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The Unified Missourtama States
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Founded: Jul 30, 2019
Ex-Nation

Postby The Unified Missourtama States » Thu Oct 01, 2020 6:11 am

Flanderlion wrote:Eventually having accounts, where normal players have a higher chance on the first nation they answer on, then less and less the more they answer across their nations until a near 0 chance.

So then farmers will just create new nations every time they want a pack, that makes the issue of server load so much worse, and would make it impossible for a normal player to have any meaningful collection.
"The best lack all conviction, while the worst
Are full of passionate intensity.
" (W. B. Yeats)

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Dabberwocky
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Founded: Jan 26, 2018
Ex-Nation

Postby Dabberwocky » Thu Oct 01, 2020 7:00 am

Main Nation Name: Dabberwocky
Gift Nation Name: Dabberwocky

The Idea:
Introduce a new stat called "Luck", capped at 50. It can be increased and decreased by answering issues. It changes by taking the average of two other stat changes and adding the result to the current "Luck" level. Eg. Eco output: increase 0.1%, Environ Beauty increase -0.8%, Luck increase -0.35%. "Luck" level is equivalent to the chance of receiving a pack from an issue. Nations start off at 10% (or whatever the current chance is).

- Issues not being read -> Issues will be read in order to increase Luck. This will also make players check the stats after answering an issue, and if they find something's wrong they can feedback it in the forum
- Server load -> Issues take longer to be answered
- Ads -> Site is still being loaded
- Cards Arms Race -> Depends on your reading speed and comprehension so i guess it's fair

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9003
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Corporate Police State

Postby 9003 » Thu Oct 01, 2020 8:00 am

There are a few problems I see in the OP itself:

This messes with several metrics that the issue editing team uses. When cards became bound to issues there was a 1000 fold increase in the amount of issues being answered. Most of these resulted in the first option being chosen many many many times more then any other options. This prevents issues editors from being able to identify issues that are leading or poorly worded.


From my understanding, nearly every widely used issues script randomly generates an option to focus - this doesn't mean the problem isn't there but it isn't as bad as "everyone chooses option 1"


The widely used scripts, other then sherpas newest one select the first option, for those players just answering often only click the first button. This is a statisic that was tossed around when my commend was coming to vote in the WA discord server by an issue editor who was against C&Cs for cards players (forgetting the name had a blue background and a whitedeer I want to say as the pfp) , as an issue editor you may have more exact numbers then I do.

Nationstates is run on ads you see them in the banner on the side. They might annoy you but they make the game money that it needs to keep it alive. Any solution should drive traffic to the website in a manor that allows the ads to load.


Is this really a major issue? I understand that this site runs on ads, but it doesn't aggressively ask you to whitelist or anything. Additionally, most websites are monetized on a cost per click basis - card farmers will never click these ads so Max makes little to no money from them.


There are 3 ways ads can pay out
Per click
Per view
They buy a chunk of time to run the ad.

The last of the 3 is the least common for a website. It may not be a major issue or deficit but if a soultion caters to this it could be a nice boon to NS

Currently the cards community coders are in an arms race to get as fast as possabile in a means to reach peak efficiency.


I don't see this as being true either - nearly everyone uses the same set of scripts. It's not an arms race when it's a collaborative effort. I don't see a problem with farmers trying to do things as efficiently as possible - that's part of the game.


An arms race but a cooperative one, it is a little weird I suppose to call it an arms race but we are trying to chase speeds till we can farm everything in as little time as possabile and as long as we have not reached peak speed things will toe the line more and more
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The Unified Missourtama States
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Founded: Jul 30, 2019
Ex-Nation

Postby The Unified Missourtama States » Thu Oct 01, 2020 8:22 am

9003 wrote:This is a statisic that was tossed around when my commend was coming to vote in the WA discord server by an issue editor who was against C&Cs for cards players (forgetting the name had a blue background and a whitedeer I want to say as the pfp)

Sanctaria
Dabberwocky wrote:Introduce a new stat called "Luck", capped at 50. It can be increased and decreased by answering issues. It changes by taking the average of two other stat changes and adding the result to the current "Luck" level. Eg. Eco output: increase 0.1%, Environ Beauty increase -0.8%, Luck increase -0.35%. "Luck" level is equivalent to the chance of receiving a pack from an issue. Nations start off at 10% (or whatever the current chance is).

Calculating the average of every group of stat changes (and adding a world census ranking) seems like it would put a lot more strain on the server.

I'm not even sure how as a regular stat player one could hunt this stat, especially for rolepaly answerers who want certain stats low, it seems unfair to hurt their chance of getting cards.

I really doubt it will slow farmers down, I'd just rush through and it would all average out pretty much. Also doesn't wanting stats to go up to get cards give an incentive for farmers to purposely create stat walls?
"The best lack all conviction, while the worst
Are full of passionate intensity.
" (W. B. Yeats)

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Pluvie
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Founded: Apr 14, 2020
Ex-Nation

Puppet tags

Postby Pluvie » Thu Oct 01, 2020 10:27 am

Pluvie
Pluvie

Why don't we just tag puppets as puppets?

So this is an idea I've thought of, not sure if anyone has thought about it or discussed it before, but in the same way we put vacation mode on a nation, we could implement a system of marking our puppets as just that, puppets. This would also be similar to region tags in the way that it would show on a nation, but in essence the idea is this:

Any nation with the puppet tag has a couple of things different. Issues are issued randomly and no data is aqcuired from them. This is because these issues are generally randomized anyway by scripts or even manual card farming. In addition, these issues would not change stats. This would help remove any server overload for stat changes as the massive amounts of them are all thrown out the window. As a sidenote, the puppet tag should and would be easily removable if someone no longer wanted those to be true.

Now the only issue with this is forcing people to use the puppet tag when something is a puppet. This could be enforced in a couple ways. Scripts could be made so they can only answer issues on nations with that tag. Don't know how that code works but it is undoubtedly possible in some capacity. Another option would be to make it so if issues were being spammed at a certain ridiculous rate, the game would automatically issue that nation the puppet tag. Or if wanted, there could be no enforcement on that at all and we could trust that people want the site to not have these issues.

As for ad revenue, I'm not entirely sure how that issue would be addressed as I have little to no idea what the actual issue with it is.

With regards to card scripts, I would say this method would do little to hinder scripts or manual farming at all.

And as this issue I believe would help remove many of the issues with the current puppet farming on NationStates, I believe this could be a long term solution.

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Flanderlion
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Psychotic Dictatorship

Postby Flanderlion » Thu Oct 01, 2020 1:08 pm

The Unified Missourtama States wrote:
Flanderlion wrote:Eventually having accounts, where normal players have a higher chance on the first nation they answer on, then less and less the more they answer across their nations until a near 0 chance.

So then farmers will just create new nations every time they want a pack, that makes the issue of server load so much worse, and would make it impossible for a normal player to have any meaningful collection.

Think you misunderstood, it'd be per account not per nation.
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The Unified Missourtama States
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Ex-Nation

Postby The Unified Missourtama States » Thu Oct 01, 2020 1:18 pm

Flanderlion wrote:
The Unified Missourtama States wrote:So then farmers will just create new nations every time they want a pack, that makes the issue of server load so much worse, and would make it impossible for a normal player to have any meaningful collection.

Think you misunderstood, it'd be per account not per nation.

That'd be really hard to implement, then you'd also need to do a cross-reference for IP and email, it would be a second WA scanner but for every nation in the census.
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Riemstagrad
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Postby Riemstagrad » Thu Oct 01, 2020 2:09 pm

It appears that there is some form of throttle allready for puppet-creation. That's something you don't do when logged in, so i guess it must be possible to implement the same mechanism for other aspects of this site that can be abused by scripts, while not disturbing normal human play.

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Flanderlion
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Psychotic Dictatorship

Postby Flanderlion » Fri Oct 02, 2020 7:30 am

The Unified Missourtama States wrote:
Flanderlion wrote:Think you misunderstood, it'd be per account not per nation.

That'd be really hard to implement, then you'd also need to do a cross-reference for IP and email, it would be a second WA scanner but for every nation in the census.

I believe accounts are an already planned distant future feature for the game.

viewtopic.php?p=32432552#p32432552
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The Unified Missourtama States
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Ex-Nation

Postby The Unified Missourtama States » Fri Oct 02, 2020 7:45 am

Flanderlion wrote:
The Unified Missourtama States wrote:That'd be really hard to implement, then you'd also need to do a cross-reference for IP and email, it would be a second WA scanner but for every nation in the census.

I believe accounts are an already planned distant future feature for the game.

viewtopic.php?p=32432552#p32432552

that post was 3 years ago. seems unlikely.
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Shaor
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Posts: 4
Founded: Nov 24, 2014
Ex-Nation

Postby Shaor » Fri Oct 02, 2020 9:54 am

Main Nation Name: Shaor
Gift Nation Name: Shaor

The Idea: Assuming you want to keep cards tied to the issues page, the simplest of solutions is to add a separate button specifically for packs that has no bearing on stats, so no calls to the server there. Would also allow the stats people to see how many people only do issues for the packs, as well as getting accurate stats for the issues themselves, such as letting them see how frequently they generate or an accurate spread of result choices. Adding a timer to it would help spread out server load; for example, you click it on issue 1 and then have to wait 10/15/20 seconds for it to be clickable on issue 2, allowing the ads to load. The main issue with this option is that there's now no point of even tying them to issues in the first place. But this could be viable as a dirty & temporary stop-gap measure whilst a better fix is being developed (I've suggested a "long-term" fix below).

To address the ads, you could also implement something akin to postmaster general, people could donate a small monthly amount to get a badge which ups the chances of getting packs to like 1/3 or something. Not a massive boost, but it could just be like £/$5 for a month for region-wide effects (if people have their puppets in their own regions), or some small amount if you want to go the approach of people putting it on all their puppet farm nations, to on average get more than the £5 or recouping revenue lost to the unloaded ads.

This one's a bit on the more "optimistic" side, but If you wanted to move cards away from issues, while tying it to challenges (as has been suggested above) is a good idea, I feel like it could be a missed opportunity. You could create an entire new card-hub. Could feature an overhauled market with stats, better search capabilities and a whole host of cool new features. You could create a lottery system where people pay bank to enter into a draw for certain cards, or make it a raffle with one-time bank payment for entry per day, winning either tiered packs or cards, the packs could even be purchased with bank in a separate store, with the card supporter badge giving a discount. Heck, could even have a card-casino where people play card games like blackjack or poker, or nationstates-themed variants, using cards as currency. Possibilities are endless.

This hub could feature a new mini-game specifically designed with cards in mind, like a Top Trumps style game between other players or the computer, where the victor has an X chance of getting a pack. If you dont want a cap on the amount of games available per day, the chances of getting a pack could be set really low. I'm imagining similar infrastructure already exists within the challenges mini-game, so it's not like you'd have to build it from nothing either. Getting packs this way may even negate the necessity and/or practicality of using puppet farms altogether, reducing server load even more. Though admittedly making a hub like this would require a lot of development, it could draw more people into cards, and in turn justify the expense in the long run if people are staying on site longer, seeing more ads, potentially purchasing the badge to get discounts/benefits in-hub. I did say this one was optimistic haha
Last edited by Shaor on Fri Oct 02, 2020 10:01 am, edited 2 times in total.

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The Unified Missourtama States
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Ex-Nation

Postby The Unified Missourtama States » Fri Oct 02, 2020 10:10 am

Shaor wrote:To address the ads, you could also implement something akin to postmaster general, people could donate a small monthly amount to get a badge which ups the chances of getting packs to like 1/3 or something. Not a massive boost, but it could just be like £/$5 for a month for region-wide effects (if people have their puppets in their own regions), or some small amount if you want to go the approach of people putting it on all their puppet farm nations, to on average get more than the £5 or recouping revenue lost to the unloaded ads.

That is like textbook pay-to-win. I don't think Max would allow that.
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Are full of passionate intensity.
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Shaor
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Ex-Nation

Postby Shaor » Fri Oct 02, 2020 10:48 am

The Unified Missourtama States wrote:
Shaor wrote:To address the ads, you could also implement something akin to postmaster general, people could donate a small monthly amount to get a badge which ups the chances of getting packs to like 1/3 or something. Not a massive boost, but it could just be like £/$5 for a month for region-wide effects (if people have their puppets in their own regions), or some small amount if you want to go the approach of people putting it on all their puppet farm nations, to on average get more than the £5 or recouping revenue lost to the unloaded ads.

That is like textbook pay-to-win. I don't think Max would allow that.

Yeah it would be pay-to-win if it became next to impossible to get packs without it, or gave such a huge advantage that players without it couldn't keep up. But If you keep the benefits minimal and apply them in multiple places (to make it attractive without breaking the site) and maintain current levels for people who didnt have it then it wouldn't be such a bad thing and definitely not pay-to-win, as you could get by just fine without it. Kinda like how if you want to create a successful region you really need to buy stamps for recruitment, and getting the postmaster general/site supporter badges do impact your cards rarity so it's not like the concept isn't already in the game. As long as it's done sensibly in moderation, and community feedback is respected I honestly dont think it's such a bad idea and would generate some much needed revenue, servers are expensive at the end of the day

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Authoritaria-Imperia
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Posts: 467
Founded: Nov 06, 2019
Psychotic Dictatorship

Postby Authoritaria-Imperia » Fri Oct 02, 2020 1:50 pm

Shaor wrote:The Idea: Assuming you want to keep cards tied to the issues page, the simplest of solutions is to add a separate button specifically for packs that has no bearing on stats, so no calls to the server there. Would also allow the stats people to see how many people only do issues for the packs, as well as getting accurate stats for the issues themselves, such as letting them see how frequently they generate or an accurate spread of result choices. Adding a timer to it would help spread out server load; for example, you click it on issue 1 and then have to wait 10/15/20 seconds for it to be clickable on issue 2, allowing the ads to load. The main issue with this option is that there's now no point of even tying them to issues in the first place. But this could be viable as a dirty & temporary stop-gap measure whilst a better fix is being developed (I've suggested a "long-term" fix below).

To address the ads, you could also implement something akin to postmaster general, people could donate a small monthly amount to get a badge which ups the chances of getting packs to like 1/3 or something. Not a massive boost, but it could just be like £/$5 for a month for region-wide effects (if people have their puppets in their own regions), or some small amount if you want to go the approach of people putting it on all their puppet farm nations, to on average get more than the £5 or recouping revenue lost to the unloaded ads.
I'm personally quite against people having any kind of improved chances for paying real money (whether that's an extra 13% or just 2%). The idea of adding a "cards" button is good though — building on that, it could perhaps work neatly to have the button backstage (to where people can only "click" it through a script), since it'd be a really weird, specific button to anyone besides a big farmer. My thought is that the script rate limit could be slightly lowered with the button or the pack-spawn chance could be marginally improved (like 20.5% instead of 20%). These would be the kind of differences noticeable only to big farmers operating lots and lots of cards nations, who would adjust their scripts to go through the new button, reducing server load at the same time by not needing any stat calculations.
Last edited by Authoritaria-Imperia on Fri Oct 02, 2020 1:51 pm, edited 1 time in total.
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Shaor
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Ex-Nation

Postby Shaor » Fri Oct 02, 2020 2:12 pm

Authoritaria-Imperia wrote:
Shaor wrote:The Idea: Assuming you want to keep cards tied to the issues page, the simplest of solutions is to add a separate button specifically for packs that has no bearing on stats, so no calls to the server there. Would also allow the stats people to see how many people only do issues for the packs, as well as getting accurate stats for the issues themselves, such as letting them see how frequently they generate or an accurate spread of result choices. Adding a timer to it would help spread out server load; for example, you click it on issue 1 and then have to wait 10/15/20 seconds for it to be clickable on issue 2, allowing the ads to load. The main issue with this option is that there's now no point of even tying them to issues in the first place. But this could be viable as a dirty & temporary stop-gap measure whilst a better fix is being developed (I've suggested a "long-term" fix below).

To address the ads, you could also implement something akin to postmaster general, people could donate a small monthly amount to get a badge which ups the chances of getting packs to like 1/3 or something. Not a massive boost, but it could just be like £/$5 for a month for region-wide effects (if people have their puppets in their own regions), or some small amount if you want to go the approach of people putting it on all their puppet farm nations, to on average get more than the £5 or recouping revenue lost to the unloaded ads.
I'm personally quite against people having any kind of improved chances for paying real money (whether that's an extra 13% or just 2%). The idea of adding a "cards" button is good though — building on that, it could perhaps work neatly to have the button backstage (to where people can only "click" it through a script), since it'd be a really weird, specific button to anyone besides a big farmer. My thought is that the script rate limit could be slightly lowered with the button or the pack-spawn chance could be marginally improved (like 20.5% instead of 20%). These would be the kind of differences noticeable only to big farmers operating lots and lots of cards nations, who would adjust their scripts to go through the new button, reducing server load at the same time by not needing any stat calculations.

Yeah i was just chucking the idea out there, you could still even implement the badge without giving it any effects on the packs if you give it bonuses elsewhere, or just not have it at all, again was just an idea lol. A backend button also sounds good, people will likely farm no matter what so may as well meet in the middle and reduce strain as much as possible.

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Praeceps
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Ex-Nation

Postby Praeceps » Fri Oct 02, 2020 9:38 pm

Main Nation Name: Praeceps
Gift Nation Name: Praeceps

The Idea: You get one pack every 24 hours. That's it.

I just want the legendary. :p
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Tarockanien
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Founded: May 14, 2012
Liberal Democratic Socialists

Postby Tarockanien » Fri Oct 02, 2020 11:41 pm

As far as I can see, there are almost exclusively big farmers in this thread. Well, you produced this problems by your doing, so deal with it; the solution is very simple : give up big farming, market manipulation and using scripts, if you want to keep the card game alive. Or maybe I should name it more clearly : stop behaving like greedy little children (well, some of you maybe are in fact), "because you can" and finally behave like reasonable adults.

Limited "card receiving nations" for every confirmed player and only one possible pack every 24 hours.
Last edited by Tarockanien on Fri Oct 02, 2020 11:47 pm, edited 1 time in total.

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Awesomeland012345
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Postby Awesomeland012345 » Sat Oct 03, 2020 10:41 am

Tarockanien wrote:As far as I can see, there are almost exclusively big farmers in this thread. Well, you produced this problems by your doing, so deal with it; the solution is very simple : give up big farming, market manipulation and using scripts, if you want to keep the card game alive. Or maybe I should name it more clearly : stop behaving like greedy little children (well, some of you maybe are in fact), "because you can" and finally behave like reasonable adults.

Limited "card receiving nations" for every confirmed player and only one possible pack every 24 hours.


Giving up big farming is never going to happen. And it's not going to destroy the card game because it's pretty much the only thing keeping it alive; if you look at the top of the leaderboard most people are only there because they farm. And if not, it's usually because they bought some testlandias during the April Fool's event. I mean, not farming would solve these issues... but nobody's going to do that. Even if the large farmers gave it up, new farmers would just pick it right back up.

I always find it funny when people villainize large farmers. I never did, and still don't get people do. The only thing that they do is put in the time and effort that others aren't willing to do. All for fun, too, not just to laugh off people who don't farm. Honestly, I could compare large farmers to other nations with very good stats, because the nations with very good stats hoard their stats and answer their issues consistently, and make it so hard to get to the top 1% in the world, just like how card farmers hoard cards and farm frequently (except that farming takes much more time and effort).
Also, farmers don't behave like 'greedy little children' and everybody uses the same script to farm. Why is that? Because they make their farming scripts public. But honestly this is debated so much it should have it's own thread.
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Tarockanien
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Liberal Democratic Socialists

Postby Tarockanien » Sun Oct 04, 2020 2:10 am

If, what you´re claiming is true, then maybe it would be better to let the card-game die, because it would (or, better said, has already) become some kind of incestuous and exclusive past-time for a few dozen of big farmers (along with a bunch of "not so big ones"), and perhaps a few remaining enthusiasts. hardcore collectors and people new to NS.
I guess, we all can agree, that the way the card-game is running down is terribly wrong, but almost no one wants to really change this, because it would hurt (the bigger, the more); just like in RL, the obviously problems (and possible solutions) are rather simple and clear, but everyone prefers to struggle on as usual (and hopes for others to act/a miracle). It should have been a warning sign, that many "big farmers" have to use scripts to even meagerly "manage" their farms, but instead you obviously created and installed faster and better scripts, thus making the problems you created in the beginning even bigger.
But since you´re crying for a less radical solution, my propositions are :
1. Ban all scripts (and I mean "all") for players (so they have to invest real time in farming)
2. Limit the ammount of puppets/farms for any legal account (to a reasonable number)
3. Stop to encourage people to create even more farms (no more "card olympics", "pull events" and the like)
4. Remove the "most valuable artwork"-button from the stats (to reduce encouragment in farming and accumulating)
5. Close the loophole, that allows unlimited card accumulation without paying for card space

Most of this must be done by NS administration, but it would help greatly, if some players also would try to orientate by these points.

p.s. I dont "hate" farmers, because I mustn´t be remembered, that this is only a game to spend some leisure-time, and there´s no reason in "hating" someone for something that happens in said game (well, I have to admit, that sometimes I might be a little bit angered momentary); but I do see them as the main creators of the problems we´re discussing here...
Last edited by Tarockanien on Sun Oct 04, 2020 2:15 am, edited 2 times in total.

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Fhaengshia
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Anarchy

Postby Fhaengshia » Sun Oct 04, 2020 3:12 am

I think one of the overlooked aspects in this thread is regarding new players / nations.

New nations start with 4 issues out of the box, and have much shorter periods between issues for the first day or so.
I don't know the actual number of issues that generate in the first 24 hours, but it's got to be around 3-4 times the regular amount.
Then there's also the throttles available to limit the number of issues received, though I don't think people using the throttles particularly care about the cards.

If there's going to be a separation between issues and cards, then new players should be taken into consideration.
Though I don't really think the best option would be for nations to start with card packs ready, as that will probably lead to nations being made just for their initial cards, a problem already brought up.

I don't envy the Admins here, trying to change/limit emergent gameplay seems to always meet with backlash, even if only from a vocal minority in some cases.

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Vylixan
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Founded: Mar 19, 2006
Psychotic Dictatorship

Postby Vylixan » Sun Oct 04, 2020 5:28 am

Tarockanien wrote:If, what you´re claiming is true, then maybe it would be better to let the card-game die, because it would (or, better said, has already) become some kind of incestuous and exclusive past-time for a few dozen of big farmers (along with a bunch of "not so big ones"), and perhaps a few remaining enthusiasts. hardcore collectors and people new to NS.
I guess, we all can agree, that the way the card-game is running down is terribly wrong, but almost no one wants to really change this, because it would hurt (the bigger, the more); just like in RL, the obviously problems (and possible solutions) are rather simple and clear, but everyone prefers to struggle on as usual (and hopes for others to act/a miracle). It should have been a warning sign, that many "big farmers" have to use scripts to even meagerly "manage" their farms, but instead you obviously created and installed faster and better scripts, thus making the problems you created in the beginning even bigger.
But since you´re crying for a less radical solution, my propositions are :
1. Ban all scripts (and I mean "all") for players (so they have to invest real time in farming)


Scripts are not only used for getting cards in an efficient way, but also in managing collections & cards, putting cards in collections, finding cards you still need, finding cards on offer, efficient bidding on cards, managing puppets and many more things. People think that those scripts automate things for us, but I still have to press a button for every action I take, whether that be answering an issue, putting a card into a collection, finding new cards, placing bids etc.

I'm personally collecting all of The Pacific region cards from both seasons, that is 7,843 cards in total. It took me 5-6 months to get over 40% of the needed card, though I will admit I'm not the most dedicated or big farmer, I have put plenty of time and energy into collecting just like a lot of other farmers.
That is a huge undertaking with scripts to help me out in all aspects. I'm not masochistic enough to do this without scripts, that would give me RSI.

And I'm small potatoes in my collection goals, other people collect all cards of a single rarity. Imagine 9003 having to place bids on all 235.021 common cards he's aiming to collect without any scripts to help him out.

I would love to see more features in the card game itself that simplify the whole process of collection cards. And I don't mean features that simplify the answering of issues or getting packs. I mean strictly the management of collections & cards, etc. Because this can be a daunting task, therefore people make scripts to easy the strain.
I'd be willing to pay money for those kind of tools integrated into NS, and it would not give me any benefits in collecting the cards itself.


Tarockanien wrote:2. Limit the ammount of puppets/farms for any legal account (to a reasonable number)


What is a reasonable number to you? I agree that some people went overboard, but it's hard to put a number on this.

Tarockanien wrote:3. Stop to encourage people to create even more farms (no more "card olympics", "pull events" and the like)


Events like that create communities and keep those alive, without those the card game is like the challenges, something people do once in a blue moon when they are bored.

Tarockanien wrote:4. Remove the "most valuable artwork"-button from the stats (to reduce encouragment in farming and accumulating)


Why? Do you even want people to play this game?

Tarockanien wrote:5. Close the loophole, that allows unlimited card accumulation without paying for card space


It's impossible to collect region or rarity collections when the deck space "loophole" is closed. I'd wager it's not even a loophole but it was made like that by design.
Take my region card collection, I have 1000 deckspace atm, the next upgrade to 1100 cards would cost me 100 bank.
Imagine what it would cost me to get enough deck space for all my region cards, about 8000 cards, The 8000 cards upgrade as site supporter: 6.241 bank, and without 25.281. Cumulative:167.480 bank, without 1.352.560.
That would be simply impossible.

(Credits to Giovanniland, Riemstagrad and Ballotonia for helping me with these numbers)

Tarockanien wrote:Most of this must be done by NS administration, but it would help greatly, if some players also would try to orientate by these points.

p.s. I dont "hate" farmers, because I mustn´t be remembered, that this is only a game to spend some leisure-time, and there´s no reason in "hating" someone for something that happens in said game (well, I have to admit, that sometimes I might be a little bit angered momentary); but I do see them as the main creators of the problems we´re discussing here...


You argue that you don't hate (card)farmers in the same post where you argue to dismantle half the game, therefore chasing all active people out of the game.

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Ngeaur
Political Columnist
 
Posts: 4
Founded: Jul 09, 2004
Anarchy

Postby Ngeaur » Mon Oct 05, 2020 5:49 am

Fhaengshia wrote:I think one of the overlooked aspects in this thread is regarding new players / nations.

New nations start with 4 issues out of the box, and have much shorter periods between issues for the first day or so.
I don't know the actual number of issues that generate in the first 24 hours, but it's got to be around 3-4 times the regular amount. . . . <snip> . . .

I was going to stay out of this discussion because it did seem to be a discussion for big pharma and script users and I'm not contributing ideas to win a legendary. However, I noticed the more recent posts are comments so I thought I'd put in my two cents. I recently created some new nations and didn't notice much difference, if any, in the amount of issues generated after the first day between them and my older puppets so I don't see that this creates any advantage especially if all the packs contain pharma commons.
Vylixan wrote: . . . <snip> . . .
Tarockanien wrote:3. Stop to encourage people to create even more farms (no more "card olympics", "pull events" and the like)

Events like that create communities and keep those alive, without those the card game is like the challenges, something people do once in a blue moon when they are bored.
Tarockanien wrote:4. Remove the "most valuable artwork"-button from the stats (to reduce encouragment in farming and accumulating)

Why? Do you even want people to play this game? . . .<snip> . . .
Tarockanien wrote:Most of this must be done by NS administration, but it would help greatly, if some players also would try to orientate by these points.

p.s. I dont "hate" farmers, because I mustn´t be remembered, that this is only a game to spend some leisure-time, and there´s no reason in "hating" someone for something that happens in said game (well, I have to admit, that sometimes I might be a little bit angered momentary); but I do see them as the main creators of the problems we´re discussing here...

You argue that you don't hate (card)farmers in the same post where you argue to dismantle half the game, therefore chasing all active people out of the game.

I'm probably the exception to the rule since I've paged through 100s of decks and it looks like most nations that have a deck are simply keeping whatever they find in the issue generated card packs with an occasional foray into the market to bid on some card that caught their fancy. They don't have selfies. Many don't have a record of trades.

I don't think I'd be considered big pharma (although I do have puppets) nor a script user. I was collecting long before the "artwork" badge went up and I'd continue collecting if the badge disappeared. I don't participate in the pharming events but that doesn't lessen my interest in the cards I consider worth collecting. I'm not collecting them to rack up leader board points but because I like the way they look. Tarockamen's suggestions would not chase me out of the card game because most wouldn't affect me but then, you probably wouldn't consider me active. I don't trade on the market daily since I'm only looking to buy certain cards. The majority of my puppets have themed decks. They were moved by issues decisions from "Inoffensive Centrist Democracy" into the 27 WA nation categories.

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Titanne
Minister
 
Posts: 3414
Founded: Feb 07, 2019
Ex-Nation

Postby Titanne » Mon Oct 05, 2020 10:47 am

Titanne’s Idea To Fix These Problems

Card packs could spawn for each nation outside of issues at a certain rate, perhaps one pack every few days. The way to increase the rate at which these packs spawn would be dependent on NS Stats, for instance, for each statistic your nation is top 10%, your pack spawn rate would be slightly increased, with bigger boosts given for top 5% and such. This would require nations to actually think about the impacts of each issue choice, and therefore making issues better appreciated and the server burden lowered, as card farming would become less of a viable option. Cards would essentially become more integrated into the rest of the game, which would, in my opinion, improve the state of the system.
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The Unified Missourtama States
Diplomat
 
Posts: 670
Founded: Jul 30, 2019
Ex-Nation

Postby The Unified Missourtama States » Mon Oct 05, 2020 10:54 am

Titanne wrote:Titanne’s Idea To Fix These Problems

Card packs could spawn for each nation outside of issues at a certain rate, perhaps one pack every few days. The way to increase the rate at which these packs spawn would be dependent on NS Stats, for instance, for each statistic your nation is top 10%, your pack spawn rate would be slightly increased, with bigger boosts given for top 5% and such. This would require nations to actually think about the impacts of each issue choice, and therefore making issues better appreciated and the server burden lowered, as card farming would become less of a viable option. Cards would essentially become more integrated into the rest of the game, which would, in my opinion, improve the state of the system.

This will only make it harder for normal players to get good stats.

Also for context, currently, a normal scripted up farmer can answer 30 issues in a minute, so for your idea to work we'd end up having imposed very tough restrictions on the ability of new nations and stat RPers to get cards.
"The best lack all conviction, while the worst
Are full of passionate intensity.
" (W. B. Yeats)

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9003
Diplomat
 
Posts: 624
Founded: Oct 25, 2012
Corporate Police State

Postby 9003 » Mon Oct 05, 2020 12:00 pm

I was going to stay out of this discussion because it did seem to be a discussion for big pharma and script users and I'm not contributing ideas to win a legendary. However, I noticed the more recent posts are comments so I thought I'd put in my two cents. I recently created some new nations and didn't notice much difference, if any, in the amount of issues generated after the first day between them and my older puppets so I don't see that this creates any advantage especially if all the packs contain pharma commons.



You are more then welcome these talks are to get ideas from everyone and comments from those who do not have ideas. You bring a unique and important perspective to the table even if you are not big farma or a scritper. in fact you are the target audience for so your opionion matters more then big farma or scirpters
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