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Sunday, September 20, 2015 - 10:12 pm I'm seeing more and more new players that join, build up their military in such a stupid way, that a few months in (game) they'll be in the red. Can players please advise anyone they see doing this, to stop, and maybe sort their eco prior to military build up? May help keep a few people.... just an idea
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Monday, September 21, 2015 - 12:39 am I have did the best i could. Most of them always say this: I's need to defend myself... and prepare for war... few weeks later their gone. Andy should create an send out automatic game mails, to all the new players on this subject, it may help plug the hole.
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Monday, September 21, 2015 - 02:16 am I've always believed that a country should not be allowed to buy any military assets if its Welfare is under 100. In addition I've stated that the first 72 hours a new player should be prevented from buying military assets. In my opinion, Both of them would force a new player to reach out to understand the game. The welfare alone would help to prevent new players from mili-crashing an economy in the first week. In my opinion I would like to see both added to the game. As an example think about it like this: A new player joins thinking they have to defend themselves and tries to buy a ton of ammo and weapons. A block comes up and say "you cannot purchase weapons/ammo because you welfare is to low, for more info click here "insert link". From there the GM can make a page stating what secure mode is, what the war levels, even hints and tips. Even saying something like. Most players believe that it is important to start building a military on day one, however with secure mode this isn't a requirement. Secure mode allows you the ability to build a nation free from attack allowing one to start building their economy.
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Monday, September 21, 2015 - 03:10 am It's a careful balance with trying to be helpful with game limitations. By adding restrictions to getting weapons, the act of achieving them seems like an accomplishment of its own, kinda like getting nukes now. Players could reach the very mild 100 welfare limitation and think that they can and should then purchase weapons. Some more transparency to their economic situation might be a better solution. I would start by removing the beginner bonus from influencing the finance index and profit & loss page. Right now, new players get the illusion they are doing very well in this area in both index and their finance rank when, in reality, their position is more temporary and more fragile. A teach message that points out the extent of temporary financial help and a recommendation to work to replace this income might help too.
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Monday, September 21, 2015 - 09:27 am Black and Super, i agree. Even a little bit of guidance and some minor restrictions would help them understand a bit more about eco before going to war. Aries, i do not agree with removing the income booster. Unless a country has a substantial amount of money from the start, they'd start panicking from day one. I know i would be in the red / bankrupt had i not had the income booster. I'm making 3B profit per month with 74 corps! lol A classic example of someone who just keeps on ignoring my advice to sell all offensive weps and focus on eco for the time being is shown below. https://sim01.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=homepage&miLoginNumber=413&miLoginKind=c
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Monday, September 21, 2015 - 01:03 pm I did not say remove the booster. Look at that more closely. I saw the country you linked. The most obvious indicators on the finance page would indicate his country is doing fine, showing a profit of $9 billion. This is the issue I am talking about.
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Monday, September 21, 2015 - 02:59 pm Removing the beginners income booster from the income/expenditure page could be an interesting idea. Those who do look at the cash YTD page would remain clued up, whereas those that don't will not have have gained or lost anything anyway. Personally I found its inclusion in the profit calculation annoying rather than misguiding, but I can see how it would foster a culture of unsustainable spending in some new players. Maybe the GM's should fully take advantage of the war level system, explaining immunity to attack at certain levels and also emphasising more the rewards of leveling up. This dialogue should be activated when first trying to buy weapons/create units etc, and also include warnings about the relationship between country finance and military spending? It'd be a good opportunity to make the rewards extremely attractive and foster more people to take the plunge.
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Monday, September 21, 2015 - 03:57 pm Thanks for bringing this up! We'll be implementing help messages for this that show up when a new player first starts buying weapons.
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Monday, September 21, 2015 - 08:49 pm Results! Thank's Jonni ;)
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Monday, September 21, 2015 - 09:50 pm Thank you Jonni. Also, thank you to everyone who replied to the topic. Inputting ideas helps develop the game and give a better understanding to new players. *pats all on back, expect a pat back too!*
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Tuesday, September 22, 2015 - 12:00 am *Pats Sunnyknight, in an awkward but genuine manner*
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Thursday, September 24, 2015 - 08:41 pm Howdy: Lots of good points made in this thread. I've been playing less than 2 weeks and even asked a few co-workers to play. They said they tried it but it was a far more complicated game than they were looking for. I understand fully what they mean. I struggled with many things and had the common sense to follow the advice of far more experienced players. My economy is doing rather well, making profits each month without the beginners bonus. The bonus is necessary while you learn, but the game instructions are not close to what is needed to help new players. I don't even dabble in the share market because I'm trying to read as much as possible about the economy. As for WAR, won't even try it for a long while, so many more details to tend to. In my opinion, WAR should not be an option for new players until they reach certail levels to be able to support it. What are those leves, I really don't know. I'm sure the experienced players could come up with something.
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Friday, September 25, 2015 - 05:57 pm Concentrate on your economy. Take advantage of your war protection and sell every low Q piece of military junk they saddle you with. Everything. This way all military people can go to corporations. When you do rebuild your military only buy at the highest quality. PS. Don't trust the automation.
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Friday, September 25, 2015 - 10:23 pm i've always felt the premise that a new player should work on econ first, and stay out of war, is a major hold back to the game how many people want to take lessons for 6 months, just to learn to play an game
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Friday, September 25, 2015 - 11:30 pm I miss the days when people could build a single nuke then threaten people on the forums. And get destroyed the next day. But I am easily amused.
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Saturday, September 26, 2015 - 12:12 am Little things please little minds Sam...
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Sunday, September 27, 2015 - 04:01 am Some men just want to see the sim world burn.
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Wednesday, September 30, 2015 - 08:04 pm And some women........only want to see some parts of it burn!
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Wednesday, September 30, 2015 - 11:38 pm like wanting the entire surface part to burn?
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Thursday, October 1, 2015 - 12:09 am For me, just the surface part of those countries/empires that I deem as enemies of the shoe!
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Thursday, October 1, 2015 - 07:16 am ok jan, i'll tell you, their is nothing like a 165 dollar pair of boots, steel toe, steel shank, broken in, you feet feel invulnerable, walking on molten metal, or trash, nothing can hurt you
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Thursday, October 1, 2015 - 05:54 pm Exactly! Shoes empower you! Oh and an added bonus, a great perfume!!!! Love ya, Josias. I miss ya!
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