the system be able to prevent a player from illegally breaking a NAP?
-------Original Message-------
BlueSky wrote:
That's what we have now. My other response lays out hoe a nap tracker can add what I think lunar wants with minimal trouble or implementation cost..
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Think of the value of retracting a nap before its agreed, which you can't do now. Nap with everyone and the last player gets a reject...
Nap 1 tick with all and when someone wants a 2 tick nap don't accept..
The deceit merely goes to the beginning of the nap with a bit of vengeance..
But it's still a good option..
-------Original Message-------
The Knockout Kid wrote: That's a great system. It could very well work. Not to mention it would be a great template for making an alliance tracker.
The Knockout Kid
-------Original Message-------
BlueSky wrote: Yes. Think of it this way..
I send you an 'allegiance' request, now called a nap request and specify 4 ticks. You agree or change the duration and send it back. To be in effect we both agree..
Now we can only attack each other with a leopard fighter. And that can be an option.
It does not count in the citadel.
It does not have to be visible to others but can be..
It can use the team code for combined black betweens, or not...
And if you cancel, it counts down the ticks and you can't attack til it's done..
If you do, your nap gets the forces...
Don't worry about not being able to deploy.
Its really team play without the team, allegiance without the master and relatively easy to do since the fundamentals are all in place..
And with a game level option to declare how restrictive it is, e.g. Only game long, can be ended, not an option in this game there is enough flexibility to give a great variety in games...
-------Original Message-------
The Knockout Kid wrote: WOuld your NAP tracker actually be implemented into the game? What I mean is would the system be able to prevent a player from illegally breaking a NAP?
-------Original Message-------
BlueSky wrote:
That's what we have now. My other response lays out hoe a nap tracker can add what I think lunar wants with minimal trouble or implementation cost..
-------Original Message-------
The Knockout Kid wrote: Yes. The real time games, such as RUSE and Command & Conquer, require you to preset alliances before the game begins. You can still verbally agree to peace during the game ("hey brah, don't attack me and I won't attack you" ,but those of course are not regulated by the game rules so backstabbing is completely possible.
Turn based games are much more detailed in their diplomacy. In most games, there are rules in place that prevent backstabbing against someone you formed an alliance with during the course of the game. For instance, if I form an alliance with you in... Let's say turn 9, I cannot just break off the alliance anytime I wish. I must have a valid reason (they violate a border or a spy is discovered in my territory) or I risk losing favor with my soldiers, which in turn makes them retreat in battle faster or even disobey orders, therefore limiting my battle effectiveness. Again, this type of system would be entirely usable in Evernight if it weren't for the fact that people already seem content with the current NAP system. I don't think anyone would use a "form alliance" in game system that could possibly bring negative effects when they could just use the current,less restrictive NAP's.
The key here would be to introduce INCENTIVES into the game that would encourage players to use an ingame monitored alliance system instead of verbal NAPS.
-------Original Message-------
Lunar Savage wrote: Interesting.
And those games are real time, correct? Not turn based?
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Little games. 30 used to be the standard and we have had one game with 100 players
-------Original Message-------
The Knockout Kid wrote: Usually the size of the games range from 4-8 players. In similar, turned based strategy games though, (like Civilization 5), the games can be massive, with 15-20 players at a time.
-------Original Message-------
Lunar Savage wrote: Out of curiosity, what's the average game sizes for those games? How many players?
Also, could you please use the Quote Original button? If you choose not to, it's not that big a deal, but it makes following the conversation easier.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: All I ever play is strategy games. Command and Conquer, R.U.S.E, Age of Empires, Sins of a Solar Empire, Total War, etc. I can honestly tell you that I have played dozens of these types of games, and I have never found one that didn't have a diplomacy system that didn't require players to either 1) set unbreakable alliances (teams) or 2) just verbally agree to peace (which opens up the possibility of backstabbing).
These things are just part of playing a massive multiplayer strategy game. Now I was thinking that maybe we could implement a better, more visible player review system in order to self police players who are known for backstabbing. That could help weed out the types of players who cause others to leave.
Ya know, perhaps the idea should be smaller game sizes on average.
Strategy games, from what I know, do tend to work better either when you have teams or when the number of people fighting on the map are small. Sure, the diplomacy is still there, but when you only have 4-6 people in the ring, it makes for a very different dynamic in the diplomacy and will keep you from being able to make too many NAPs or become too attached.
Also, if we made the game have other winning conditions beyond "grow big, cast final BB", this could help to alleviate some pains in the diplomacy area. While some players can't win the big battle royale where diplomacy is key, they may be really good in other types of games that require a different approach like capture the flag, team, treasure hunts, etc.
Lunar Savage
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Smaller games are a very poor version of the 30 player games. You break out of the first wave to find yourself and the game is over. Not nearly as rewarding as the larger games that we used to have...
But options abound and there is room for both.
-------Original Message-------
Lunar Savage wrote: Ya know, perhaps the idea should be smaller game sizes on average.
Strategy games, from what I know, do tend to work better either when you have teams or when the number of people fighting on the map are small. Sure, the diplomacy is still there, but when you only have 4-6 people in the ring, it makes for a very different dynamic in the diplomacy and will keep you from being able to make too many NAPs or become too attached.
Also, if we made the game have other winning conditions beyond "grow big, cast final BB", this could help to alleviate some pains in the diplomacy area. While some players can't win the big battle royale where diplomacy is key, they may be really good in other types of games that require a different approach like capture the flag, team, treasure hunts, etc.
Lunar Savage
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
I see having both as perfectly fine.
Personally, I prefer the larger games. Back when I first started playing 30-40 players was the typical game size. In my opinion I think that range is kind of the "sweet spot" for Evernight.
But if there are players who like smaller games and want to play them, I say let them play small games.
If there are players who like larger games and want to play them, I say let them play large games.
-------Original Message-------
BlueSky wrote:
Smaller games are a very poor version of the 30 player games. You break out of the first wave to find yourself and the game is over. Not nearly as rewarding as the larger games that we used to have...
But options abound and there is room for both.
-------Original Message-------
Lunar Savage wrote: Ya know, perhaps the idea should be smaller game sizes on average.
Strategy games, from what I know, do tend to work better either when you have teams or when the number of people fighting on the map are small. Sure, the diplomacy is still there, but when you only have 4-6 people in the ring, it makes for a very different dynamic in the diplomacy and will keep you from being able to make too many NAPs or become too attached.
Also, if we made the game have other winning conditions beyond "grow big, cast final BB", this could help to alleviate some pains in the diplomacy area. While some players can't win the big battle royale where diplomacy is key, they may be really good in other types of games that require a different approach like capture the flag, team, treasure hunts, etc.
Lunar Savage
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Options have allways been the saving throw. Being able to play a special game has always been the treat.
Smaller,larger, faster, different, anything for a new twist to the game and for an option to make it easier to set up or easier to make another version..
-------Original Message-------
Management wrote:
I see having both as perfectly fine.
Personally, I prefer the larger games. Back when I first started playing 30-40 players was the typical game size. In my opinion I think that range is kind of the "sweet spot" for Evernight.
But if there are players who like smaller games and want to play them, I say let them play small games.
If there are players who like larger games and want to play them, I say let them play large games.
-------Original Message-------
BlueSky wrote:
Smaller games are a very poor version of the 30 player games. You break out of the first wave to find yourself and the game is over. Not nearly as rewarding as the larger games that we used to have...
But options abound and there is room for both.
-------Original Message-------
Lunar Savage wrote: Ya know, perhaps the idea should be smaller game sizes on average.
Strategy games, from what I know, do tend to work better either when you have teams or when the number of people fighting on the map are small. Sure, the diplomacy is still there, but when you only have 4-6 people in the ring, it makes for a very different dynamic in the diplomacy and will keep you from being able to make too many NAPs or become too attached.
Also, if we made the game have other winning conditions beyond "grow big, cast final BB", this could help to alleviate some pains in the diplomacy area. While some players can't win the big battle royale where diplomacy is key, they may be really good in other types of games that require a different approach like capture the flag, team, treasure hunts, etc.
Lunar Savage
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Smaller games are a very poor version of the 30 player games. You break out of the first wave to find yourself and the game is over. Not nearly as rewarding as the larger games that we used to have...
But options abound and there is room for both.
-------Original Message-------
Lunar Savage wrote: Ya know, perhaps the idea should be smaller game sizes on average.
Strategy games, from what I know, do tend to work better either when you have teams or when the number of people fighting on the map are small. Sure, the diplomacy is still there, but when you only have 4-6 people in the ring, it makes for a very different dynamic in the diplomacy and will keep you from being able to make too many NAPs or become too attached.
Also, if we made the game have other winning conditions beyond "grow big, cast final BB", this could help to alleviate some pains in the diplomacy area. While some players can't win the big battle royale where diplomacy is key, they may be really good in other types of games that require a different approach like capture the flag, team, treasure hunts, etc.
Lunar Savage
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Im just saying that players will always talk to each other. talking to each other will lead to players working together. This is deplomacy. how can you play Evernight without such actions. its easy to do it in a small game like the duels or in the AI driven games like the fenroots. In games that lasts a month or more. Diplomacy is what gets you the WIN.
wyrm
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
I have to agree with wyrm here,I was told very early on when i started playing this game is that communications will win it,talk often and talk early to those around you.When naps were broken, I recall entire novels rehashing the entire episode being posted with 20 + players weighing in on it. I have seen NAPS drawn that look like something from the legal dept. of a Fortune 500 corp. A player should do his homework see who around him has written glowing reviews expressing undying loyalty about another player (a hint they will be allies), and utilize his other intelligence gathering abilities. Diplomacy is the corner stone of the empire you build. regards,gilly -------------------------------------------------------
Im just saying that players will always talk to each other. talking to each other will lead to players working together. This is deplomacy. how can you play Evernight without such actions. its easy to do it in a small game like the duels or in the AI driven games like the fenroots. In games that lasts a month or more. Diplomacy is what gets you the WIN.
wyrm
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Man, I remember those days too. I loved reading pages upon pages of players arguing on who was responsible for the failure of a NAP or alliance. It was what made the game great... BACK THEN.
Back then, strategy games were very different. That level of communication was popular here because it was NECESSARY. There was nothing better out there to implement. Things have changed. Players nowadays don't have the patience to delve through pages of rules and regulations regarding an alliance. Remember when a game gave you 3 lives and 3 continues, and when you lost them... it was game over? I LOVED THOSE DAYS. Now, it's unlimited EVERYTHING. "You've lost 20 times? That's okay, we will just restart you from the exact spot before you died!" Try releasing a game nowadays that gives you limited lives. It will end badly.
It's sad, I know. I hate it too. I love the old system. But unfortunatly, if Evernight wants to live, it has to adapt to what today's generation is used to. You want to know what today's generation wants? They want to have an interface that allows them to select the alliance terms they want to offer another player. Then they want to push a single button that sends out that invitation to their potential ally. Then they want a system that will monitor the alliance for them so they don't have to worry about their partner backstabbing them. They want it like this because that is all that they know. They weren't around when diplomacy was about personally contacting another person and hashing out the details, then maintaining the relationship in order to prevent an alliance meltdown. IT'S SAD, I KNOW. BUT THAT'S KIDS THESE DAYS.
But just because a diplomacy system such as the one that has been suggested might be introduced, it does not mean the death of personal communication. Far from it. The implementation of a system like this could do so much to IMPROVE communication.
The Knockout Kid
-------Original Message-------
cpl.gilly wrote: I have to agree with wyrm here,I was told very early on when i started playing this game is that communications will win it,talk often and talk early to those around you.When naps were broken, I recall entire novels rehashing the entire episode being posted with 20 + players weighing in on it. I have seen NAPS drawn that look like something from the legal dept. of a Fortune 500 corp. A player should do his homework see who around him has written glowing reviews expressing undying loyalty about another player (a hint they will be allies), and utilize his other intelligence gathering abilities. Diplomacy is the corner stone of the empire you build. regards,gilly ------------------------------------------ -------------
Im just saying that players will always talk to each other. talking to each other will lead to players working together. This is deplomacy. how can you play Evernight without such actions. its easy to do it in a small game like the duels or in the AI driven games like the fenroots. In games that lasts a month or more. Diplomacy is what gets you the WIN.
wyrm
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
I agree with everything you just said. No reason the old school players can not work around the game mechanics.
-------Original Message-------
The Knockout Kid wrote: Man, I remember those days too. I loved reading pages upon pages of players arguing on who was responsible for the failure of a NAP or alliance. It was what made the game great... BACK THEN.
Back then, strategy games were very different. That level of communication was popular here because it was NECESSARY. There was nothing better out there to implement. Things have changed. Players nowadays don't have the patience to delve through pages of rules and regulations regarding an alliance. Remember when a game gave you 3 lives and 3 continues, and when you lost them... it was game over? I LOVED THOSE DAYS. Now, it's unlimited EVERYTHING. "You've lost 20 times? That's okay, we will just restart you from the exact spot before you died!" Try releasing a game nowadays that gives you limited lives. It will end badly.
It's sad, I know. I hate it too. I love the old system. But unfortunatly, if Evernight wants to live, it has to adapt to what today's generation is used to. You want to know what today's generation wants? They want to have an interface that allows them to select the alliance terms they want to offer another player. Then they want to push a single button that sends out that invitation to their potential ally. Then they want a system that will monitor the alliance for them so they don't have to worry about their partner backstabbing them. They want it like this because that is all that they know. They weren't around when diplomacy was about personally contacting another person and hashing out the details, then maintaining the relationship in order to prevent an alliance meltdown. IT'S SAD, I KNOW. BUT THAT'S KIDS THESE DAYS.
But just because a diplomacy system such as the one that has been suggested might be introduced, it does not mean the death of personal communication. Far from it. The implementation of a system like this could do so much to IMPROVE communication.
The Knockout Kid
-------Original Message-------
cpl.gilly wrote: I have to agree with wyrm here,I was told very early on when i started playing this game is that communications will win it,talk often and talk early to those around you.When naps were broken, I recall entire novels rehashing the entire episode being posted with 20 + players weighing in on it. I have seen NAPS drawn that look like something from the legal dept. of a Fortune 500 corp. A player should do his homework see who around him has written glowing reviews expressing undying loyalty about another player (a hint they will be allies), and utilize his other intelligence gathering abilities. Diplomacy is the corner stone of the empire you build. regards,gilly ------------------------------------------
-------------
Im just saying that players will always talk to each other. talking to each other will lead to players working together. This is deplomacy. how can you play Evernight without such actions. its easy to do it in a small game like the duels or in the AI driven games like the fenroots. In games that lasts a month or more. Diplomacy is what gets you the WIN.
wyrm
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
not saying that a button would not work for a noob, but the experinced player will see the benifit from not clicking. all im saying is there is no way to remove it.
wyrm
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Don't get me wrong, communication is key to a good relationship with an ally. I'm not saying that this aspect of diplomacy needs to be removed. If anything, it needs to be improved. I firmly believe that adding an ingame system for alliances where backstabbing actually has consequences would actually IMPROVE communication between players.
Right now, there is nothing preventing players from abandoning an alliance or NAP at a moments notice, completely disregarding any previous agreement they might have come to. According to Lunar Savage and others I've talked to since my return, this has caused many previous players from staying, as well as discouraging many new ones from committing to the game. Yes, by far it's not the main reason, but it is a contributing factor. If an ingame system was created that prevented this from happening, I think it might actually encourage more communication between players, since they would no longer be apprehensive about sharing too much information with an ally that they think might turn on them later in the game. Sure, two players could decide to circumvent the system and just continue with the current system of NAPS and verbal agreements, but then they would be missing out on the incentives that would be put in place to encourage the use of the ingame diplomacy system.
Besides all this though, the current system of verbal agreements is just old and outdated. Even many browser games today have a much more intricate diplomacy system than Evernight. This no doubt will turn off many potential new players who decide to give this game a chance. I know when I go to buy a new turn based strategy game, I look and see what type of diplomacy system there is. For instance, when I originally bought Sins of a Solar Empire, I was unimpressed due to the lack of a real diplomacy system. Then they came out with their "DIPLOMACY" expansion, and now I can't put the game down.
Evernight has to adapt or it will die, if it hasn't already.
THe KNockout Kid
-------Original Message-------
wyrm419 wrote: not saying that a button would not work for a noob, but the experinced player will see the benifit from not clicking. all im saying is there is no way to remove it.
wyrm
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
I agree the way we talk to one another must be up to date. We are In a 4g world now. I'm on my iPad right now. (would be great if I could use my iPad with ease... An app on the app store perhaps. Smart phones and tablets ....
Warm
I am on my iPad now.. It works fine.. For my phone it's a bit small, but in a pinch.....
-------Original Message-------
wyrm419 wrote: I agree the way we talk to one another must be up to date. We are In a 4g world now. I'm on my iPad right now. (would be great if I could use my iPad with ease... An app on the app store perhaps. Smart phones and tablets ....
Warm
While this isn't a "diplomacy" issue, making the game interface friendlier to smaller screen sizes and touch based devices is a high priority issue.
-------Original Message-------
wyrm419 wrote: I agree the way we talk to one another must be up to date. We are In a 4g world now. I'm on my iPad right now. (would be great if I could use my iPad with ease... An app on the app store perhaps. Smart phones and tablets ....
Warm
The iPad is great. Phones work fine you just move around a bit...
-------Original Message-------
Management wrote:
While this isn't a "diplomacy" issue, making the game interface friendlier to smaller screen sizes and touch based devices is a high priority issue.
-------Original Message-------
wyrm419 wrote: I agree the way we talk to one another must be up to date. We are In a 4g world now. I'm on my iPad right now. (would be great if I could use my iPad with ease... An app on the app store perhaps. Smart phones and tablets ....
Warm
This speaks to take out one restrictive system and put in place another... No.. Put in both and the next idea as well.
The market has become more, not lets just trade one for the other. Think broad...
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
This speaks to take out one restrictive system and put in place another... No.. Put in both and the next idea as well.
The market has become more, not lets just trade one for the other. Think broad...
-------Original Message-------
The Knockout Kid wrote: Ah, one of the stubborn ones Lunar was talking about.
Simply put wrym, strategy gaming has evolved so much since I was last here years ago. The fact that Evernight has not adapted to keep up is one of the reasons it is currently sitting with very few subscribers. Evernight can modernize while still keeping the core of diplomacy intact.
I know most old school Evernighters are going to fight any changes, but unless Evernight evolves to a point that it appeals to gamers today, then I'm afraid it will not make it. This includes changing the diplomacy system.
-------Original Message-------
wyrm419 wrote: Diplomacy is part of what makes the game great. If you do not wish to have that as part of your game play expderince... there is to be more single player to few player duel formats.
wyrm
-------Original Message-------
Lunar Savage wrote: I don't play a lot of strategy games, but I do know there are many PvP strategy games out there. Surely there are some that include up to 4+ players on the map at the same time that aren't team based? I'd be interested in how they handle things.
I'm going to google!
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
This is a problem solved in ames like WoW and still it is unsolved. I like WoW but I always get killed off soonerer rather than later :/ It doesn't keep me from playing.
-------Original Message-------
The Knockout Kid wrote: How could they do that though? I've been sitting here thinking about possible ways to implement a revamped diplomacy system while still maintaining that Evernight feel we've had for years and I honestly can't.
The truth is there will always be players in any given game that will be "ganged up" on. It's unavoidable. Usually its the one who either neglected to speak to his neighbors early on or its a player who seems to be growing to large. And the only way I can think of preventing "backstabbing" when two players align is to have some sort of "ally" button located in the Citadel that, when both push the button, the alliance becomes permenant. But that's highly contengent on whether or not people would even use it, seeing as how a way to easily circumvent having to form permenant alliances would be just to verbally agree to peace.
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Yes these are better thoughts. And as an option the game can enforce, allow, or not have the option. All it is is a twist on allegiances which just enforces temporary team like play with CBS off...
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
I just want to say, I love the direction this thread took. It actually went better than I hoped. If the aim is to offer all means of diplomacy to players throughout a variety of game types, then I'm all for it. Giving the players as many options as possible is the language I've always spoken. It's glad to see some of you become fluent in it. :D
Lunar Savage
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
When thinking about making alliances an option you can just check(or not), dont forget to take into accout that you are changing a lot of the game dynamic by doing this.
The main issue that comes to mind is the game not allowing you to put in 'attack' moves against someone you have checked the NAP option with.
What if I want to temple swap? I have to cast a leopard fighter with each NAP I want to swap with?
What if me and a NAP have a mutal ally and him/her(or me) need to give passage at some point. I have to cast leopard fighter on each region?
Of course, you could just allow ceding in every single game. But then you raise the issue of players ceding numerous regions at different points in the game...
ducky
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Ceding is the obvious answer to prevent casting Leopard fighter. However, I wager it will not be on in every game. I imagine some people would welcome the variety of options planned. Some games would offer classic EN styled diplomacy where it's player word only. While others offer the new system of in-game managed alliances.
And then, those games that do offer the in-game style, have choices of their own like ceding on and off. Each presenting their own variety of challenges and play styles. Then it's just on the player to pick the ones they like best, and ignore the rest.
Lunar Savage
-------Original Message-------
ducky004 wrote: When thinking about making alliances an option you can just check(or not), dont forget to take into accout that you are changing a lot of the game dynamic by doing this.
The main issue that comes to mind is the game not allowing you to put in 'attack' moves against someone you have checked the NAP option with.
What if I want to temple swap? I have to cast a leopard fighter with each NAP I want to swap with?
What if me and a NAP have a mutal ally and him/her(or me) need to give passage at some point. I have to cast leopard fighter on each region?
Of course, you could just allow ceding in every single game. But then you raise the issue of players ceding numerous regions at different points in the game...
ducky
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
There are always things that can be put in place to take these issues into consideration. Don't under sell the abilities of what can be done here.
For instance, the issue of temple swapping under a NAP agreement can be solved by adding an option in the diplomacy interface that allows you to pre-determine if this player you are NAPing with will also be a temple swap partner. If so, then code can be written into the game that will add an option in the region interface that allows you to "give" a temple to that NAP partner, provided the temple is in your borders.
The same concept can be applied to giving passage to a partner. Just add a "give passage" option in the diplomacy page. Here you can determine who you will allow to go through your lands and how many ticks they have access to do so. If time runs out and they still have soldiers in your territory, then those soldiers are forfeited to you. Anyone who has played the Total War series knows what I am talking about.
All of these solutions will require some coding, but management has stated they are ready, willing and wanting to do it... So let's call them out on it!
The Knockout Kid
-------Original Message-------
ducky004 wrote: When thinking about making alliances an option you can just check(or not), dont forget to take into accout that you are changing a lot of the game dynamic by doing this.
The main issue that comes to mind is the game not allowing you to put in 'attack' moves against someone you have checked the NAP option with.
What if I want to temple swap? I have to cast a leopard fighter with each NAP I want to swap with?
What if me and a NAP have a mutal ally and him/her(or me) need to give passage at some point. I have to cast leopard fighter on each region?
Of course, you could just allow ceding in every single game. But then you raise the issue of players ceding numerous regions at different points in the game...
ducky
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Bringing up potential downsides and/or possible unintended consequences in the discussions of new ideas is certainly important.
That creates the opportunity for us to more thoughtfully consider how we would want to address them. That's a good thing.
-------Original Message-------
The Knockout Kid wrote: There are always things that can be put in place to take these issues into consideration. Don't under sell the abilities of what can be done here.
For instance, the issue of temple swapping under a NAP agreement can be solved by adding an option in the diplomacy interface that allows you to pre-determine if this player you are NAPing with will also be a temple swap partner. If so, then code can be written into the game that will add an option in the region interface that allows you to "give" a temple to that NAP partner, provided the temple is in your borders.
The same concept can be applied to giving passage to a partner. Just add a "give passage" option in the diplomacy page. Here you can determine who you will allow to go through your lands and how many ticks they have access to do so. If time runs out and they still have soldiers in your territory, then those soldiers are forfeited to you. Anyone who has played the Total War series knows what I am talking about.
All of these solutions will require some coding, but management has stated they are ready, willing and wanting to do it... So let's call them out on it!
The Knockout Kid
-------Original Message-------
ducky004 wrote: When thinking about making alliances an option you can just check(or not), dont forget to take into accout that you are changing a lot of the game dynamic by doing this.
The main issue that comes to mind is the game not allowing you to put in 'attack' moves against someone you have checked the NAP option with.
What if I want to temple swap? I have to cast a leopard fighter with each NAP I want to swap with?
What if me and a NAP have a mutal ally and him/her(or me) need to give passage at some point. I have to cast leopard fighter on each region?
Of course, you could just allow ceding in every single game. But then you raise the issue of players ceding numerous regions at different points in the game...
ducky
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Oh, I'm not trying to under sell anything. I'll openly admit I have no idea of what is possible with the game mechanics/coding, but I don't doubt that there are a variety of options to get around any potential 'issue'.
I just wanted to point it out in case it hadn't been considered.
ducky
-------Original Message-------
The Knockout Kid wrote: There are always things that can be put in place to take these issues into consideration. Don't under sell the abilities of what can be done here.
For instance, the issue of temple swapping under a NAP agreement can be solved by adding an option in the diplomacy interface that allows you to pre-determine if this player you are NAPing with will also be a temple swap partner. If so, then code can be written into the game that will add an option in the region interface that allows you to "give" a temple to that NAP partner, provided the temple is in your borders.
The same concept can be applied to giving passage to a partner. Just add a "give passage" option in the diplomacy page. Here you can determine who you will allow to go through your lands and how many ticks they have access to do so. If time runs out and they still have soldiers in your territory, then those soldiers are forfeited to you. Anyone who has played the Total War series knows what I am talking about.
All of these solutions will require some coding, but management has stated they are ready, willing and wanting to do it... So let's call them out on it!
The Knockout Kid
-------Original Message-------
ducky004 wrote: When thinking about making alliances an option you can just check(or not), dont forget to take into accout that you are changing a lot of the game dynamic by doing this.
The main issue that comes to mind is the game not allowing you to put in 'attack' moves against someone you have checked the NAP option with.
What if I want to temple swap? I have to cast a leopard fighter with each NAP I want to swap with?
What if me and a NAP have a mutal ally and him/her(or me) need to give passage at some point. I have to cast leopard fighter on each region?
Of course, you could just allow ceding in every single game. But then you raise the issue of players ceding numerous regions at different points in the game...
ducky
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
As you say, each option leads to a whole different realm of game dynamics. Exactly right..
-------Original Message-------
ducky004 wrote: When thinking about making alliances an option you can just check(or not), dont forget to take into accout that you are changing a lot of the game dynamic by doing this.
The main issue that comes to mind is the game not allowing you to put in 'attack' moves against someone you have checked the NAP option with.
What if I want to temple swap? I have to cast a leopard fighter with each NAP I want to swap with?
What if me and a NAP have a mutal ally and him/her(or me) need to give passage at some point. I have to cast leopard fighter on each region?
Of course, you could just allow ceding in every single game. But then you raise the issue of players ceding numerous regions at different points in the game...
ducky
-------Original Message-------
Management wrote:
Excellent thread guys. I read through the whole thing before replying. I thought I'd just make one main reply here because it's the first post in the thread, rather than try to respond individually to every post. - - - - - - - - - - - - - - -
Once upon a time I would have argued on the side against programming alliances/naps/etc. into the game interface.
For me personally, back when I was actively playing, the wild-west-anything-can-happen-at-anytime feeling of in-game and meta-game politics was major part of what I enjoyed most about the game.
I'm sure there are some players who share that view, but I suspect that's more likely than not a minority view.
These days I tend towards thinking some kind of programmed alliance functionality has more potential upside than downside.
It could be a game configuration option, just like any other game configuration option. Some games would have it turned on. Some games would have it turn off. Players could choose which types of games they prefer to play.
Even in games where it's turned on, some players would choose to use it, some players would choose not to. It would be their call. I don't see anything wrong with that.
I can see it now... if a player passes on the alliance system (when it was available) in favor of a verbal agreement and something goes wrong... I can see him having tough time raising any sympathy greater than: "duh, what'd ya expect?"
As far as specific details of how it could be implemented, I have no doubt whatsoever that we'll have no trouble raising more than enough good idea to make it happen.
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Maybe as an option if a nap tracker were put in place. Sort of an allegiance without the baggage you can attack a nap only with a leopard fighter..
Nap tracker game options can include an enforced no attack, attack with leopard or no restrictions option. Leopard fighter can be eliminated by cost as well to prevent nap attacks.
End the nap and it's ok to attack. You can even program in a request to end that occurs in n ticks and it gives you your diplomacy option and leaves the deceit option as well. Choose your poisin cause the market will.
Games are created because they fill. Lots of options help..
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Yes...
They should just rate people without noting anything but a 1-5 star system. I believe this would keep players from hurting eachothers feeling on such a permanent place. The way its been done so far has obviously either drove people away or when people leave they have very interesting things to say.
G360
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games. -----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
What he said.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
LOL. We should start including TL;DR's.
-------Original Message-------
old_ugly wrote: What he said.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Actually, this problem did have two answers to it at one time.
Back when there were a lot of players, pre-game communication was rare because games filled quickly. You knew inside of an hour, two, or maybe a day, the game would be filled. Maybe 2 if it was unpopular.
The second, is an existing mechanic already in the game, and has been used many times before. It's called Blind Start.
I like the idea of trying to get rid of pre-game communication to give late joiners a fairer starting chance. And as playerbase dropped, we probably should have included way more blind start games.
Lunar Savage
-------Original Message-------
The Knockout Kid wrote: LOL. We should start including TL;DR's.
-------Original Message-------
old_ugly wrote: What he said.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Indeed!
wyrm
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
That is why the blind start option was created..
We did a few games with it. Didn't get a lot of support..
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Can't please all the people all the time?
What people say is one thing.
What they do is another.
It can be stunning how often one bears little relation to the other.
That's big reason why I'm generally in favor of making things options.
Then observe which get used, which get ignored.
-------Original Message-------
BlueSky wrote: That is why the blind start option was created..
We did a few games with it. Didn't get a lot of support..
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Exactly right :)
-------Original Message-------
Management wrote:
Can't please all the people all the time?
What people say is one thing.
What they do is another.
It can be stunning how often one bears little relation to the other.
That's big reason why I'm generally in favor of making things options.
Then observe which get used, which get ignored.
-------Original Message-------
BlueSky wrote: That is why the blind start option was created..
We did a few games with it. Didn't get a lot of support..
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
My wife yells at me for over-napping.
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
After being hit in the head, I over napped for two years
I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Oh, absolutely, no accusations in either direction.
Just commentary.
The perception of the issue is undoubtedly significant. I remember past discussions on it, and look at all the responses agreeing with your initial post.
And there is merit to the saying "perception is reality."
If players perceive it as an issue, then well, it is an issue.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
There has always been a "waiting list" option.
I remember it being used from time to time, but it never seemed to be particularly popular.
-------Original Message-------
Cortex wrote: As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
I remember using it a few times. Though, I think it was bugged at one point? Didn't work right or something?
I don't recall.
Lunar Savage
-------Original Message-------
Management wrote:
There has always been a "waiting list" option.
I remember it being used from time to time, but it never seemed to be particularly popular.
-------Original Message-------
Cortex wrote: As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
I seem to have some memories about it being bugged aswell. I forgot what it was.
C.
-------Original Message-------
Lunar Savage wrote: I remember using it a few times. Though, I think it was bugged at one point? Didn't work right or something?
I don't recall.
Lunar Savage
-------Original Message-------
Management wrote:
There has always been a "waiting list" option.
I remember it being used from time to time, but it never seemed to be particularly popular.
-------Original Message-------
Cortex wrote: As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Yes but it is bugged. I cant recall what was wrong with waiting lists. I believe new accounts can not see that button. And a few other things. We should have an expirement on that.
I also believe when a waiting list is changed to open those on the list automaticaly receive the game on their Join a Game tab. When a player is inactive he delays the start of the game. The concept is not perfect.
C.
-------Original Message-------
Management wrote:
There has always been a "waiting list" option.
I remember it being used from time to time, but it never seemed to be particularly popular.
-------Original Message-------
Cortex wrote: As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Its not bugged. Nit didn't have the intended behavior. Games took twice as long to fill...
-------Original Message-------
Cortex wrote: Yes but it is bugged. I cant recall what was wrong with waiting lists. I believe new accounts can not see that button. And a few other things. We should have an expirement on that.
I also believe when a waiting list is changed to open those on the list automaticaly receive the game on their Join a Game tab. When a player is inactive he delays the start of the game. The concept is not perfect.
C.
-------Original Message-------
Management wrote:
There has always been a "waiting list" option.
I remember it being used from time to time, but it never seemed to be particularly popular.
-------Original Message-------
Cortex wrote: As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Wasnt. The intent was to minimize inactives. Once a game registered complete it would open. At some point an admin had to get involved to open the game to players to replace those that registered but never joined,.... Mostly was used witch the bbc games. I dropped it when I adminned maybe in 2001
-------Original Message-------
Management wrote:
There has always been a "waiting list" option.
I remember it being used from time to time, but it never seemed to be particularly popular.
-------Original Message-------
Cortex wrote: As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
We did have a waiting room, register... Wasn't the best option...
-------Original Message-------
Cortex wrote: As a matter of fact having waiting rooms is critical and should have been standard from the get go. It allows for faster filling of games and equal opportunities for diplomacy. Ofcourse the opportunities wont be 100 percent equal because when the game starts, even with waiting rooms, some might be able to engage in diplomacy a bit earlier.
C.
-------Original Message-------
The Knockout Kid wrote: I agree that the issue is not a major issue nor did I state that it was so in my last comment (nor are you accusing me of doing so). What I am saying is that if we are looking for potential road blocks in retaining new players, this could be one. Normally I would not be championing for this change in the old days. However, since we are pretty much revamping our diplomacy experience to better welcome new ones, it is atleast worth discussing. Because even though it might not seem like a huge issue to some, it was obviously a big enough issue at some point that it warranted a new game type and discussion in the NG's.
The Knockout Kid
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Players shouldnt be placed on the map before a game starts. They should be kept in a 'Waiting Room'.
The Knockout Kid hit the nail on the head. Games fillup rate stale at a certain point because the majority does not want to join a game late.
Ive had numerous accounts. It was a bad habit. It did give me the impression new players should not join a game late. It is deadly.
Cortex.
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Personally, I do favor an "everyone gets placed in their starting positions at the same time" approach.
That seems about as "fair" as it can be made regarding pre-game diplomacy opportunity.
Of course, this problem as many others is largely self solving with a larger player base.
The importance of pre game start diplomacy shrinks as fill times get shorter.
-------Original Message-------
Cortex wrote: Players shouldnt be placed on the map before a game starts. They should be kept in a 'Waiting Room'.
The Knockout Kid hit the nail on the head. Games fillup rate stale at a certain point because the majority does not want to join a game late.
Ive had numerous accounts. It was a bad habit. It did give me the impression new players should not join a game late. It is deadly.
Cortex.
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
I believe since I started playing EN that I tended to join games when they were almost full. Definitely not because of the diplomacy issue, more because I didn't want to have to wait too long before it started.
Out of the numerous games I have played, I'd say less than 10 gave me issues with getting NAPs.
Of course, as I progressed in play(getting to know others, learning the game) it would have been easier to get NAPs regardless of when I joined. Or harder, depending on how you look at it ;) (knowing my rep back then :P )
ducky
-------Original Message-------
Cortex wrote: Players shouldnt be placed on the map before a game starts. They should be kept in a 'Waiting Room'.
The Knockout Kid hit the nail on the head. Games fillup rate stale at a certain point because the majority does not want to join a game late.
Ive had numerous accounts. It was a bad habit. It did give me the impression new players should not join a game late. It is deadly.
Cortex.
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
That's another good point in favor of joining games late.
The closer to full a game is, the shorter the wait for it to start.
If you're last, the wait is zero.
-------Original Message-------
ducky004 wrote: I believe since I started playing EN that I tended to join games when they were almost full. Definitely not because of the diplomacy issue, more because I didn't want to have to wait too long before it started.
Out of the numerous games I have played, I'd say less than 10 gave me issues with getting NAPs.
Of course, as I progressed in play(getting to know others, learning the game) it would have been easier to get NAPs regardless of when I joined. Or harder, depending on how you look at it ;) (knowing my rep back then :P )
ducky
-------Original Message-------
Cortex wrote: Players shouldnt be placed on the map before a game starts. They should be kept in a 'Waiting Room'.
The Knockout Kid hit the nail on the head. Games fillup rate stale at a certain point because the majority does not want to join a game late.
Ive had numerous accounts. It was a bad habit. It did give me the impression new players should not join a game late. It is deadly.
Cortex.
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Then you hit the ready to tick button on Thursday, think you're good for the weekend and miss a cycle.
Blah :P
-------Original Message-------
Management wrote:
That's another good point in favor of joining games late.
The closer to full a game is, the shorter the wait for it to start.
If you're last, the wait is zero.
-------Original Message-------
ducky004 wrote: I believe since I started playing EN that I tended to join games when they were almost full. Definitely not because of the diplomacy issue, more because I didn't want to have to wait too long before it started.
Out of the numerous games I have played, I'd say less than 10 gave me issues with getting NAPs.
Of course, as I progressed in play(getting to know others, learning the game) it would have been easier to get NAPs regardless of when I joined. Or harder, depending on how you look at it ;) (knowing my rep back then :P )
ducky
-------Original Message-------
Cortex wrote: Players shouldnt be placed on the map before a game starts. They should be kept in a 'Waiting Room'.
The Knockout Kid hit the nail on the head. Games fillup rate stale at a certain point because the majority does not want to join a game late.
Ive had numerous accounts. It was a bad habit. It did give me the impression new players should not join a game late. It is deadly.
Cortex.
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Thats blind start. Waiting room only waited until it was time to join. Blind start effectively placed everyone at the same time..
-------Original Message-------
Cortex wrote: Players shouldnt be placed on the map before a game starts. They should be kept in a 'Waiting Room'.
The Knockout Kid hit the nail on the head. Games fillup rate stale at a certain point because the majority does not want to join a game late.
Ive had numerous accounts. It was a bad habit. It did give me the impression new players should not join a game late. It is deadly.
Cortex.
-------Original Message-------
Temptations wrote:
This is another good topic. And it's definitely not a new one. Many ideas have be discussed as possible ideas.
Curiosity for a first hand view on this very question was a major reason I joined under a new alias.
-- <anecdotal observations> --
My personal experience however, and I understand this is very unscientific and potentially skewed for a whole boatload of reasons, is that the perception of this issue is far worse than the reality of it.
Back when I was actively playing it was actually my preference to join late/last. Sometimes I would even totally ignore in-game emails until I actually had borders with someone, and that would be my cue to open talks.
At best though, all that tells us that an experienced player who at least doesn't have a reputation as a pushover, shouldn't have a terrible fear of joining late.
So with a completely new alias, I joined four games. I joined all four relatively late, and at least one dead last. I actually joined that one because someone posted a message in the chat saying only one more player was needed to start the game.
In all four of those games I did not find it problem securing naps.
In two of the games I sent a nap offer to every player in the game just to see what would happen. I got back far more acceptances than declines in both.
In one, at first I only contacted my immediate neighbors. In the last, I went the mostly silent approach. Mostly waiting for borders to approach before making diplomatic contact. And mostly all I did there was simply inquire whether they wanted peace or wanted to fight, and then went along with whatever their answer was.
So far the results of my little 4 game test run suggests there may be an argument that over-napping can be a bigger problem than under-napping.
-- </anecdotal observations> --
All that being said, I do agree that it is an issue worth time and effort to address, I just not sure that it's quite as dire as some think it is.
One idea that has been discussed in the past is to wait until a game fills before creating the map, or at least before placing the players in the starting positions.
Then everyone gets an equal opportunity to figure out who their neighbors are and to open their initial diplomacy.
Other ideas that have been discussed were variations on some sort of blackout. Either a blackout on seeing who has already joined, or a blackout on communications.
In theory, good ideas, but as a practical matter I think it would likely result in some/many players going out of their way to circumvent the rule.
Personally I lean towards simply waiting until the game fills before placing players in their starting positions.
Either as the default way games are created, or at least as an option for the game.
-------Original Message-------
The Knockout Kid wrote: I've had a problem with a certain aspect of dilpomacy that is seperate from what we have been discussing, however I am going to post it in the diplomacy thread to keep everything diplomacy related together.
Basically, pre-game communication and the effect it has on players joining a game late.
It seems as if players who join a game when it is almost filled are at a disadvantage due to the fact that most players who are already in the game have already communicated with their neighbors on peace agreements. It's almost as if the game is punishing these players for not joining fast enough.
Imagine someone joining a game as the last player needed to start. After joining, they send out e-mails to perspective allies, only to find that most of them (if not all) decline the request, stating that accepting would completely box them in. Before the game has even ran it's first tick, that game has already been decided against that player. They know that, because they were one of the last players to join, they will be attacked from all sides.
Should this really be the case? Should last slot players be "punished" because they were not able to join a game earlier? Who knows what caused them to not join before? Maybe they just became a subscriber, or a game slot just opened for them?
I remember when I played years ago, I made it a case not to join any games where 75% of the field was already filled. I could tell others would do the same, as it seemed like a game would fill up quickly up until there were only a few spots left. At that point, it took FOREVER for the game to fill those last spots, and usually it filled with either newbies who didn't know better, or respected (and feared) veterans who would have no problem gaining allies no matter when they joined. I supposed after all these years I forgot my own rule, as I recently joined my first game in years, a MAG 7 game, as one of the last participants. I immediately was reminded why I never join games that were almost filled, as almost every peace agreement I sent out was rejected due to those players not wanting to be "boxed in." One player even responded to my request saying, "I shouldn't have joined so late." Hmmmm...
I never brought this up before since we had plenty of players back then and I really didn't care if a newbie was turned off of Evernight because of being shunned in this way. But since we are now looking ways to attract new ones (as well as ways to PREVENT them from leaving, which this could be one), I would suggest that we change this dynamic of diplomacy. One immediate response to this that I think would work would be the restriction of communication before a game started. Wait until a game has been completely filled before opening the communication lines between players. Also, to prevent people from circumvention this restriction by just communicating through other means (such as personal e-mail or the lobby), do not reveal the world map or where other players are placed until the game has started (or, just don't place the players in the map until the game is filled). By doing this, you give every player a much fairer chance at diplomacy.
The Knockout Kid
-------Original Message-------
Cortex wrote: I wholeheartedly agree. I've expressed my opinion concerning diplomacy in a different thread. let me copy paste it in here. I advocate different types of diplomacy games.
The normal standard dipomacy games allows for deceit and betrayal. A crucial ingredient for some but Im assuming not many. The other types of games do not condone or allow for unsportsmanlike conduct.
-----copy
Diplomacy also restricts EN. You need to be political to succeed but more often then not it becomes a tedious chore. During my EN days Ive encountered numerous players who went into 'quick diplo' with very short emails such as '5tick NAP?' or 'Accepted' and this after a few months of playing. The question is, who is driven away by the diplomacy part of EN? Non-English speaking players would be most obvious, the silent types (Remember tomb123 or River? Although River wasnt very silent in the NG's odlly enough), the purists focusing on the mathematic side of EN and many more. EN is very time consuming and mainly because of the diplomacy part. Whenever players start to feel 'burn-out' they will leave.
Diplomacy also has a nasty side effect. Grudges and hurt feelings. This shouldnt be underestimated. A game in EverNight is a huge time investment for atleast a month. Watching your game getting trashed without getting any sort of compensation can be the nail in the coffin. You dont even have to be wronged to lose enjoyment of the game. Getting 'outplayed' (notice the quotes) in the diplomatic area by for example a sudden gangbang orchestrated by a player 150 regions from you can be enough to close EverNight and to never return. In a nutshell, the loss of players due to diplomacy shouldnt be dismissed.
Im not advocating removing diplomacy from EN. Certainly not. I suggest the possibilty of fixed diplomacy games enforced by code to allow for games in which talking is not a necessity along with normal diplomacy games.
I also put forward the construction of a Codex containing the Law of EN. Some games might require players to adhere to that Codex.
Failure in doing so should get them before a Tribunal of Elders which can and may exact a punishment such as transferral of his XP to the wronged party.
In summary you would have 3 types of games ;
- the normal diplomacy games in their current form - fixed diplomacy enforced by code - Codex enforced games.
-----paste
Cortex
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
OK, here's the thing: any automated diplomatic system enforced by the game rules will create exploits that some players WILL take advantage of.
Let's set up a situation between two players starting the game adjacent. Call them Newbie and Mao. They conclude an NAP-5 early in the game (Newbie offered a 3 and Mao insisted on a 5). Newbie also offers an NAP-3 with a mutual neighbor, call him Knaxx. Knaxx refuses the NAP-3 and insists on peace without using the interface. Newbie is already under attack on another front and wants to avoid a two-front war, and agrees. (Or Knaxx just fights Newbie... works either way.)
Mao begins to invade Knaxx. In fact, he rapidly cuts off most of Knaxx's lands from Newbie. He also keeps moving large armies into lands Knaxx took from Newbie.
All Newbie can do once he figures out what's happening is to cancel the NAP-5 and wait for it to count down.
Is that situation reflecting a deal between Mao and Knaxx from the start? A surrender? Coincidence turning into a surrender? Doesn't the game-enforcement shield whoever abuses the system from retribution until the countdown period ends?
That doesn't even take into account spell use. Even if you prohibit NAP partners from deploying units OR casting spells on each other's territories, what about Optic Terror? Suckerman?
There is quite literally no way to code the game to prevent exploitation. The best defenses are reputational. The review system in EN is absolutely brilliant. Couple to it the presence of white knight players who will go after stormtrooping players, and the in-game policing is the best medicine.
I've had to write and rewrite rules often enough for rules lawyers to know how hard it is to anticipate exploits. Lunar, I'd wager that any system you can concoct to enforce NAPs, I can figure out several ways to break for players who don't mind doing such a thing.
That said, we do need to make many things easier. Players should be given templates for basic communications they can use. They should be able to tailor custom templates for their own usage. They should have an easy mechanism to track agreements in each game. And they should have a way to write notes to themselves that persist from game to game, so you can not only review an untrustworthy player, but write yourself a private note about him.
Narsham
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Of course they will. Exploits have always been a part of EN. I don't mean to do away with them. If I thought I could, I'd try to argue this point, but I'm not going to bother.
But, an idea has popped into my head.
What if games had a matchmaking system of sorts? After the players join the chosen game, the system picks and chooses who will be enemies and allies based on rank and skill? Kind of like a team game, except, no teams. Players start with an auto list of friendly players and hostile players and from there, everyone can use the system to change their hostiles and friendlies. This way, no one starts neutrals. You're plopped into a game where you have enemies and equal partner allies from the get go (no captain leader like a team). If you find yourself in the middle of hostiles you can offer them peace via the in-game system.
This kind of system prevents abuse of players ignoring the system altogether and using diplomacy outside the system. You have to switch between hostile and friendly in-game.
Now, on the other side, this is going to require much tweaking of in-game placement and the development of the matchmaking system so that similarly ranked players are distributed evenly or somewhat fairly.
I could see it requiring things such as no player can have more than "X" number of hostiles as neighbors or "Y" number of friendlies as neighbors (and perhaps some games could ignore this). And then further calculations based on player skills/ranks.
Seems complicated, but the final result would be appealing, I think.
Lunar Savage
-------Original Message-------
Narsham wrote: OK, here's the thing: any automated diplomatic system enforced by the game rules will create exploits that some players WILL take advantage of.
Let's set up a situation between two players starting the game adjacent. Call them Newbie and Mao. They conclude an NAP-5 early in the game (Newbie offered a 3 and Mao insisted on a 5). Newbie also offers an NAP-3 with a mutual neighbor, call him Knaxx. Knaxx refuses the NAP-3 and insists on peace without using the interface. Newbie is already under attack on another front and wants to avoid a two-front war, and agrees. (Or Knaxx just fights Newbie... works either way.)
Mao begins to invade Knaxx. In fact, he rapidly cuts off most of Knaxx's lands from Newbie. He also keeps moving large armies into lands Knaxx took from Newbie.
All Newbie can do once he figures out what's happening is to cancel the NAP-5 and wait for it to count down.
Is that situation reflecting a deal between Mao and Knaxx from the start? A surrender? Coincidence turning into a surrender? Doesn't the game-enforcement shield whoever abuses the system from retribution until the countdown period ends?
That doesn't even take into account spell use. Even if you prohibit NAP partners from deploying units OR casting spells on each other's territories, what about Optic Terror? Suckerman?
There is quite literally no way to code the game to prevent exploitation. The best defenses are reputational. The review system in EN is absolutely brilliant. Couple to it the presence of white knight players who will go after stormtrooping players, and the in-game policing is the best medicine.
I've had to write and rewrite rules often enough for rules lawyers to know how hard it is to anticipate exploits. Lunar, I'd wager that any system you can concoct to enforce NAPs, I can figure out several ways to break for players who don't mind doing such a thing.
That said, we do need to make many things easier. Players should be given templates for basic communications they can use. They should be able to tailor custom templates for their own usage. They should have an easy mechanism to track agreements in each game. And they should have a way to write notes to themselves that persist from game to game, so you can not only review an untrustworthy player, but write yourself a private note about him.
Narsham
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
My main concern is that any automated enforcement system that doesn't anticipate and deal with certain exploits is actually protecting "evil-doers" and thus increases player frustration. If someone backstabs you in a game that's all about backstabbing, it's different from someone finding a way to do it in a game that isn't, but it's even worse when the game protects the person who backstabbed you.
There are ways around the problem. Perhaps the easiest way is to force "liberation" of regions that were previously owned by a current NAP partner or ally. That completely prevents stormtrooping. The mechanics of such a thing would need to be decided: does the region (and the force I sent into it) revert control instantly? Is there a countdown so I can move my troops out before control switches over? What happens if I cancel the NAP and it's ticking down?
One solution is to do reverse ceding. If you and I have a NAP agreement in place and you capture a region I previously controlled, I now have a "claim region" button I can use to take control of it without a fight. But I'm not compelled to use it. That builds in a one cycle delay so that a liberating NAP partner can vacate the region, and it makes stormtrooping difficult.
The other suggestion--predetermined agreements--seems like a good game format, like the BBC format for team games, but it should be an option and not the standard.
>This kind of system prevents abuse of players ignoring >the system altogether and using diplomacy outside the >system. You have to switch between hostile and >friendly in-game.
Absolutely wrong. It creates additional incentives for out-of-system abuse. It is far less effective for all your allies to be open and declared allies than for you to have one or more operatives working with your enemies. And there is absolutely no way to compel either hostile or friendly behavior in-game, beyond offering strong in-game incentives towards each.
We two could be set as enemies from cycle 1 but never engage in a single fight or deploy a single lesser into the other's territory, and we could exchange an infinite amount of strategy advice, intelligence, even coordinate our activities.
Or we could be set as friends from cycle 1 and do everything possible to undermine each other, including cutting off each other's expansion, working with mutual "enemies" as much as possible to hurt the other, etc.
End-game rewards have to be tied to the performance of yourself AND your preset allies to prevent these kinds of problems, or at least reduce their occurrence. And that pretty much puts us back into BBC territory, only with fewer players, bigger teams and actual map design to ensure nobody gets too bad of a start. Just eliminate the captain mechanic and you have what you suggest.
Narsham
-------Original Message-------
Lunar Savage wrote: Of course they will. Exploits have always been a part of EN. I don't mean to do away with them. If I thought I could, I'd try to argue this point, but I'm not going to bother.
But, an idea has popped into my head.
What if games had a matchmaking system of sorts? After the players join the chosen game, the system picks and chooses who will be enemies and allies based on rank and skill? Kind of like a team game, except, no teams. Players start with an auto list of friendly players and hostile players and from there, everyone can use the system to change their hostiles and friendlies. This way, no one starts neutrals. You're plopped into a game where you have enemies and equal partner allies from the get go (no captain leader like a team). If you find yourself in the middle of hostiles you can offer them peace via the in-game system.
This kind of system prevents abuse of players ignoring the system altogether and using diplomacy outside the system. You have to switch between hostile and friendly in-game.
Now, on the other side, this is going to require much tweaking of in-game placement and the development of the matchmaking system so that similarly ranked players are distributed evenly or somewhat fairly.
I could see it requiring things such as no player can have more than "X" number of hostiles as neighbors or "Y" number of friendlies as neighbors (and perhaps some games could ignore this). And then further calculations based on player skills/ranks.
Seems complicated, but the final result would be appealing, I think.
Lunar Savage
-------Original Message-------
Narsham wrote: OK, here's the thing: any automated diplomatic system enforced by the game rules will create exploits that some players WILL take advantage of.
Let's set up a situation between two players starting the game adjacent. Call them Newbie and Mao. They conclude an NAP-5 early in the game (Newbie offered a 3 and Mao insisted on a 5). Newbie also offers an NAP-3 with a mutual neighbor, call him Knaxx. Knaxx refuses the NAP-3 and insists on peace without using the interface. Newbie is already under attack on another front and wants to avoid a two-front war, and agrees. (Or Knaxx just fights Newbie... works either way.)
Mao begins to invade Knaxx. In fact, he rapidly cuts off most of Knaxx's lands from Newbie. He also keeps moving large armies into lands Knaxx took from Newbie.
All Newbie can do once he figures out what's happening is to cancel the NAP-5 and wait for it to count down.
Is that situation reflecting a deal between Mao and Knaxx from the start? A surrender? Coincidence turning into a surrender? Doesn't the game-enforcement shield whoever abuses the system from retribution until the countdown period ends?
That doesn't even take into account spell use. Even if you prohibit NAP partners from deploying units OR casting spells on each other's territories, what about Optic Terror? Suckerman?
There is quite literally no way to code the game to prevent exploitation. The best defenses are reputational. The review system in EN is absolutely brilliant. Couple to it the presence of white knight players who will go after stormtrooping players, and the in-game policing is the best medicine.
I've had to write and rewrite rules often enough for rules lawyers to know how hard it is to anticipate exploits. Lunar, I'd wager that any system you can concoct to enforce NAPs, I can figure out several ways to break for players who don't mind doing such a thing.
That said, we do need to make many things easier. Players should be given templates for basic communications they can use. They should be able to tailor custom templates for their own usage. They should have an easy mechanism to track agreements in each game. And they should have a way to write notes to themselves that persist from game to game, so you can not only review an untrustworthy player, but write yourself a private note about him.
Narsham
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
All possibilities.
though, I was thinking that maybe all the player has to do is click on the neighbor marked friendly or hostile, click a button to change it, and it changes it during the next tick. the player who was changed will be able to see that they were marked as friendly or hostile on the next cycle when their neighbor changes status on their own map. Though, it might be better if there was a two tick delay in that sort of thing so as to curtail backstabbing or make it obvious.
Other possibilities like limiting the number of times you can alter your neighbors friendly or hostile status are possible too.
Backstabbing would be very hard to remove and is likely impossible.
Also, I like the BBC idea without captains.
And for the record, when I present an idea, it's never to make it the standard. All my ideas are just generally presented as optional game types or options for a game.
I no longer view EN with a standard gametype, because frankly, there really isn't one. It's just a bunch of games with tons of options on ways to play the game of war.
Lunar Savage
-------Original Message-------
Narsham wrote: My main concern is that any automated enforcement system that doesn't anticipate and deal with certain exploits is actually protecting "evil-doers" and thus increases player frustration. If someone backstabs you in a game that's all about backstabbing, it's different from someone finding a way to do it in a game that isn't, but it's even worse when the game protects the person who backstabbed you.
There are ways around the problem. Perhaps the easiest way is to force "liberation" of regions that were previously owned by a current NAP partner or ally. That completely prevents stormtrooping. The mechanics of such a thing would need to be decided: does the region (and the force I sent into it) revert control instantly? Is there a countdown so I can move my troops out before control switches over? What happens if I cancel the NAP and it's ticking down?
One solution is to do reverse ceding. If you and I have a NAP agreement in place and you capture a region I previously controlled, I now have a "claim region" button I can use to take control of it without a fight. But I'm not compelled to use it. That builds in a one cycle delay so that a liberating NAP partner can vacate the region, and it makes stormtrooping difficult.
The other suggestion--predetermined agreements--seems like a good game format, like the BBC format for team games, but it should be an option and not the standard.
>This kind of system prevents abuse of players ignoring >the system altogether and using diplomacy outside the >system. You have to switch between hostile and >friendly in-game.
Absolutely wrong. It creates additional incentives for out-of-system abuse. It is far less effective for all your allies to be open and declared allies than for you to have one or more operatives working with your enemies. And there is absolutely no way to compel either hostile or friendly behavior in-game, beyond offering strong in-game incentives towards each.
We two could be set as enemies from cycle 1 but never engage in a single fight or deploy a single lesser into the other's territory, and we could exchange an infinite amount of strategy advice, intelligence, even coordinate our activities.
Or we could be set as friends from cycle 1 and do everything possible to undermine each other, including cutting off each other's expansion, working with mutual "enemies" as much as possible to hurt the other, etc.
End-game rewards have to be tied to the performance of yourself AND your preset allies to prevent these kinds of problems, or at least reduce their occurrence. And that pretty much puts us back into BBC territory, only with fewer players, bigger teams and actual map design to ensure nobody gets too bad of a start. Just eliminate the captain mechanic and you have what you suggest.
Narsham
-------Original Message-------
Lunar Savage wrote: Of course they will. Exploits have always been a part of EN. I don't mean to do away with them. If I thought I could, I'd try to argue this point, but I'm not going to bother.
But, an idea has popped into my head.
What if games had a matchmaking system of sorts? After the players join the chosen game, the system picks and chooses who will be enemies and allies based on rank and skill? Kind of like a team game, except, no teams. Players start with an auto list of friendly players and hostile players and from there, everyone can use the system to change their hostiles and friendlies. This way, no one starts neutrals. You're plopped into a game where you have enemies and equal partner allies from the get go (no captain leader like a team). If you find yourself in the middle of hostiles you can offer them peace via the in-game system.
This kind of system prevents abuse of players ignoring the system altogether and using diplomacy outside the system. You have to switch between hostile and friendly in-game.
Now, on the other side, this is going to require much tweaking of in-game placement and the development of the matchmaking system so that similarly ranked players are distributed evenly or somewhat fairly.
I could see it requiring things such as no player can have more than "X" number of hostiles as neighbors or "Y" number of friendlies as neighbors (and perhaps some games could ignore this). And then further calculations based on player skills/ranks.
Seems complicated, but the final result would be appealing, I think.
Lunar Savage
-------Original Message-------
Narsham wrote: OK, here's the thing: any automated diplomatic system enforced by the game rules will create exploits that some players WILL take advantage of.
Let's set up a situation between two players starting the game adjacent. Call them Newbie and Mao. They conclude an NAP-5 early in the game (Newbie offered a 3 and Mao insisted on a 5). Newbie also offers an NAP-3 with a mutual neighbor, call him Knaxx. Knaxx refuses the NAP-3 and insists on peace without using the interface. Newbie is already under attack on another front and wants to avoid a two-front war, and agrees. (Or Knaxx just fights Newbie... works either way.)
Mao begins to invade Knaxx. In fact, he rapidly cuts off most of Knaxx's lands from Newbie. He also keeps moving large armies into lands Knaxx took from Newbie.
All Newbie can do once he figures out what's happening is to cancel the NAP-5 and wait for it to count down.
Is that situation reflecting a deal between Mao and Knaxx from the start? A surrender? Coincidence turning into a surrender? Doesn't the game-enforcement shield whoever abuses the system from retribution until the countdown period ends?
That doesn't even take into account spell use. Even if you prohibit NAP partners from deploying units OR casting spells on each other's territories, what about Optic Terror? Suckerman?
There is quite literally no way to code the game to prevent exploitation. The best defenses are reputational. The review system in EN is absolutely brilliant. Couple to it the presence of white knight players who will go after stormtrooping players, and the in-game policing is the best medicine.
I've had to write and rewrite rules often enough for rules lawyers to know how hard it is to anticipate exploits. Lunar, I'd wager that any system you can concoct to enforce NAPs, I can figure out several ways to break for players who don't mind doing such a thing.
That said, we do need to make many things easier. Players should be given templates for basic communications they can use. They should be able to tailor custom templates for their own usage. They should have an easy mechanism to track agreements in each game. And they should have a way to write notes to themselves that persist from game to game, so you can not only review an untrustworthy player, but write yourself a private note about him.
Narsham
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
Mao's not here man! Boy I wish the e-mail window would size when you make the message bigger... Its hard to read with that little window...
-------Original Message-------
Narsham wrote: OK, here's the thing: any automated diplomatic system enforced by the game rules will create exploits that some players WILL take advantage of.
Let's set up a situation between two players starting the game adjacent. Call them Newbie and Mao. They conclude an NAP-5 early in the game (Newbie offered a 3 and Mao insisted on a 5). Newbie also offers an NAP-3 with a mutual neighbor, call him Knaxx. Knaxx refuses the NAP-3 and insists on peace without using the interface. Newbie is already under attack on another front and wants to avoid a two-front war, and agrees. (Or Knaxx just fights Newbie... works either way.)
Mao begins to invade Knaxx. In fact, he rapidly cuts off most of Knaxx's lands from Newbie. He also keeps moving large armies into lands Knaxx took from Newbie.
All Newbie can do once he figures out what's happening is to cancel the NAP-5 and wait for it to count down.
Is that situation reflecting a deal between Mao and Knaxx from the start? A surrender? Coincidence turning into a surrender? Doesn't the game-enforcement shield whoever abuses the system from retribution until the countdown period ends?
That doesn't even take into account spell use. Even if you prohibit NAP partners from deploying units OR casting spells on each other's territories, what about Optic Terror? Suckerman?
There is quite literally no way to code the game to prevent exploitation. The best defenses are reputational. The review system in EN is absolutely brilliant. Couple to it the presence of white knight players who will go after stormtrooping players, and the in-game policing is the best medicine.
I've had to write and rewrite rules often enough for rules lawyers to know how hard it is to anticipate exploits. Lunar, I'd wager that any system you can concoct to enforce NAPs, I can figure out several ways to break for players who don't mind doing such a thing.
That said, we do need to make many things easier. Players should be given templates for basic communications they can use. They should be able to tailor custom templates for their own usage. They should have an easy mechanism to track agreements in each game. And they should have a way to write notes to themselves that persist from game to game, so you can not only review an untrustworthy player, but write yourself a private note about him.
Narsham
-------Original Message-------
Lunar Savage wrote: I feel this needs to be discussed. And I'm interested to hear the management's stance on it.
You have said you wish to widen the appeal of the game a bit. But how far do you intend? I accept the fact the game will not appeal to everyone and you have no intention of making it do so. However, diplomacy is an extremely niche market.
I have always been of the mindset that the diplomacy of the game is a double edged sword. Unfortunately, it's not a double edged sword that's been working in EN's favor.
The level of communication and cooperation the game encourages is fantastic and requires a certain level of dedication and player thinking. However, if you desire a larger player base, you will have to tone it down some.
The communication between gamers has led to many bouts of bad blood in the community. Especially when one feels cheated or ganged up on by the people around them. And it creates tension. Or even worse, it causes people to leave. In droves. Some return, but many do not.
I personally feel that cooperation and communication can stay in the game, but much of it needs to be brought down to a mechanical in-game level instead of relying on the words of a human being. This also helps remove a lot of other potential real world problems like someone's life falling apart, time zones, language barriers, and more.
Can deceit still be in the game? I personally don't think so if you want it to thrive more than it has. Or perhaps you can find a way to implement it mechanically so it's viewed as less venomous among average players.
Lunar Savage
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