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by The Stalker » Sat Aug 15, 2020 5:15 pm
by Yokiria » Sat Aug 15, 2020 9:39 pm
The Stalker wrote:Also it obviously should be named after the Goddess of chaos Eris.
by Jakker » Sun Aug 16, 2020 7:31 pm
Comfed wrote:So, just to be clear, as well as being the last updating region, this would also be a feeder (as in, new nations spawn there) as well?
The Bruce wrote:Mostly I feel sorry for [raiders], because they put in all this effort and at the end of the day have nothing to show for it and have created nothing.
by Fauxia » Mon Aug 17, 2020 6:25 am
Comfed wrote:I think that this region should also be run like, say, any GCR Warzone, as in, influence is frozen, no influence cost, etc, etc.
Comfed wrote: I also prefer it to be the first updating region.
by Mathuvan Union » Mon Aug 17, 2020 7:31 am
by Mathuvan Union » Mon Aug 17, 2020 7:45 am
by Jakker » Mon Aug 17, 2020 9:17 am
The Bruce wrote:Mostly I feel sorry for [raiders], because they put in all this effort and at the end of the day have nothing to show for it and have created nothing.
by Mathuvan Union » Mon Aug 17, 2020 10:10 am
Jakker wrote:Mathuvan Union wrote:that ruins a warzone... I get it being a bit shaky, but updating it last for the point of it walking on crumbling stilts I find very annoying and stupid.
I would encourage you to actually read the OP and see the reasons I laid out for the benefits of updating last. One could argue that it updating last would potentially bring more activity, especially at the beginning, but it is not for the sake of "turmoil."
by Jakker » Mon Aug 17, 2020 10:27 am
Mathuvan Union wrote:Jakker wrote:
I would encourage you to actually read the OP and see the reasons I laid out for the benefits of updating last. One could argue that it updating last would potentially bring more activity, especially at the beginning, but it is not for the sake of "turmoil."
I did Jakker, But if it’s for the sake of more activity why does this specific region get that priority of other regions? There are plenty of regions in need of some activity.
The Bruce wrote:Mostly I feel sorry for [raiders], because they put in all this effort and at the end of the day have nothing to show for it and have created nothing.
by Mathuvan Union » Mon Aug 17, 2020 10:30 am
Jakker wrote:Mathuvan Union wrote:I did Jakker, But if it’s for the sake of more activity why does this specific region get that priority of other regions? There are plenty of regions in need of some activity.
I am offering an idea proactively before a potential region is created. If you want to make a suggestion to retroactively change a current region's update time to being last, you are welcomed to do so.
by The republic ofTexas and northern Mexico » Mon Aug 17, 2020 10:53 am
by Fauxia » Tue Aug 18, 2020 5:15 am
by Jakker » Tue Aug 18, 2020 9:51 am
Fauxia wrote:I don’t see how this actually avoids the “stagnation” in the feeders. As long as a ruling party makes an endocap, they’ll be fine, especially since updating last makes it harder for a foreign vote stack. I think the size of a feeder mitigates the instability of a warzone. You can even see it in Warzone Sandbox. It’s much easier to ban when you don’t have to pay with influence than when you do.
Unless - how long do bans last in warzones? If it’s short enough and someone can make both updates for a certain amount of time, I suppose theoretically they could surf all the way back.
These regions are specifically setup to allow for invasion-style gameplay. The normal influence costs for ejecting and banning nations apply for the WA delegate. However, bans expire with each update, so nations can keep coming back and trying to win the delegacy again. Passwords are also not allowed. These regions are often used as a "practice ground" for invaders and defenders.
The Bruce wrote:Mostly I feel sorry for [raiders], because they put in all this effort and at the end of the day have nothing to show for it and have created nothing.
by Fauxia » Tue Aug 18, 2020 12:02 pm
Jakker wrote:Fauxia wrote:I don’t see how this actually avoids the “stagnation” in the feeders. As long as a ruling party makes an endocap, they’ll be fine, especially since updating last makes it harder for a foreign vote stack. I think the size of a feeder mitigates the instability of a warzone. You can even see it in Warzone Sandbox. It’s much easier to ban when you don’t have to pay with influence than when you do.
Unless - how long do bans last in warzones? If it’s short enough and someone can make both updates for a certain amount of time, I suppose theoretically they could surf all the way back.
I'm seeing different things about the role influence still plays in warzones. Quoted in the FAQ pinned in this subforum,These regions are specifically setup to allow for invasion-style gameplay. The normal influence costs for ejecting and banning nations apply for the WA delegate. However, bans expire with each update, so nations can keep coming back and trying to win the delegacy again. Passwords are also not allowed. These regions are often used as a "practice ground" for invaders and defenders.
But then I see this older post by Codger that says, "There is no influence in Warzones. An unique holdover from the pre-influence days."
by Sail Nation » Tue Aug 18, 2020 1:07 pm
by The Stalker » Tue Aug 18, 2020 4:10 pm
by Alnorud » Tue Aug 18, 2020 5:49 pm
From experience, a banjection last an update and it is still doable to maintain the nation's ban for another update after this even if they didn't moved back.Fauxia wrote:Unless - how long do bans last in warzones? If it’s short enough and someone can make both updates for a certain amount of time, I suppose theoretically they could surf all the way back.
Technically speaking, there is influence but it's nothing more than a shiny badge, similarly to The Rejected Realms but with banjections.Fauxia wrote:The Warzones themselves have a banner that says “Delegates may eject nations as they please”, so I believe there isn’t influence.
As I already mentioned previously, it isn't actually that confusing. Most people don't know how regions work in their early days on Nationstates and it doesn't prevent them from getting involved.Sail Nation wrote:This is a problem that I believe raider-focused regions are having right now, I saw in the recent nation statistics that TBH had a peak in number of nations during the Drewpocalypse, yet lost them really quickly. I presume that this is because they saw the recruitment TG, thought that it would be about nation-to-nation combat, or what other, lesser known nationstates-style games use as a war mechanic, but then found out that raiding appeared like organized external coups, then looked no further and left. A feeder warzone would really confuse these new nations even more than before.
In a way, if you limit the capacity of a Warzone to eject nations, then the Warzone becomes similar to how TRR works as it would merely result in a piling confrontation with the region being unable to defend itself as soon as it would have ran out of ejections. The lack of need for influence means that regardless of whether you were banned or not, you can always switch to another puppet and, aside from endorsements, have the same benefits as if you weren't banned with your first nation. Concerning the idea of completely preventing them from ejecting nations, I feel like it would most likely turn these Warzones into TRR, which kind of defeats the purpose of a Warzone since you wouldn't risk any ejection.The Stalker wrote:Maybe remove/limit the ability to eject nations?
It does stand to reason, that with it updating last not allowing for the usual jump before update raid system, and no influence cost being a Warzone. That eventually the ruling party would set up an endorsement cap and be able to eject anyone who goes over it. And even if the delegate can't be on for every update, with enough effective ROs it be impossible to dethrone them. Unless of course, they couldn't eject people, then it becomes a true game of King of the Hill.
by Aumeltopia » Wed Aug 19, 2020 1:03 pm
Auphelia wrote:Raccoons are bandits! First they steal your food . . . and then your heart/identity!
by Fauxia » Wed Aug 19, 2020 1:48 pm
Aumeltopia wrote:I really don't get what's "cool" or "fun" about this idea.
The claim that a feeder warzone would be permanently unstable because of its game-imposed limits on banning and influence, and therefore more interesting, is utter fantasy. TRR can't ban anyone at all, and it's as stable as stable can be. We'll have chaos for a few weeks, then some group will take firm control, and then a year later we'll be wondering what was so special about this Warzone Pacific anyway.
by Refuge Isle » Wed Aug 19, 2020 3:13 pm
Aumeltopia wrote:I really don't get what's "cool" or "fun" about this idea.
The claim that a feeder warzone would be permanently unstable because of its game-imposed limits on banning and influence, and therefore more interesting, is utter fantasy. TRR can't ban anyone at all, and it's as stable as stable can be. We'll have chaos for a few weeks, then some group will take firm control, and then a year later we'll be wondering what was so special about this Warzone Pacific anyway.
by Zeritae » Wed Aug 19, 2020 3:20 pm
Refuge Isle wrote:Aumeltopia wrote:I really don't get what's "cool" or "fun" about this idea.
The claim that a feeder warzone would be permanently unstable because of its game-imposed limits on banning and influence, and therefore more interesting, is utter fantasy. TRR can't ban anyone at all, and it's as stable as stable can be. We'll have chaos for a few weeks, then some group will take firm control, and then a year later we'll be wondering what was so special about this Warzone Pacific anyway.
The obvious answer being, then, to create it and destroy it after a few weeks
Zurkerx wrote:Agarntrop wrote:snip
One already exists: viewtopic.php?f=20&t=484632&start=25
And seeing we're over the page limit, I #ilock now. We can't let the umm, super virus get out now.
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