P
Porter9634
07 Apr 2019 05:21
Link
What does Simcountry Need?
(Note: Whenever you see a word with these “ � around it. You are actually seeing quotation marks, for some reason they still show up as these weird icons. Just subtract the a on each side to make sense of the word)
I have played this game far too much over the years. Although I have officially quit twice, I always end up coming back for one reason or another. This time, I had been keeping up on the changes being made to the game and decided that they were progressive enough (in the sense that they helped remedy frustrations I previously had held towards the games mechanics) to give Simcountry another try. Specifically, the change that restricts each country to only being able to fight one C3 war at a time. Before such a change a player could declare an infinite amount of WL1 wars at a single time and expand their empire as far as they wished while still being guaranteed War Protection from all other players. There are still technically ways around this ( A player declares their first war, takes over that country, then declares 2 WL2 wars (one with each nation they own) but I believe this is a massive step in the right direction. Therefore, if a player truly wishes to expand into Empire Status militarily, it is much more likely they will also have to plan for the possibility of war with another player. Such speculation leads to interactions with potential allies, federations forming, and a game that feels much more alive. So of course, good job developers. It is also quite a positive thing that the GMs are looking into the war game and are trying to make it less tedious by expanding unit size and lowering the costs of militaries. This, along with working on making countries more profitable are stepping stones towards making Simcountry more engaging to larger audiences.There is, however, still a problem that can be easily addressed. One thing I have noticed is that the developers are working hard to ensure that smaller players can become more competitive against established empires. Which, by all means, is a decent move if one is trying ensure the retention of newer players. One thing I believe all of us who regularly play Simcountry understand is that there are literally thousands upon thousands of ghost town countries that people have quit playing only a few days into joining the game. I think we can all agree that having more players active within our worlds would drastically improve the experience. I believe that, although these changes are generally positive, they may also directly discourage new players in a way. First off, if any new player attempts to grow beyond 3 countries (which I believe many players aspire to) they are to become instantly vulnerable to the massive giants. Who, despite any mechanical advantages the developers give to the newer player, could easily run them over without breaking a sweat. These players, or I should say most of these players, have within their arsenals 10 plus years of weapons stores built up. Remember, you do not have to play for that long to acquire such massive stores of wealth and power. You simply have to target an old inactive dying empire and raid their stockpiles. I have done it, my friends have done it, and I know for sure that some of the leading war fighters of this age have done it. This leaves a gap in ability so wide, that I highly doubt most who have not seen the now ancient “account� page (the one that tallied up all assets of a player), could even comprehend. Now, do not doubt for a second that I blame these players for being smart and tactical about how they play the game. Nor do I believe that anything should be done to curb these player’s assets. I have nothing but respect for people like Natural Adder who have won what must be 30+ pvp wars. But, I do believe that any attempts by the GM to level the playing field between smaller, newer nations and the literal giants of the solar system are quite futile in the current state of the game.
What then is to be done? Well, we give the players a new world. Now, I can only guess how disappointed the devs were when Crimson One turned out to be a flop. I believe the reason for this is simple, no one wants to play on a world that is inevitably going to be reset. I know for sure I was interested in the idea of a new war world until I found out it was going to be reset at the end of the season. Both I, (my good friend) Stannis, and many of my fed mates did not want to build a temporary empire on new planet.Simcountry is a game where you build empires, empires meant to last. It takes considerable effort to forge a nation you can be proud of in this game, effort that no one wants to see vanish into the wind. This being said, this new world should take on an aspect of Crimson One that I believe is necessary.Put it in a different solar system, one that does not connect to the current one in any way (in other words, no space travel between this world and the others). A fresh start, give the players a world that these newer positive mechanics I mentioned above can be given room to breathe and grown into their own. Such a disconnected “New World� (especially if newer players, upon the creation of their accounts, are trafficked towards it) would also make the game feel much more alive because it would be far less decentralized than the current player base which is effectively spread across 5 planets. A more centralized playerbase feels much more alive and healthy, which should assist in player retention. While you are at it, this is not exactly a necessary aspect but I think it would help keep the game alive, design this world with a lot more smaller islands and interesting continent shapes. Give the players a reason to try an coorden off certain sections of a region because they want their empire to look cool on a map. The mechanics being implemented into the game right now have the perfect potential to unleash a new era in Simcountry.This way, veteran players not interested in a new world can keep their empires but those like myself wishing for a younger world where history is still yet to be forged can reignite their passion for the game. There are those, like me, who feel as if the game has been stagnating over the years. I truly believe that a “New World� and “Fresh Start� would reinvigorate the love many older players, both active and those who have moved on,have for this game. While at the same time providing fresh proving grounds on a presumably active, healthy world with unlimited potential for newer players yet to fall in love with the game. Here is hoping.
(Note: Whenever you see a word with these “ � around it. You are actually seeing quotation marks, for some reason they still show up as these weird icons. Just subtract the a on each side to make sense of the word)
I have played this game far too much over the years. Although I have officially quit twice, I always end up coming back for one reason or another. This time, I had been keeping up on the changes being made to the game and decided that they were progressive enough (in the sense that they helped remedy frustrations I previously had held towards the games mechanics) to give Simcountry another try. Specifically, the change that restricts each country to only being able to fight one C3 war at a time. Before such a change a player could declare an infinite amount of WL1 wars at a single time and expand their empire as far as they wished while still being guaranteed War Protection from all other players. There are still technically ways around this ( A player declares their first war, takes over that country, then declares 2 WL2 wars (one with each nation they own) but I believe this is a massive step in the right direction. Therefore, if a player truly wishes to expand into Empire Status militarily, it is much more likely they will also have to plan for the possibility of war with another player. Such speculation leads to interactions with potential allies, federations forming, and a game that feels much more alive. So of course, good job developers. It is also quite a positive thing that the GMs are looking into the war game and are trying to make it less tedious by expanding unit size and lowering the costs of militaries. This, along with working on making countries more profitable are stepping stones towards making Simcountry more engaging to larger audiences.There is, however, still a problem that can be easily addressed. One thing I have noticed is that the developers are working hard to ensure that smaller players can become more competitive against established empires. Which, by all means, is a decent move if one is trying ensure the retention of newer players. One thing I believe all of us who regularly play Simcountry understand is that there are literally thousands upon thousands of ghost town countries that people have quit playing only a few days into joining the game. I think we can all agree that having more players active within our worlds would drastically improve the experience. I believe that, although these changes are generally positive, they may also directly discourage new players in a way. First off, if any new player attempts to grow beyond 3 countries (which I believe many players aspire to) they are to become instantly vulnerable to the massive giants. Who, despite any mechanical advantages the developers give to the newer player, could easily run them over without breaking a sweat. These players, or I should say most of these players, have within their arsenals 10 plus years of weapons stores built up. Remember, you do not have to play for that long to acquire such massive stores of wealth and power. You simply have to target an old inactive dying empire and raid their stockpiles. I have done it, my friends have done it, and I know for sure that some of the leading war fighters of this age have done it. This leaves a gap in ability so wide, that I highly doubt most who have not seen the now ancient “account� page (the one that tallied up all assets of a player), could even comprehend. Now, do not doubt for a second that I blame these players for being smart and tactical about how they play the game. Nor do I believe that anything should be done to curb these player’s assets. I have nothing but respect for people like Natural Adder who have won what must be 30+ pvp wars. But, I do believe that any attempts by the GM to level the playing field between smaller, newer nations and the literal giants of the solar system are quite futile in the current state of the game.
What then is to be done? Well, we give the players a new world. Now, I can only guess how disappointed the devs were when Crimson One turned out to be a flop. I believe the reason for this is simple, no one wants to play on a world that is inevitably going to be reset. I know for sure I was interested in the idea of a new war world until I found out it was going to be reset at the end of the season. Both I, (my good friend) Stannis, and many of my fed mates did not want to build a temporary empire on new planet.Simcountry is a game where you build empires, empires meant to last. It takes considerable effort to forge a nation you can be proud of in this game, effort that no one wants to see vanish into the wind. This being said, this new world should take on an aspect of Crimson One that I believe is necessary.Put it in a different solar system, one that does not connect to the current one in any way (in other words, no space travel between this world and the others). A fresh start, give the players a world that these newer positive mechanics I mentioned above can be given room to breathe and grown into their own. Such a disconnected “New World� (especially if newer players, upon the creation of their accounts, are trafficked towards it) would also make the game feel much more alive because it would be far less decentralized than the current player base which is effectively spread across 5 planets. A more centralized playerbase feels much more alive and healthy, which should assist in player retention. While you are at it, this is not exactly a necessary aspect but I think it would help keep the game alive, design this world with a lot more smaller islands and interesting continent shapes. Give the players a reason to try an coorden off certain sections of a region because they want their empire to look cool on a map. The mechanics being implemented into the game right now have the perfect potential to unleash a new era in Simcountry.This way, veteran players not interested in a new world can keep their empires but those like myself wishing for a younger world where history is still yet to be forged can reignite their passion for the game. There are those, like me, who feel as if the game has been stagnating over the years. I truly believe that a “New World� and “Fresh Start� would reinvigorate the love many older players, both active and those who have moved on,have for this game. While at the same time providing fresh proving grounds on a presumably active, healthy world with unlimited potential for newer players yet to fall in love with the game. Here is hoping.