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Removing the necessity for Card Farms

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The Python
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Postby The Python » Thu Aug 26, 2021 3:48 pm

Merni wrote:
The Python wrote:The Best Nation Game wasn't really that fun, and while using it is preferrible to issues, challenges are much more fun in my opinion, and probably better to tie to cards.

Challenges are tied in a way to stats, though; this would not solve the skewing of issue option stats by card farmers.

Yes, but it also encourages people to properly answer issues to build their stats, so would actually make the global results more effective.

However, one possibility I thought of: what if both best nations and challenge, as well as issues, but much less efficiently, gave cards? Then people who prefer challenge can do those, people who prefer best nations can do that, normal players can also get cards by answering issues etc.
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Praeceps
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Postby Praeceps » Sat Aug 28, 2021 12:04 am

I don't have much time to write as comprehensively on this subject as I would like, however, I strongly support this proposal.

I would like to bring up that card farming is results-based, not process-based. You could tell card farmers that they have to spin three times and do the splits to create packs and we'd soon all be joining the Cirque du Soleil.

If I may, I'd be curious as to what the admins/mods see as the outstanding discussion points preventing this idea from being moved forward?
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Frisbeeteria
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Postby Frisbeeteria » Sat Aug 28, 2021 7:20 am

Praeceps wrote: I'd be curious as to what the admins/mods see as the outstanding discussion points preventing this idea from being moved forward?

What discussion points?
  • Reducing card farms? We're for it.
  • Tying it to one or more of the mini-games? I'm not seeing anything resembling a consensus, or really a strong argument either way
  • Something else? Be specific.
The main thing preventing us from going forward is that we don't have any great ideas either. Come up with a great idea, and we won't "prevent it from going forward".
Last edited by Frisbeeteria on Sat Aug 28, 2021 7:23 am, edited 1 time in total.

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Osheiga
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Postby Osheiga » Sat Aug 28, 2021 10:17 am

As someone who can probably be considered a "big farmer" (I have over 200 puppets specifically for generating packs), I guess I'll throw in my two cents:

I completely support the idea of moving card generation into new areas of the site, but I don't think the actual way packs are generated from issues need to be changed. If other minigames are more lucrative in terms of generating packs compared to issues, I know I (and probably a very good chunk of other large farmers) would stop using so many puppets and answering issues on said puppets, which solves both the "uninteresting puppets" problem and the "unreliable issue results" problem. This also makes it so people who are casually answering issues on a few puppets and like receiving packs as a side bonus aren't punished for no fault of their own. It would make pack creation a bit "unbalanced", but I think that's perfectly fine.

I also think card creation can be tied to multiple minigames instead of just one (along with issues), so people can have more options on what they like playing and getting packs out of. Even if someone made a script to speed up answering the best nation game or clicking on the results of the challenge game it wouldn't have consequences that are as impactful as say, extremely large numbers of puppets or lopsided issue results. (This "multiple ways of generating packs" thing is kind of similar to what The Python suggested a few posts back)

Tying packs to the trivia game and best nation game in particular are extremely good ideas and I don't really see any drawbacks to them. I know some people were concerned the challenge game would cause people to min/max their stats but packs could simply be generated regardless of a win/tie/loss and regardless of challenge level to prevent this. And finally, generating packs via Cards Against NationStates would be super fun and would also bring a lot of activity to that area of the site where it doesn't really exist currently, but there might need to be multiple packs generated once a player becomes the Card Czar just to make the waiting aspect worthwhile. I might be missing some minigames since I'm not 100% familiar with all of them but I think all these options are great ideas.

I think putting up small cooldowns on these minigames (5-seconds-ish) is completely fine but it shouldn't be too extreme to the point where making new puppets to bypass the cooldown makes sense again, because that brings back the same issues we're trying to avoid.

Minigames are less visible than issues to new players but I don't think it would be too difficult to put up a paragraph-long notice on the cards page that explains to newbies all the ways packs can be generated on-site, with links to the pages so they're easily accessible to them. I'm pretty sure something simple like that would solve the problem.

I'm also not against the idea of tying pack creation to general site activity like writing RMB/forum posts (along with minigames & issues) especially since that could also encourage additional activity but I think that could be spammed/abused pretty easily so there would need to be some precautions in place to prevent that.
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Frisbeeteria
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Postby Frisbeeteria » Sat Aug 28, 2021 12:37 pm

Osheiga wrote:Tying packs to the trivia game ... extremely good ideas

I'm gonna put the kibosh on that one, I'm afraid. Those trivia questions had to come from somewhere, which was Site Staff for that minigame. It took us several days to accumulate 70 some-odd questions, and about 10 minutes for someone to post all the correct answers. After that, it was super simple to just look up the answers and get 100% scores every time. I don't even remember how the game actually worked, but I do remember thinking both "what a waste of effort that was" and "never again!"

There's literally no challenge to playing it now, and we're not going add questions in future.

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Postby Lord Dominator » Sat Aug 28, 2021 12:43 pm

Also, even when you had all the answers memorized (like I did via knowledge + trial and error) it still took a good chunk of time to run through the whole thing.

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Postby Benevolent 1 » Sat Aug 28, 2021 1:42 pm

Frisbeeteria wrote:
Praeceps wrote: I'd be curious as to what the admins/mods see as the outstanding discussion points preventing this idea from being moved forward?

What discussion points?
  • Reducing card farms? We're for it.
  • Tying it to one or more of the mini-games? I'm not seeing anything resembling a consensus, or really a strong argument either way
  • Something else? Be specific.
The main thing preventing us from going forward is that we don't have any great ideas either. Come up with a great idea, and we won't "prevent it from going forward".


If technical can minimize card farmers operations then card farmers will run up their decks way past their capacities by excessively using the auction for transfers into their main. That option would need to be cut off completely in advance, possibly with automated deduction of deck capacity costs.

I feel NS should deal with the obsessive behaviors which some players have exhibited for a very long period.

Why not kill two birds with one stone?
Have S2 come to a close by declaring it over and done. A new policy of down time between seasons could then be implemented. First to keep some players mentally well, secondly, to allow time for ideas and fixes to be fully developed. Therefore, shutting the game down for some indeterminate time (between all future seasons) in order to develop S3 and seasons beyond could be a healthy innovation in itself.

Time is also needed to test new season fixes, thoroughly test them. S3 in particular already has great expectations and will needs to live up to them. I think it's well worth an investment in downtime. Perhaps think of the downtime as an off-season. Sports leagues have them. Let the card game have that too.

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Fauzjhia
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Postby Fauzjhia » Sat Aug 28, 2021 6:26 pm

Benevolent 1 wrote:
Frisbeeteria wrote:What discussion points?
  • Reducing card farms? We're for it.
  • Tying it to one or more of the mini-games? I'm not seeing anything resembling a consensus, or really a strong argument either way
  • Something else? Be specific.
The main thing preventing us from going forward is that we don't have any great ideas either. Come up with a great idea, and we won't "prevent it from going forward".


If technical can minimize card farmers operations then card farmers will run up their decks way past their capacities by excessively using the auction for transfers into their main. That option would need to be cut off completely in advance, possibly with automated deduction of deck capacity costs.

I feel NS should deal with the obsessive behaviors which some players have exhibited for a very long period.

Why not kill two birds with one stone?
Have S2 come to a close by declaring it over and done. A new policy of down time between seasons could then be implemented. First to keep some players mentally well, secondly, to allow time for ideas and fixes to be fully developed. Therefore, shutting the game down for some indeterminate time (between all future seasons) in order to develop S3 and seasons beyond could be a healthy innovation in itself.

Time is also needed to test new season fixes, thoroughly test them. S3 in particular already has great expectations and will needs to live up to them. I think it's well worth an investment in downtime. Perhaps think of the downtime as an off-season. Sports leagues have them. Let the card game have that too.




This is the only place where I can agree with you.
This would allow me, and many farmer to temporary shut down our cards farms, and not generate pointless cards that are not interessing. as well. as slow down a bit in the answering of issues, Personally I might go for 12-hours instead of 6 hours (maybe except on Killer whales, because of easter egg)

but I have no problem with an off-season.
Last edited by Fauzjhia on Sat Aug 28, 2021 6:27 pm, edited 1 time in total.
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The Python
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Postby The Python » Sat Aug 28, 2021 6:45 pm

Benevolent 1 wrote:
Frisbeeteria wrote:What discussion points?
  • Reducing card farms? We're for it.
  • Tying it to one or more of the mini-games? I'm not seeing anything resembling a consensus, or really a strong argument either way
  • Something else? Be specific.
The main thing preventing us from going forward is that we don't have any great ideas either. Come up with a great idea, and we won't "prevent it from going forward".


If technical can minimize card farmers operations then card farmers will run up their decks way past their capacities by excessively using the auction for transfers into their main. That option would need to be cut off completely in advance, possibly with automated deduction of deck capacity costs.

I feel NS should deal with the obsessive behaviors which some players have exhibited for a very long period.

Why not kill two birds with one stone?
Have S2 come to a close by declaring it over and done. A new policy of down time between seasons could then be implemented. First to keep some players mentally well, secondly, to allow time for ideas and fixes to be fully developed. Therefore, shutting the game down for some indeterminate time (between all future seasons) in order to develop S3 and seasons beyond could be a healthy innovation in itself.

Time is also needed to test new season fixes, thoroughly test them. S3 in particular already has great expectations and will needs to live up to them. I think it's well worth an investment in downtime. Perhaps think of the downtime as an off-season. Sports leagues have them. Let the card game have that too.

What about those of us that want to finish our collections before S3 :(
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Frisbeeteria
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Postby Frisbeeteria » Sat Aug 28, 2021 6:56 pm

Benevolent 1 wrote:automated deduction of deck capacity costs

That would instantly and permanently cripple most of the top 100 collectors. Also, as long as capacity increase prices increase geometrically, even the richest collector will be limited to 1500 - 2000 cards. That would effectively kill large region collectors, card rarity collectors (except legends), and probably many others. It would certainly kill my collection and permanently remove me from any card activity, as I'm not all that interested in starting over from scratch.

Benevolent 1 wrote:A new policy of down time between seasons could then be implemented.

I'm not seeing that happening before S3. Maybe bring it up again after S3 has been out a bit.

Benevolent 1 wrote: S3 in particular already has great expectations and will needs to live up to them.

What expectations do you have? What expectations do you think others have? The only widely held expectation I'm aware of is that there will eventually be an S3.

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Postby Haganham » Sat Aug 28, 2021 8:04 pm

The Python wrote:
Merni wrote:Challenges are tied in a way to stats, though; this would not solve the skewing of issue option stats by card farmers.

Yes, but it also encourages people to properly answer issues to build their stats, so would actually make the global results more effective.

However, one possibility I thought of: what if both best nations and challenge, as well as issues, but much less efficiently, gave cards? Then people who prefer challenge can do those, people who prefer best nations can do that, normal players can also get cards by answering issues etc.

If we make issue answering the most efficient method then we won't resolve the issue of card farms
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Postby The Python » Sat Aug 28, 2021 9:18 pm

Haganham wrote:
The Python wrote:Yes, but it also encourages people to properly answer issues to build their stats, so would actually make the global results more effective.

However, one possibility I thought of: what if both best nations and challenge, as well as issues, but much less efficiently, gave cards? Then people who prefer challenge can do those, people who prefer best nations can do that, normal players can also get cards by answering issues etc.

If we make issue answering the most efficient method then we won't resolve the issue of card farms

No, attaching cards to challenge would not only encourage people to answer issues on their mains only, rather than on puppets (which would solve the issues with puppets haha pun intented), but would encourage people to actually meaningfully choose an issue option (because having good stats makes it easier to win challenges), so the global results would still function properly.
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Merni
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Postby Merni » Sat Aug 28, 2021 9:30 pm

Frisbeeteria wrote:
Osheiga wrote:Tying packs to the trivia game ... extremely good ideas

I'm gonna put the kibosh on that one, I'm afraid. Those trivia questions had to come from somewhere, which was Site Staff for that minigame. It took us several days to accumulate 70 some-odd questions, and about 10 minutes for someone to post all the correct answers. After that, it was super simple to just look up the answers and get 100% scores every time. I don't even remember how the game actually worked, but I do remember thinking both "what a waste of effort that was" and "never again!"

There's literally no challenge to playing it now, and we're not going add questions in future.

There's no challenge in playing the Best Nation game either, nor is there a challenge in running a script to randomly pick issue options. In the context of this thread, the trivia and Best Nation games seem to be just suggestions for places where players can blindly and quickly click on buttons without needing puppets and without affecting other parts of the game. Both seem well suited to that.
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Postby Frisbeeteria » Sat Aug 28, 2021 9:35 pm

Merni wrote:There's no challenge in playing the Best Nation game either,

Fair enough.

Merni wrote: players can blindly and quickly click on buttons

You shouldn't be rewarded for blindly clicking - that's part of the problem. Depending on how the trivia game is set up for cards, it's anything but quick. Make it one pack per 5 correct answers, and you'll spend a lot of time with the answer sheet open until you memorize all the answers.

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Postby Merni » Sat Aug 28, 2021 9:41 pm

Frisbeeteria wrote:
Merni wrote: players can blindly and quickly click on buttons

You shouldn't be rewarded for blindly clicking - that's part of the problem. Depending on how the trivia game is set up for cards, it's anything but quick. Make it one pack per 5 correct answers, and you'll spend a lot of time with the answer sheet open until you memorize all the answers.

They'll find a way to turn it into blind clicking anyway -- if it's tied to correct trivia answers there will be a script within a week that looks up the correct answer and highlights it on the page, or whatever. Or they would simply use the Best Nation game, which obviously has no correct answers. I haven't seen any suggestion here of tying it to correct answers.
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Postby Flanderlion » Sat Aug 28, 2021 10:10 pm

Merni wrote:
Frisbeeteria wrote:I'm gonna put the kibosh on that one, I'm afraid. Those trivia questions had to come from somewhere, which was Site Staff for that minigame. It took us several days to accumulate 70 some-odd questions, and about 10 minutes for someone to post all the correct answers. After that, it was super simple to just look up the answers and get 100% scores every time. I don't even remember how the game actually worked, but I do remember thinking both "what a waste of effort that was" and "never again!"

There's literally no challenge to playing it now, and we're not going add questions in future.

There's no challenge in playing the Best Nation game either, nor is there a challenge in running a script to randomly pick issue options. In the context of this thread, the trivia and Best Nation games seem to be just suggestions for places where players can blindly and quickly click on buttons without needing puppets and without affecting other parts of the game. Both seem well suited to that.

At least with the Best Nation game, it's making comparisons, that either in the long run are meaningless (same as trivia/challenge) or helpful (if they pick non-randomly). The Best Nation game fell over because there weren't enough comparisons being made, meaning the trash puppets were still super likely to appear (and therefore players would have less enjoyable comparisons to make, and burnt out faster, leading to less comparisions).

--

A bit more general, but this idea is still having the Best Nation Game as the logical option to farm with, and keeping issues (just at a slightly lower rate) and adding packs for WA resolutions to make normal nations better off.

Sure it's possible to add other minigames to this, but these 3 ways of generating seem to be the best of the bunch (changed to 3 after feedback), and there doesn't really seem to be a case for other minigames in addition to OP. If there are arguments, happy to listen, as this proposal has already been changed several times due to feedback that appeared in this thread but not the earlier one.

The main criticism seems to be:
Please don't take my puppets - this isn't taking your pups, just meaning you have the option to not use them. You can keep them as normal - this change isn't changing that. Just to be competitive in cards, you wouldn't need to create a thousand card farming puppets.
I didn't like the best nation game - that's alright, it's just clicking a themed button for cards, like when cards first came out for AFs.
It makes it easy to farm, players can just farm forever - it is already easy to farm, the only limit rn is time involved. They can farm forever rn, just there are detrimental effects to the rest of NS now, while with this, hopefully they would be removed.
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Fauzjhia
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Postby Fauzjhia » Sat Aug 28, 2021 10:29 pm

Flanderlion wrote:The main criticism seems to be:
Please don't take my puppets - this isn't taking your pups, just meaning you have the option to not use them. You can keep them as normal - this change isn't changing that. Just to be competitive in cards, you wouldn't need to create a thousand card farming puppets.
I didn't like the best nation game - that's alright, it's just clicking a themed button for cards, like when cards first came out for AFs.
It makes it easy to farm, players can just farm forever - it is already easy to farm, the only limit rn is time involved. They can farm forever rn, just there are detrimental effects to the rest of NS now, while with this, hopefully they would be removed.


1 I'll certainly keep my set of puppets. (maybe not world of colors). maybe I would make 1 TRR gift nations, and it would remplaced all dragonias, it would certainly make my TRR gift program easier. the problem, if that good for me, its good for everyone else, and I'm worried about the value of the cards, TOO many cards will just crash the market, Only cte would be able to keep their value... we must avoid that. that was a problem in the april fool version and will be a problem in your solution.
but I believe Fris make points that are much better then my own. my argumentation is lacking and I know. I don't believe it should be even easier to farm cards, you seem to think that since the rules do not stop the big farmers, we should drop the rules. I disagree. I can't stress how Much I agree with fris
Frisbeeteria wrote:You shouldn't be rewarded for blindly clicking - that's part of the problem.




If I can ask you a question : tell me why you need to be (competitive) ??? what you can win in this game ? a trophy/ a place on the leadership board ?
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Postby The Nippon Teikoku » Sat Aug 28, 2021 10:42 pm

the fact that anyone thinks there is going to be a season three anytime soon is laughable. Its been what, 2 or so years? Its not on the priority list of things to do for the chaps running this game.

dont get me wrong im all for a new season of trading cards just to see if my main nation gets a rarity upgrade. But its been a couple years. There are possibly tens of thousands of new nations and plenty more puppets. It makes it far too hard for the brass to code everybody and go through each badge to determine rarity. I wouldnt be surprised if theyve cut their losses because of how overwhelming the work is. Its sad watching people lobby for a season three while touting their 5 or 6 card farm regions, as if to say that they arent satisfied with the 2 seasons and also want to make a further season harder by having the needless puppets.

Its best to accept that were only going to have the 2 seasons of cards we have now, because people keep making puppets and card farms and make it even harder to put out a season 3.
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Postby Fauzjhia » Sat Aug 28, 2021 10:59 pm

The Nippon Teikoku wrote:the fact that anyone thinks there is going to be a season three anytime soon is laughable. Its been what, 2 or so years? Its not on the priority list of things to do for the chaps running this game.

dont get me wrong im all for a new season of trading cards just to see if my main nation gets a rarity upgrade. But its been a couple years. There are possibly tens of thousands of new nations and plenty more puppets. It makes it far too hard for the brass to code everybody and go through each badge to determine rarity. I wouldnt be surprised if theyve cut their losses because of how overwhelming the work is. Its sad watching people lobby for a season three while touting their 5 or 6 card farm regions, as if to say that they arent satisfied with the 2 seasons and also want to make a further season harder by having the needless puppets.

Its best to accept that were only going to have the 2 seasons of cards we have now, because people keep making puppets and card farms and make it even harder to put out a season 3.



1st note : people normally only 1 card farm region, and its a good thing, because keeping these puppets outside of the main region, avoid them being a problem to anyone else, they won't receive recruitment telegram aimed at nations who started the game, or at nation in TRR

2nd : Well. I can,t these are pointless puppets. I want to collect their cards. I know card farmer 2124 is a poor name, but I believe I got better names, better stats, and beetles are cute.
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The Python
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Postby The Python » Sat Aug 28, 2021 11:05 pm

The Nippon Teikoku wrote:the fact that anyone thinks there is going to be a season three anytime soon is laughable. Its been what, 2 or so years? Its not on the priority list of things to do for the chaps running this game.

dont get me wrong im all for a new season of trading cards just to see if my main nation gets a rarity upgrade. But its been a couple years. There are possibly tens of thousands of new nations and plenty more puppets. It makes it far too hard for the brass to code everybody and go through each badge to determine rarity. I wouldnt be surprised if theyve cut their losses because of how overwhelming the work is. Its sad watching people lobby for a season three while touting their 5 or 6 card farm regions, as if to say that they arent satisfied with the 2 seasons and also want to make a further season harder by having the needless puppets.

Its best to accept that were only going to have the 2 seasons of cards we have now, because people keep making puppets and card farms and make it even harder to put out a season 3.

It's already been confirmed multiple times (that's just in the past 2 weeks)
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Benevolent Dictatorship

Postby SherpDaWerp » Sun Aug 29, 2021 12:13 am

Adding to the prevailing suggestion, with some real numbers and stuff.

Best Nation
Best Nation game to be reinstated, with a 33% chance to get a pack per comparison. Comparisons were processed at a similar -- if not slightly lower -- rate as script-assisted farming, so this number might need to go higher, but I don't expect lower would be good. Scripts interacting with this minigame should be limited to exclusively-cosmetic changes.

WA Bonus
Whenever WA resolutions are processed (which might need some effort to avoid farmers switching), every nation who voted on the resolution (for or against) receives 3 packs as a "bonus". This is per-chamber, so if a SC and GA res pass at the same update, said nation will receive 6 packs. Might also be nice to have registered abstention, but that's way out of scope here. The TCALS-timer system that ensures only packs that were generated in the last 2 minutes should also prevent these WA-given packs from generating TCALS'd cards; this would stop Update from becoming prime-time to host pull events (which would be stacking card-farmer load on top of re-sorting censuses and whatever else).

Issues
Issues remain the same. With a 20% pack-per-issue chance, hardcore Cards players are heavily incentivised to use Best Nation instead, which will be much more time-effective for them. This will have all the flow-on effects that have been discussed in the thread, namely removing the need for puppet farms, reducing server load, making editorial stats useful again, etc. etc.

Card Storage (doesn't have to happen at the same time as best-nation, but it would be good to go together)
Deck capacity upgrades changed from x2 to xlog23 (or similarly reduced). Cheaper deck cap costs will reduce instances of card-storage puppets, and also act as a better inflationary sink given more players will spend money on deck cap increases. With reduced deck cap costs, traditional methods of exceeding cap should be nerfed or removed, given deck cap is nowhere near as prohibitive. 9th upgrade (i.e. 500/1000 space) costs 32 bank under the new formula.

The main "reason" deck cap is a thing is apparently to "limit collections from becoming too big" or something, to reduce the strain on the server. If this were truly the case, then you wouldn't be allowed to arbitrarily exceed it. In the "long run", making deck cap significantly cheaper would be better for the game - people with large collections will continue to have large collections, and it'll have the same impact on the server, but this might convince them to sink some bank into doing so instead of getting it free.

Pack Storage
Should stay the same imho (maybe change it to 10 instead of 9, just so it's an even number...), as opening packs as-you-go doesn't make an incredible difference to farming speed and keeping packs past 2 min already doesn't trigger TCALS anyway. The only need I can see for storing heaps of packs is saving them up to cheese a new season, by opening several hundred packs of "new cards" instantly and getting a head start.

Also, to reiterate what I said earlier, now that Challenge game is being brought up: See here, under "@stats-for-packs". The idea that the requirement of stat badges somehow makes issues less automatable is completely not true, unfortunately. If you want examples, I know at least two cards players (Racoda, who had keybinds that looked at Trott's database; and Noah, who boosted several pups to the top of Nudity by having scripts look out for specific options) who managed to get scripts to assist them in boosting stats. Plus, ofc, the aforementioned issue-option-priority Answerer code that would doubtless find its way into every farmer's toolbox the second this change went live.
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Valentine Z
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Postby Valentine Z » Sun Aug 29, 2021 12:34 am

To echo on to what Sherp and I suggested, a reworked deck capacity upgrade formula would work wonders. I formerly suggested x^1.6, but what Sherp suggested is also doable. Here's a sample list of how this will increase for the upgrades alone (no cumulative cost):
Image


For someone who is an on-off card farmer - while also answering issues as truthfully for my nations - the cost and transfer-to-main needed at the moment is a little too high just for the next upgrade.
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Riemstagrad
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Postby Riemstagrad » Sun Aug 29, 2021 6:16 am

Card farms exist because players want to optimise the pack-generation and large card farms are the solution for this, because they can give you a near-endless supply of card packs at very high rates (up to less then 10 seconds per pack). Players dimension their farms to their needs: a player who farms 2 hours per day needs more farming-puppets then someone who plays 30 minutes per day.

To add numbers to this story: with 4 issues generated per day and a chance of 20% per issue to generate cards, you'll need 5 puppets to generate 4 card-packs per day. During a session of intense farming at, let's say 20 seconds per pack (indluding setting up and junking), you will farm 180 card-packs per hour. So, for 1 hour of intense farming, you need 225 puppets.

Whatever proposal will be implemented, players will always choose the fastest way to generate packs and will always dimension their farms to meet their needs.

This also leads to a possible very simple solution: Increase the pack generation rate: if, for example, every issue generates a pack, people could dismiss 80% of their farms to get the same yield as today.

If card generation should be tied to issues or something else doesn't really matter and is another discussion.


Then there is TCALS and the pull-events... Pull-events were a fun, community driven thing, back when there was only a hanfull of players capable of hosting such an event and they served the community because it was for most players the only chance to get the valuable legendaries. Today many players can do it with success and this created the current situation with probably 2 pull-events per day, often with the single goal to hoard even more of those valuable cards. Also the TCALS nerf that requires fresh packs increased the need for farming-puppets even further.

I believe it is best to simply remove the TCALS mechanism. The original purpose (making it harder for bank transfers) has become futile anyway. Today it is even worse for the casual players who see their transfers heisted, while the bigger players all adapted and developped ways to transfer without much hindrance from TCALS.

The good part of TCALS however, should be reïnstated in some other form. I'm just pulling something out of my finger now: Some sort of Cards Factory, where players could nominate cards for pull-events, maybe where players could vote for wich card will be put up for the new form of pull-event: every 2 weeks, the TCALS system is reinstated on the selected card for 24 hours. (with some tweaks to pull-chances probably). Or even this: let people sacrifice bank to nominated cards, and throw those cards into the TCALS system as soon as a certain quorum is reached. that would even create a new sink for bank.. but that's also another discussion.


About the other topics: I don't really see much problems. The market works fine, the deck capacity-thing can stay as it is, storage puppets are a minor issue...
I really think the game an sich is fine, and there doesn't need to be a large overhaul of the game to do something about the large farms.

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Benevolent 1
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Founded: Dec 04, 2015
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Postby Benevolent 1 » Sun Aug 29, 2021 7:08 am

Frisbeeteria wrote:
Benevolent 1 wrote:automated deduction of deck capacity costs

That would instantly and permanently cripple most of the top 100 collectors. Also, as long as capacity increase prices increase geometrically, even the richest collector will be limited to 1500 - 2000 cards. That would effectively kill large region collectors, card rarity collectors (except legends), and probably many others. It would certainly kill my collection and permanently remove me from any card activity, as I'm not all that interested in starting over from scratch.

Benevolent 1 wrote:A new policy of down time between seasons could then be implemented.

I'm not seeing that happening before S3. Maybe bring it up again after S3 has been out a bit.

Benevolent 1 wrote: S3 in particular already has great expectations and will needs to live up to them.

What expectations do you have? What expectations do you think others have? The only widely held expectation I'm aware of is that there will eventually be an S3.


1. Players way over their deck capacity (for whatever reason) have accomplished this through auction buys. Are you suggesting deck capacity should/does only apply to those cards drawn from packs and gifting, omitting all cards sourced from auction? This does seem to be the policy in effect but it isn't accurately reflected in the rules concerning deck capacity. I'd like to know (as do others) if i can exceed my deck capacity with infinite purchases at auction without incurring any future reprisals in deck costs? And if i and other can do this, as others have, how is this not a site destabilizing feature? Moreover, if i and others can't, how is this remotely fair? This is a major conundrum which needs a clear response.

2. Very well, I will keep that in mind. I think the idea is proper for future development implementation and would be a healthy practice. Though i am bit disappointed this can is being kicked down the road until after S3.

3. Card farms are reduced in size and also in number - this for site stability and control of excessive card productions. TCALS is completely disabled, abolished. The practice of inflating cards is discouraged by a fee system at auction or some other system of discouragement. The above deck capacity conundrum is addressed. New bugs and flaws are dealt with better, in real time. To put it all into a super simple slogan - make the game fun again.
Last edited by Benevolent 1 on Sun Aug 29, 2021 7:11 am, edited 1 time in total.

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The Blaatschapen
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Postby The Blaatschapen » Sun Aug 29, 2021 8:07 am

Not serious suggestion: Have card packs generated by solving captchas.

:blush:
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