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by Sedgistan » Sat Jun 25, 2022 12:58 pm
by Wymondham » Mon Jun 27, 2022 12:48 pm
Sedgistan wrote:I would love it if there were an update on this; unfortunately there isn't. It's a little dispiriting to announce nothing, which is why I haven't commented in several months, since the plan was finalised. Frontiers/Strongholds remains top of my GP Development Manager wish-list.
by Sedgistan » Mon Jun 27, 2022 2:16 pm
by The Orwell Society » Mon Jun 27, 2022 2:34 pm
Sedgistan wrote:Afraid not. It's Violet who would be coding it, and it's a biggish project - I can't really make any promises on how much NS development time she'll have, and I haven't been given any sort of timescales for it either.
The Orwell Society
Straight Male | Political Alignment: Centrist leaning conservative | NSGP Alignment: Independent | Proud Wellspringer, join The Wellspring today!A vision without action is just a daydream
by Cappedore » Tue Jul 26, 2022 2:17 pm
President Austin Merrill | Vice President Cleveland Durand | Chancellor Maya Murray
by Onionist Randosia » Tue Jul 26, 2022 2:57 pm
Cappedore wrote:Is it too late to say how much I absolutely support this development?
Edit: would there be an option for Frontiers to mandate what type of nations can spawn in their regions? Say, like, refounded nations? Ones rejected from other regions?
by Lord Dominator » Tue Jul 26, 2022 8:26 pm
Onionist Randosia wrote:Cappedore wrote:Is it too late to say how much I absolutely support this development?
Edit: would there be an option for Frontiers to mandate what type of nations can spawn in their regions? Say, like, refounded nations? Ones rejected from other regions?
Yeah, that would be good, seeing as the sinkers and TRR will supersede the Pacifics otherwise
by Wymondham » Sat Sep 10, 2022 10:45 am
Sedgistan wrote:Afraid not. It's Violet who would be coding it, and it's a biggish project - I can't really make any promises on how much NS development time she'll have, and I haven't been given any sort of timescales for it either.
by Sedgistan » Sat Sep 10, 2022 11:49 am
by Christian Democrats » Wed Sep 14, 2022 4:14 am
Anarchic | Libertarian | Capitalist |
Liberal | Centrist | Conservative |
Socialist | Authoritarian | Tyrannical |
Random |
Leo Tolstoy wrote:Wrong does not cease to be wrong because the majority share in it.
by Sedgistan » Wed Sep 14, 2022 5:11 am
by Christian Democrats » Wed Sep 14, 2022 2:37 pm
Sedgistan wrote:I'm against both ideas. Firstly, both add significant complexity to what is already an ambitious project in scope. The more complexity added, the longer it takes to code. I want to keep this project achievable.
Sedgistan wrote:Random/directed spawning: I disagree with your fundamental premises here. Nations do not necessarily reflect a player's political leanings. Nor is it necessarily a more enjoyable or better player experience closeting oneself with like-minded players. I know that some players do like to group together based on political or social views, but I don't think that's reflective of anything close to a majority of the site.
Sedgistan wrote:I am open to a change in the new nation spawning/recruitment process as a separate, and subsequent matter that lets nations view recruitment ads by regions prior to being placed in a region, but that is part of a wider project to revamp recruitment/new player experience that I don't intend to tackle until after F/S has been implemented and bedded in.
Sedgistan wrote:Distribution between Feeders/Frontiers: aside from the complexity point, this is something that I would suggest be considered post-implementation of F/S. The intention remains to preserve a level of the inequality of Feeders and 50% seems a reasonable adjustment to me; note also that the plan already includes some dynamics around the chances of nations spawning in certain Frontiers based on conditions within those regions.
Leo Tolstoy wrote:Wrong does not cease to be wrong because the majority share in it.
by Haganham » Wed Sep 14, 2022 11:05 pm
Christian Democrats wrote:Sedge, while this is still in the development stage, I'd like to offer two amendments.
First, the game should move from random spawning to directed spawning. Right now, when a new nation is created, it appears in its new region as a matter of chance. Let's call this random spawning. If the game had a system of directed spawning, new nations would not appear in their new regions as a matter of chance. Instead, they would be directed to regions with nations like theirs.
On the nation creation page, the first thing a new player does is choose the kind of nation he wants:
Anarchic Libertarian Capitalist Liberal Centrist Conservative Socialist Authoritarian Tyrannical Random
Rather than have new nations spawn in random regions, why not have new nations spawn in regions with likeminded nations?
Haganham wrote:Sedgistan wrote:What do you think? At present my thought is "equal probability".
One of the ideas i've been thinking about is if we could alter the questions nations players answer at nation creation to make them more useful for predicting what sort of themes and alignments they would prefer in a region(IE: asking if it's appropriate for stronger nation to conquer their neighbors to determine not just how militaristic they are and how big their defense forces are, but how they would fall in the raider/defender alignment), as a way to help regions tailor their recruitment telegrams to focus on suitable nations and help the suggested find a region page suggest more suitable regions. If something like this were implemented it might be useful for founding's too.
by Sedgistan » Wed Sep 14, 2022 11:47 pm
Christian Democrats wrote:My main concern here is this: A new nation is created, and it has an equal chance of spawning in a 3-month-old region with 5 WA members as in a 3-year-old region with 200 WA members.
Sedgistan wrote:There are some factors that affect "spawning rates" in Frontiers:
- Length of time region has existed (strongly favouring those that have been around at least a week, with some tapering benefits for older regions)
- Verified Delegate endorsements (favouring those with at least a few endorsements, with some further limited tapering benefits for regions with more)
- Whether a welcome telegram has been set
- Password set - no spawns
- Transitioning to Stronghold - no spawns
- No WA residents - no spawns
- Population over 5,000 nations - no spawns
by Wymondham » Fri Sep 16, 2022 7:53 am
Sedgistan wrote:Christian Democrats wrote:My main concern here is this: A new nation is created, and it has an equal chance of spawning in a 3-month-old region with 5 WA members as in a 3-year-old region with 200 WA members.
I think you've missed an aspect of the plan - the OP does have an up-to-date summary of it - because what you say is not correct:Sedgistan wrote:There are some factors that affect "spawning rates" in Frontiers:
- Length of time region has existed (strongly favouring those that have been around at least a week, with some tapering benefits for older regions)
- Verified Delegate endorsements (favouring those with at least a few endorsements, with some further limited tapering benefits for regions with more)
- Whether a welcome telegram has been set
- Password set - no spawns
- Transitioning to Stronghold - no spawns
- No WA residents - no spawns
- Population over 5,000 nations - no spawns
by Galiantus III » Mon Sep 19, 2022 1:16 pm
Christian Democrats wrote:Sedgistan wrote:Distribution between Feeders/Frontiers: aside from the complexity point, this is something that I would suggest be considered post-implementation of F/S. The intention remains to preserve a level of the inequality of Feeders and 50% seems a reasonable adjustment to me; note also that the plan already includes some dynamics around the chances of nations spawning in certain Frontiers based on conditions within those regions.
My main concern here is this: A new nation is created, and it has an equal chance of spawning in a 3-month-old region with 5 WA members as in a 3-year-old region with 200 WA members. There have been many great small regions over the years, but middle-sized and larger regions more often possess those qualities that players find attractive. Regions that are already larger should receive a larger portion of the new nations that are spawning. Otherwise, the game runs the risk of spawning new nations into undeveloped and underdeveloped regions.
I don't think the simple formula that I suggest above would be terribly difficult to code if the admins are already creating frontiers (a very difficult task). The formula would be a comparatively small addition to an enormously large project. A new nation's chance of spawning in a particular region would be proportional to the region's current share of WA members. If one frontier has 20 WA members and another has 100 WA members, then a new nation would have 20 chances of spawning in the first frontier and 100 chances of spawning in the second.
I don't value political inequality personally, but if the admin team wants to give the feeders a bonus, then give the feeders a multiplier (such as 2x) or a top-off (such as 200 extra chances). Don't give them a static percentage of new nations. It's uncompetitive and partially undermines what I take to be the purpose of this project -- i.e., counteracting growth in the GCRs and shrinkage in the UCRs.*
* Although the number of WA members is about the same, the number of UCRs with WA delegates has fallen by around 40% over the past five years or so. That strongly suggests that power has been dramatically shifting from middle-sized UCRs (with a few dozen players) to mega-regions (GCRs and the largest UCRs).
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Comfed » Mon Sep 19, 2022 2:49 pm
Galiantus III wrote:Christian Democrats wrote:
My main concern here is this: A new nation is created, and it has an equal chance of spawning in a 3-month-old region with 5 WA members as in a 3-year-old region with 200 WA members. There have been many great small regions over the years, but middle-sized and larger regions more often possess those qualities that players find attractive. Regions that are already larger should receive a larger portion of the new nations that are spawning. Otherwise, the game runs the risk of spawning new nations into undeveloped and underdeveloped regions.
I don't think the simple formula that I suggest above would be terribly difficult to code if the admins are already creating frontiers (a very difficult task). The formula would be a comparatively small addition to an enormously large project. A new nation's chance of spawning in a particular region would be proportional to the region's current share of WA members. If one frontier has 20 WA members and another has 100 WA members, then a new nation would have 20 chances of spawning in the first frontier and 100 chances of spawning in the second.
I don't value political inequality personally, but if the admin team wants to give the feeders a bonus, then give the feeders a multiplier (such as 2x) or a top-off (such as 200 extra chances). Don't give them a static percentage of new nations. It's uncompetitive and partially undermines what I take to be the purpose of this project -- i.e., counteracting growth in the GCRs and shrinkage in the UCRs.*
* Although the number of WA members is about the same, the number of UCRs with WA delegates has fallen by around 40% over the past five years or so. That strongly suggests that power has been dramatically shifting from middle-sized UCRs (with a few dozen players) to mega-regions (GCRs and the largest UCRs).
Let me preface this by saying that I am happy with the current proposal. However, I would like to provide a counterargument to the perspective on proportional spawning: When we first discussed spawn distribution, I was (and still am) in favor of giving frontiers an equal chance of nation spawns. The reason is to motivate gameplay in the smaller regions, which could either fall and cease to be frontiers, or could ascend to become a major world power. It encourages the formation of factions that would otherwise just pile into a single region to simplify administration. And this further encourages politics within factions themselves, both positive and negative. While I can understand the desire to allocate nation spawns proportional to region power, too much proportionality would have a stabilizing effect. I'd rather not discourage the more politically interesting situations that could arise from treating frontiers as territory with inherent value, instead of pile-in power generators.
by Galiantus III » Mon Sep 19, 2022 4:34 pm
Comfed wrote:Galiantus III wrote:
Let me preface this by saying that I am happy with the current proposal. However, I would like to provide a counterargument to the perspective on proportional spawning: When we first discussed spawn distribution, I was (and still am) in favor of giving frontiers an equal chance of nation spawns. The reason is to motivate gameplay in the smaller regions, which could either fall and cease to be frontiers, or could ascend to become a major world power. It encourages the formation of factions that would otherwise just pile into a single region to simplify administration. And this further encourages politics within factions themselves, both positive and negative. While I can understand the desire to allocate nation spawns proportional to region power, too much proportionality would have a stabilizing effect. I'd rather not discourage the more politically interesting situations that could arise from treating frontiers as territory with inherent value, instead of pile-in power generators.
The problem with this is that there would be so few nations spread to each frontier that it would be silly for any big region to opt for a switch to Frontier.
Your idea does not favour a broad sense of more interesting political activity - if favours a specific kind of imperialistic gameplay activity.
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Haganham » Mon Sep 19, 2022 5:06 pm
Comfed wrote:The problem with this is that there would be so few nations spread to each frontier that it would be silly for any big region to opt for a switch to Frontier. Your idea does not favour a broad sense of more interesting political activity - if favours a specific kind of imperialistic gameplay activity.
by Galiantus III » Sun Oct 16, 2022 7:30 pm
Sedgistan wrote:There are some factors that affect "spawning rates" in Frontiers:
- Length of time region has existed (strongly favouring those that have been around at least a week, with some tapering benefits for older regions)
- Verified Delegate endorsements (favouring those with at least a few endorsements, with some further limited tapering benefits for regions with more)
- Whether a welcome telegram has been set
- Password set - no spawns
- Transitioning to Stronghold - no spawns
- No WA residents - no spawns
- Population over 5,000 nations - no spawns
Those factors aside, spawnings are equally shared between Frontiers.
Sedgistan wrote:The spawn factor changes based on WA population/endorsements help to ensure there are X number of actual people invested in that region.
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Sandaoguo » Mon Oct 17, 2022 8:55 am
by Galiantus III » Mon Oct 17, 2022 4:07 pm
Frisbeeteria wrote:For some reason I have a mental image of a dolphin, trying to organize a new pod of his fellow dolphins to change the course of a nuclear sub. It's entertaining, I'll give ya that.
Ballotonia wrote:Testing is for sissies. The actual test is to see how many people complain when any change is made ;)
by Sedgistan » Wed Nov 30, 2022 1:07 am
by Waterfall State » Wed Nov 30, 2022 4:36 am
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