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[Discussion] Delegate-Elect

Bug reports, general help, ideas for improvements, and questions about how things are meant to work.

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Gibraltarica
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Founded: May 16, 2013
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Postby Gibraltarica » Fri Nov 03, 2017 3:20 pm

Eluvatar wrote:
Digory Kirke wrote:To be quite frank, this seems like Eluvatar's pet project. While that's alright, there has been near-unanimous opposition to it in this thread. To implement this would be not only to endanger GCR politics and ensure stagnancy for years in certain GCRs, while ensuring constant instability in others, it would be to dangerously and chaotically change R/D. Eluvatar, I beg you to take off any rose-colored glasses you might have and look at this idea for its repercussions. This idea does not stand pn its merits. By any measure, it would reduce meritocracy and democracy in GCRs to zero, and would almost certainly change R/D into a much bigger and more destructive game.

I would agree that this is, in some sense, my pet project. I've thought on these matters considerably.

I think it's too soon to consider opposition near-unanimous. However, I am certainly going to be watching the overall picture.

I don't understand how this Delegate-Elect mechanic would reduce meritocracy and democracy in GCRs to zero (nor, indeed, quite what that means). I'm interested to know what you mean by it, and why.

I will agree that increasing the size of Gameplay by allowing more to participate is a goal of this possible feature, but I'm hazier on it being more destructive. I'd be interested in why you think that is the case.

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I'm glad to hear that our admins are putting thought into their work and proposed gameplay changes. I appreciate that you're willing to listen to us.

Alright, on to the beef of my argument. Here's why GCRs would have no incentive to produce meritocracy: you can't appoint anyone a BC RO without fear of a coup. Your argument earlier was, "know who to trust." That, of course, is at best a dismissive chortle, at worst an intentional ignorance of GCR politics. You cannot know who to trust in GCRs. A good example of this would be Milograd's coup, or most recently, Funkadelia's revolution. Those in government entrusted these people with carrying on the culture of their region. These people, though they were loyal for a long time, even as delegates, eventually couped. These were people who began as entities intent, most likely, on being a positive influence on these communities. Can you imagine the scale at which this would be increased if (as discussed earlier) ROs, or even external raiders could coup GCRs on a whim with enough dedication, effort, and timing. You're essentially eliminating all potential to defend from coups if GCRs, especially sinkers, want to keep high-endorsement guardians as ROs. The reasoning for this was discussed earlier, I shan't repeat the rationale. What you've got, then, is a dichotomy: either these regions keep guardians and risk almost certain coup, or demote all guardians, banject all high-endorsement individuals, etc. Some regions, like The Pacific and Balder, would almost certainly be safe because they have already implemented similar policies for endorsements.

However, let's take a region like Lazarus, which is still recovering from a change in government, or a region like The East Pacific, where it was not too recently that the elected delegate was surpassed in endorsements by a benign guardian. These regions may be doomed, given a careless delegate, or a time where the delegate can't attend update, to a perpetual cycle of coups. These regions may recover from a coup, only to have their new low-influence delegate surpassed by one of his ROs, who could then coup himself. This would almost certainly lead to power-plays within coups and countercoup movements, to the extent that these regions would be strife with mistrust, slave to UCRs and to more secure GCRs. Coupled with the other proposed changes, establishing a stable government, a place where new or returning players can establish themselves, would be very difficult. Drama leeches may like those regions, but any player who loves being a productive individual and building something up will be chased away to a UCR or a more stable GCR. I don't want our GCRs to look like battlefields, or to be filled with more drama than they already are.

The remaining GCRs, the stable ones, would fall into a period of facilitated stagnancy and autocracy. Gone would be region governments like The West Pacific, where guardians are appointed on their merits. I believe that the addition of regional officers was a positive development, especially for GCRs. It allows positive members of a community to contribute to and protect that community. While ROs can overthrow, without the proposed system, the more loyal ROs you have to the security of the region, the less likely a rogue one is to succed. This would not happen under the proposed system. This is not to denigrate regions like The Pacific or Balder, with a high-endo delegate and most everyone else low-endorsement, but one has to remember that they implemented these systems early in their development. For regions with cultures like, say, TWP or Osiris, this would mean a degradation of the meritocratic systems on which their governments and communities stand.

As for my point on Raiding/Defending, most detractors of this idea have cited that R/D would become a piling game. They claim that this would be boring, and I have to agree with them on a personal note. However, raiding and defending would continue, if not becoming more political as a result of GCR factionalization discussed in the previous point. Many here have experienced the pilers CAIN was able to amass to take The NSIA, and many as well remember the raid of Nazi Europe. Imagine if you had two CAIN-sized factions of pilers fighting over regions. Eventually, they might even be able to fight over sinkers. I may be exaggerating to a small extent, but this is not out of the question. The other changes combined with this will incentivize pilers. R/D regions will adapt to this change or die. These changes will result in a factionalization of two monstrous leagues, a dichotomy of vitriol and terror. The sinkers, and possibly even some feeders, may become slave to the will of UCRs, and become tools in a game, as opposed for regional communities for new players to become involved in.

I cannot support this proposal. I enjoy politics to an extent, but this is asking for a Cold War. This will result in a much darker and divisive metagame. I am not for a more heavy-hearted game, this game as-is drains my emotions enough.
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Clean Land
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Postby Clean Land » Fri Nov 03, 2017 3:45 pm

Yes, this can only end in a disaster. Yes, some changes could even invigorate regions. But not this. This would give attackers an advantage that is so large that it can be legitimately classified as broken. Instability once in a while could be beneficial to the region. Constant instability will be horrible for any region. Do you really want new nations to spawn in constant, nasty battlezones? I hope not!

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Canton Empire
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Postby Canton Empire » Fri Nov 03, 2017 4:25 pm

I actually like this idea. The idea of a less stable, more politically dangerous GCR intrigues me a lot. It places a lot more value on who you trust and I think it would force GCRs to change policies.
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Gibraltarica
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Postby Gibraltarica » Fri Nov 03, 2017 4:28 pm

Canton Empire wrote:I actually like this idea. The idea of a less stable, more politically dangerous GCR intrigues me a lot. It places a lot more value on who you trust and I think it would force GCRs to change policies.

Actually, it would create mistrust and strife. I don't see how GCR policy change is a good thing by necessity. When will people realize that not all change is good?
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Raionitu
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Postby Raionitu » Fri Nov 03, 2017 4:35 pm

Canton Empire wrote:I actually like this idea. The idea of a less stable, more politically dangerous GCR intrigues me a lot. It places a lot more value on who you trust and I think it would force GCRs to change policies.

Why would this be good though? We've already had people talking about possible negative effects of new players starting in a battleground. Less people would be likely to stay if their first experience was a paranoid government that made sure no one could gain power without years of dedication out of fear of being raided.
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Consular
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Postby Consular » Fri Nov 03, 2017 5:33 pm

I really do not understand the argument that this will somehow make invasions easier. They will remain much the same -- invaders still need the numbers to exceed the native Delegate's support, and defenders have the same opportunity to intercept them.

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Ever-Wandering Souls
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Postby Ever-Wandering Souls » Fri Nov 03, 2017 5:33 pm

Consular wrote:I really do not understand the argument that this will somehow make invasions easier. They will remain much the same -- invaders still need the numbers to exceed the native Delegate's support, and defenders have the same opportunity to intercept them.


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Unibot III
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Postby Unibot III » Fri Nov 03, 2017 5:44 pm

I don't know this if this has been discussed, Elu, but I have a feeling your proposals together (Delegate-Elect & Randomized Updates) overlap in ways that might be overkill. Delegate-Elect, as it's been suggested, would greatly "unlink" gameplay from update as is, without even considering randomized updates.

I'm personally against both of the proposals, I'm afraid. From a neutral perspective, I don't think they're particular fair to invaders. A 'Delegate-Elect' would greatly shift gameplay towards "pile-offs" where invaders stand a good chance of losing a lot of the time. Randomized updates would undermine and frankly confuse the logistics of organizing missions for everyone - raider, defender, and especially newbies.

I've always been a fan of ideas that are aimed at making gameplay more competitive in nature, that means addressing piling as it currently exists as an invader tactic. But I don't think the answer is to go from one situation with piling to more piling. I think that's why a lot of players, myself included, were attracted to the idea of using the WA as a way of addressing piling. It's more of an "extraordinary measure" if it's done through the WA, which filters down and alters invader culture and practices through deterrence - rather than a change in the fundamentals of how invasions work.

(I don't like shooting down someone's ideas without proposing something as an alternative, so if you're interested, I would suggest looking at the "Stabilization" WA category I proposed a while back.)

(I'm also puzzled by the suggestion that this would be a boon for invaders. It would make liberations infinitely easier than they are now and make occupations more difficult to manage, but invasions are already pretty easy in comparison to pull off without additional avenues for invasions. Yes, invaders could pull off more interesting invasions, but the occupations would be far more challenging to maintain and the defender response would likely be artless and repetitive without the romance of an abruptly-improvised, coffee-fueled, organizationally challenging liberation planned at the dead of night. Liberations would become mostly about constant communication with pilers and planning the logistics of their pre-update launch. I think it's a legitimate question for the site admins to ask whether this would be as much fun for both sides ultimately. I'm skeptical it would be, at least not in the long run.)
Last edited by Unibot III on Fri Nov 03, 2017 5:55 pm, edited 3 times in total.
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Consular
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Postby Consular » Fri Nov 03, 2017 5:45 pm

Ever-Wandering Souls wrote:
Consular wrote:I really do not understand the argument that this will somehow make invasions easier. They will remain much the same -- invaders still need the numbers to exceed the native Delegate's support, and defenders have the same opportunity to intercept them.


Four words: All day, every day.

But you can't actually get the Del position until update.

By moving in earlier you just give more time for defenders to stack against you. And I'm pretty sure defenders can outpile invaders.

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Kylia Quilor
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Postby Kylia Quilor » Fri Nov 03, 2017 5:50 pm

But then Defenders can stack in after you've taken it. Rendering all the work you've put meaningless. It means a Raider delegate or a native delegate literally has to be be online all the time to combat libs or raids respectively.
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Consular
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Postby Consular » Fri Nov 03, 2017 6:14 pm

Potentially true but I was just saying that I don't understand how this feature makes invasions easier. I didn't comment on defender actions.

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Moneyness
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Postby Moneyness » Fri Nov 03, 2017 6:25 pm

Consular wrote:Potentially true but I was just saying that I don't understand how this feature makes invasions easier. I didn't comment on defender actions.


Look earlier in the thread for Souls example where he explained it. Basics of it is a Raider Regional Officer with Border Control would be able to eject new nations coming in to endorse the delegate when those endorsing the raider Regional Officer who would be delegate elect wouldn't be able to be banjected.

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Consular
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Postby Consular » Fri Nov 03, 2017 6:29 pm

Moneyness wrote:
Consular wrote:Potentially true but I was just saying that I don't understand how this feature makes invasions easier. I didn't comment on defender actions.


Look earlier in the thread for Souls example where he explained it. Basics of it is a Raider Regional Officer with Border Control would be able to eject new nations coming in to endorse the delegate when those endorsing the raider Regional Officer who would be delegate elect wouldn't be able to be banjected.

How exactly would this situation even be created?

Presumably the Delegate would dismiss the officer.

They cannot be banned, but my understanding is the Delegate-Elect does not have border control authority?

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Postby Dream Killers » Fri Nov 03, 2017 6:31 pm

Strongly against.

Needless to say, I am glad that I am not really active in r/d anymore with changes like this potentially on the horizon for Gameplay. Wow. I then look to this thread and see many who intricately understand the game, - on literally every side there is in GP - and they are all in agreement. How many times does that honestly happen? Please take that as a hint, and please, honestly consider what is being said here in opposition.
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Dysmastan
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Postby Dysmastan » Fri Nov 03, 2017 6:39 pm

Alright, so for the sake of providing input, I'm going to make a suggestion. Maybe it's not the best, but it can't be the worst.

So, before it's decided whether this feature gets fully implemented or not, do a beta test of this and other planned update features. Use some temporary regions, or just requisition the warzone regions for a few days, whatever. Invite players to try out the features so you can get some feedback.
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Todd McCloud
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Postby Todd McCloud » Fri Nov 03, 2017 6:57 pm

All around a terrible idea.Let's discuss some more of the ideas we had brainstormed back in 2013.
Last edited by Todd McCloud on Fri Nov 03, 2017 7:02 pm, edited 1 time in total.
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Postby Flanderlion » Fri Nov 03, 2017 7:03 pm

Todd McCloud wrote:All around a terrible idea. Close the topic and bring up some more of the ideas we had discussed back in 2013.

Annexation ftw.

The idea given we'd be using it from both sides I'm not really that strongly persuaded either way whether it should go ahead, and given the overwhelming negative feedback from the others I'll say listen to them rather than implement this.

I liked the census bits though - can we have that without the rest?
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Kylia Quilor
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Postby Kylia Quilor » Fri Nov 03, 2017 7:06 pm

That conference actually had some good ideas, why don't we talk about those ones?
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Todd McCloud
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Postby Todd McCloud » Fri Nov 03, 2017 7:11 pm

Flanderlion wrote:
Todd McCloud wrote:All around a terrible idea. Close the topic and bring up some more of the ideas we had discussed back in 2013.

Annexation ftw.

The idea given we'd be using it from both sides I'm not really that strongly persuaded either way whether it should go ahead, and given the overwhelming negative feedback from the others I'll say listen to them rather than implement this.

I liked the census bits though - can we have that without the rest?


Ha, I remember that idea. For those who don't know what we're talking about, it's in this archived topic, specifically located here. I notice some of these changes have been implemented, with this one being a modification of one suggestion.

Why not re-open that and see what fresh new ideas players have?


EDIT: Reading through some of these. Gah, so many nations gone :/
Last edited by Todd McCloud on Fri Nov 03, 2017 7:15 pm, edited 1 time in total.
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Postby Lenlyvit » Fri Nov 03, 2017 7:19 pm

Dysmastan wrote:Alright, so for the sake of providing input, I'm going to make a suggestion. Maybe it's not the best, but it can't be the worst.

So, before it's decided whether this feature gets fully implemented or not, do a beta test of this and other planned update features. Use some temporary regions, or just requisition the warzone regions for a few days, whatever. Invite players to try out the features so you can get some feedback.

I really don't like this idea, but I agree with this sentiment. It would be interesting to see how this would actually work.
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Ever-Wandering Souls
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Postby Ever-Wandering Souls » Fri Nov 03, 2017 7:48 pm

Unibot III wrote:(I'm also puzzled by the suggestion that this would be a boon for invaders. It would make liberations infinitely easier than they are now and make occupations more difficult to manage, but invasions are already pretty easy in comparison to pull off without additional avenues for invasions. Yes, invaders could pull off more interesting invasions, but the occupations would be far more challenging to maintain and the defender response would likely be artless and repetitive without the romance of an abruptly-improvised, coffee-fueled, organizationally challenging liberation planned at the dead of night. Liberations would become mostly about constant communication with pilers and planning the logistics of their pre-update launch. I think it's a legitimate question for the site admins to ask whether this would be as much fun for both sides ultimately. I'm skeptical it would be, at least not in the long run.)


As said earlier, it'd make starting things easier, holding them harder, getting them back easier, etc. Favors aggression, in short. And yep, it has been said by both sides that this decreases fun by increasing the numbers game/pile-off factor.

Consular wrote:
Ever-Wandering Souls wrote:
Four words: All day, every day.

But you can't actually get the Del position until update.

By moving in earlier you just give more time for defenders to stack against you. And I'm pretty sure defenders can outpile invaders.


Sure, if they're watching all day, they can react when it goes down. *If*. That's already a huge burden. Let's say they only check in every hour or so, for the sake of a middle ground. We time things right, and of course have planning/fore-notice, so we get on in there and get a del-elect spot, with a margin of say, 20-5e, given a sufficiently important operation and fore-planning. Defenders notice. They sure don't have that many endos on standby all day. Now, if we just randomly jumped on this region, it goes into a pile-off where we have a head start and pre-planning. Who wins? Who knows. Especially if this becomes commonplace and we have to work to build massive piler forces. Unless, of course, the op was a sleeper with BC RO powers. Now, we have all the time we need until update to pile, which probably works out better for us than "now you have until update to plan!" works for defenders. They can try to use the "endorse the del elect too to be safe from ejection" bit, and might with people they know can be on for update to switch endorsements, but that doesn't really help them pile much. So that's a toss. Or maybe the delegate notices and removes BC. But we're still back to step on there, where our side of the pile off has a heads up, and the other does not.

From there, as above, libbing is probably easier, but the ability to take a region back from a lib also goes up. I would understand an argument that such back and forth could be good for R/D, but I think the fact that it's based effectively on a pile-off is not an *enjoyable* back and forth to most.
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Vuori Kunin-Grrs
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Postby Vuori Kunin-Grrs » Fri Nov 03, 2017 7:51 pm

The idea of the Delegate-Elect seems quite enticing, but it also favors the R/D game over building a regular community in some circumstances; e.g. in political regions. However, I would say that the constant flow of negativity is also due to the implications this idea has: if this indeed is put into place, established nations of power may fall more easily, and those regions that inherently are more political and militaristic would be more likely to go into a situation with the Delegate-Elect as the key factor than regions that are more orientated towards role-play or community over politics. I like it.

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Trackeendy
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Postby Trackeendy » Fri Nov 03, 2017 8:04 pm

Hopefully this isn't actually implemented.
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Todd McCloud
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Postby Todd McCloud » Fri Nov 03, 2017 8:07 pm

Just read through this thread again. It's amazing that the people who almost never agree on anything together have all suddenly reached a mostly unanimous conclusion (I say mostly cause people seem united against it but likely for different reasons, the likes). I don't mean this to come off as crass, and it's definitely not sarcastic, but that's kind of cool.
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Trotterdam
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Postby Trotterdam » Fri Nov 03, 2017 8:19 pm

Flanderlion wrote:I liked the census bits though - can we have that without the rest?
I must have missed that part of the proposal. Lemme have another look...
Eluvatar wrote:The game will track endorsements live. A "World Assembly Endorsements Given" census scale will be introduced, and the "World Assembly Endorsements" census scale and ranking will be updated whenever an endorsement is given, withdrawn, or a nation moves.
Wait a moment, we already have this.

Assuming this works like the zombie censi did, the sorting isn't 100% live (but updates pretty frequently), but the numbers themselves are. A random check on a nation that recently gained an endorsement suggests this to indeed be the case.

Lenlyvit wrote:
Dysmastan wrote:Alright, so for the sake of providing input, I'm going to make a suggestion. Maybe it's not the best, but it can't be the worst.

So, before it's decided whether this feature gets fully implemented or not, do a beta test of this and other planned update features. Use some temporary regions, or just requisition the warzone regions for a few days, whatever. Invite players to try out the features so you can get some feedback.
I really don't like this idea, but I agree with this sentiment. It would be interesting to see how this would actually work.
The problem is that since the appeal of raiding comes from vandalizing regions people actually care about, both raiders and defenders are likely to put in a half-baked effort in such a beta test, making it an unreliable test for what tactics each side would use when playing seriously.

Same reasons the warzones in general failed.

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