Topic: Just get rid of morale already

Just get rid of morale. Why does there have to be a game feature that does nothing but limit a players involvement or puts a cap on their activity. I'll give you an example.

Today I jumped wiz and threw 6 OH's at bankers OVER TWICE my size and NW, and got off a few visions, and a failed CPFF. That's 9 Ops over a 5 hour period. I have 30% morale. But now instead of going for retakes, I gotta sit on my hands because God forbid some one needs a spell and I wasted morale retaking a planet not even involved with stated family.

Either A) Get rid of morale all together
B) revert back to old operations style, giving another 2 for a total of 9 and then dropping morale to what would be worked out as 90%
C) increase morale too 220% (or atleast change the formula to reflect that
D) go back to old style and keep new core system

Came back after 5 years. It's actually gotten worse. Fix this crap


I need something to keep me occupied. Thanks

  -Concerned IC addict

Re: Just get rid of morale already

Family size and nw is taken into account more than individual, so if you're in a family that's twice the size of anyone in the galaxy that you aren't napped with, it'll cost you more morale to attack or op them. 

This is exactly as intended.

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

When entire gal is minuscule compared to us, why can't we have fun?

Re: Just get rid of morale already

Relentlessly hitting people smaller than you is fun?  There are 2 families that are head and shoulders above the rest of Starburst... they absolutely have the option of going at it for the round.  If they want to plan on a major eor war (I assume? unless it's a pnap, in which case lol) and try and hold the rest of the galaxy hostage until that, then they're saying they don't want to have any fun til eor hmm.

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

@Undeath.
I'm seeing loads of posts on removing the new morale system or doing something about it. Yet you keep defending it like it's in the right place where it is right now.
It seems like most players want something done about it.
Maybe you should put a vote up for all players to decide to either change it or not.
- Keep morale system as it is.
- Change it back to the way it was
- Change it to something else

in my opinion it doesn't matter if the current morale system is doing what it is supposed to do.. that's what you keep telling us and i'm glad it worked out as you planned
But it only matters if players are actually enjoying the game.. and to me it seems like most players are not right now.

Re: Just get rid of morale already

So we get punished for our early activity and skill is basically what your saying lol yes we wanna have a fun EOR war, No we do not want freshly expoed planets picked off for spread, and then our family spend 3 times the morale as a whole when you factor in PI's and attacks. Also no we do not want to hit smaller families, but if they are going to do us dirty then yes we will defend ourselves. This systems broke UD. The grass wasn't greener on this side of the morale formula. Let's keep working at it

Re: Just get rid of morale already

Also, why does our dedication to perform basically get us nothing but a boring round? Let's say both 67 and 66 war all round. They become stagnant in rankings and infra and steadily fall all round. They then get passed up by families putting in half the effort they are. In what world does any of that seem fair to the groups of people putting in more time, more effort, and looking for more enjoyment from the game?

I also believe you put too large of a premium on the idea smaller families don't attack larger families. Most of my IC career I've been in middle of the road families and more often then not the only way to get ahead is to try and pick on the bigger fam.

At the very least, increase the amount of morale given, the morale planets, or switch ops back to how they were previously if you are so dead set on defending this new formula. It's a joke too reward mediocrity at the expense of others effort

Re: Just get rid of morale already

Because I like to pretend that IC is going to survive longer than the next 2 months, which requires new players.  Our player base has spent years using new players as farms so that they can win in size, and we're trying to make that more difficult.

I defend this formula because I've played with it in multiple roles, and know factually that it's not the formula causing problems.  I've been the #1 family, I've been in the middle, I've been in the bottom and the only real problem I've seen is when a super active attacker gets into a tiny family and goes ape shit in a top family's core, which is what the core system mechanic is meant to slow up. 

We have less than 100 players now, rewarding mediocrity is the only way to keep this thing going.  If you guys can find a way to stop the top 10-20% of players from chasing away the 1 or 2 new guys we get a round, then by all means step up.  At this point I view giving up on this morale formula the same way as giving up on IC, which isn't something I'm willing to do yet.

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

Im not against the new core system, I believe kudos are in order for that. But with morale being wasted left and right it limits the fun for the active players. I've been back for two weeks and I'm already baffled by it. It's not a challenge or opportunity too adapt its a henderance for those who are active or want to succeed. If your worried about new players becoming farms, set up a system to be able to protect them. I don't see any other mods protecting this idea, just back lash from vets

Re: Just get rid of morale already

It's absolutely a challenge or opportunity to adapt tongue

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

Lol it's not a challenge. I just have to give 40% instead of 100%, as does the rest of the fam, and  hopefully in the 2 hours were all online we can have as much fun as being active all day. I guess you have to adapt by not caring, being lazy, and hope that your not being out Lazy-ed

Re: Just get rid of morale already

Or by being conservative with growth, finding creative ways to have increased production without massive nw & planet needs, taking into account that the family's overall nw and planet count will effect everyone's morale losses (playing as a pop banker will increase morale losses by 1-4% per attack due to increased nw.  Families must decide if the increased income is worth the morale loss), assigning people to do hard ops (since we adjusted the intel ops to only require 5 morale it's basically the same as 1 op/tick), decide who morale planets are better for (is it better to continue automatically giving them to attackers, or is it worth an opper having double morale allowing you to cpff more portals and need less attacks overall.  This works wonderfully, the round I did it we were able to cut our attacker's morale costs by about 68% by having twice the cpff/sab power.)

I'm definitely biased in this discussion.  Then again, I see that you're still trying to play as a small pax in a big family... no wonder you're bored hmm

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

On a side note, once all planets are explored I'm going to be asking leaders to record the total # of morale planets that their family has.  For obvious reasons I won't be requesting numbers until the round is complete (I'm playing), but there have been discussions about increasing the # of morale planets since now players other than attackers can make use of them, so I'd like to collect numbers on the total # of morale planets.

Or I might just have people send the info to a mod that isn't playing.... that would give us more time to run some numbers since all we really need is total number of morale planets/total number of planets

<KT|Away> I am the Trump of IC

14 (edited by Xeno 06-Jan-2016 22:59:41)

Re: Just get rid of morale already

This discussion should have happened years ago.  But at that time the vets regarded noobs as liabilities, even killed them off.  Fams were stacked with vets, leaving noobs to fill-up their own Fams.  Fun factor of the game for new players was sabotaged for the sake of satiating vets' egos, who, by the way, were the mods / designers of the game.  They made changes to suit themselves at the expense of noobs' fun factor.  When some players who saw what the problem was stood up and said something vets mods simply didn't listen / care, and even ended up banning / harassing those players who were only trying to save the game from its ongoing implosive destruction by the vets / mods.  They didn't listen because their egos dictated that because they were the vets / mods, they knew better.

Well, now IC has come to the point of finally realizing the truth of what I (and others) had been saying for years.

And what do I have to say now about how to fix the problem? 

I've already said what needs to be done, years ago.

Want me to say it again? Okay.  Get Stefan to send money first.

The current morale system is a step in the right direction, but is only one of many needed to restore the noob's fun factor so this game starts gaining player membership again.

Re: Just get rid of morale already

As an ex mod who was present and involved in the development of this morale formula undeath has it right. The reason I would suggest the other mods aren't posting is much like why I haven't so far, undeath has covered the salient points.

Playing the same way with the new system will be boring because of a level of equality. It's deliberately weighted for the small guy to attack the big guy, encourage the harder fight with the bigger gains rather than the easy fight with the smaller gains. Heck,  instant strategy, kill your pop bankers pop and suddenly have a world of targets.

I leave you with this: "Adapt or perish, now as ever, is nature's inexorable imperative." - H. G. Wells

Insanity and genius are closely related!
*** Eltie for mod! ***
Failing Lemming of Teachings and Australian Cop Orgies: Gwynedd

Re: Just get rid of morale already

Alright, I'll just adapt by leaving the game. I'll adapt by not playing this crap game you've made it become. It was bad before, now it's worse. Congrats UD, your hard works paid off.

Re: Just get rid of morale already

Foohonian wrote:

Alright, I'll just adapt by leaving the game. I'll adapt by not playing this crap game you've made it become. It was bad before, now it's worse. Congrats UD, your hard works paid off.

Honestly, if that's your attitude I'm not sad to see you go. 

Unfortunately from a logistics standpoint, catering to the old players is a short term solution...while clearing out poor attitudes to make a better environment for new players is a long term solution.

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

Yes it's boring playing the same way Gwyenedd becuase that was the way it was intended to play. I'm a progressive person in nature. I've challenged myself in my career, and I've challenged myself to grow as a person in life. But I loved IC, I came here to suggest my ideas. I get told to adapt. I get told that you guys have played rounds of this and the discussion of increasing morale planets is just now coming to the table. You all obviously love IC and its community, working for free. You say this is innovative, players say it's crap. You all become stubborn defending this idea, players still say it's crap. My suggestion Gwyenedd is that the devil is in the details. Your own mods can't even explain the new changes in a 100% accurate way. How do you expect us to get behind it? If your going to change a core mechanic of gameplay, change everything it deals with, at the same time, or don't change it at all

Re: Just get rid of morale already

Foohonian wrote:

Your own mods can't even explain the new changes in a 100% accurate way.

What needs to be explained?  The only thing we haven't done is spell the formula out for people.

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

Your core system for starters.

Re: Just get rid of morale already

Foohonian wrote:

Your core system for starters.

http://imperialconflict.com/forum/viewt … ?id=198813

<KT|Away> I am the Trump of IC

Re: Just get rid of morale already

1. One Round On / One Round Off:   Have one round with this system, then one with the old, and so on.


2. Two Rounds:  Running at same time, one old, one new.


3. Smaller Families:  I say 5 man families all the way guys, I mean it would create like 5 or 6 new families and with a more target rich environment the morale wont matter as much.    That by increasing the number of families you increase the number of targets, rather than just 2 top families their might be 4, rather than 3 mid level families their might be 6, there is always going to be someone to hit and would make it a lot harder to NAP half the galaxy.


4. One NAP Rounds:  Just bugger off NAPS just allow 1 NAP per round then really no one should complain they have no targets.  Does not stop you messing the leader and arranging a mutual "cease fire" but always leaves the option of war as well.  That may however cause to many people to "Turtle" rather than jump for spread, still can't complain about lack of targets.


5. You Attack Me I Attack You:  I think this out of everything is my favourite option because to me it makes sense.  Okay if I was a "Big Nation" then sure if I attack a really small nation for no reason then my people will get upset, it will cost me huge morale, fair enough I get that.   IF HOWEVER that small nation attacks me first, then game on beeeeeach.

That yeah okay Mr small attacker if you don't attack me I can hardly touch you, however if you do attack me then my morale cost to hit you back do lower dramatically.   I mean what was wrong with that?    Hey my people didn't want war, they didn't want to attack you, but hey you attacked us first now my people are painting smiley faces on missiles big_smile


6. Faster Morale Gain:  Maybe a system where you get a faster morale gain depending on the number of planets you have, that would mean it will still cost a big player a ton of morale to attack smaller ones but you could attack a few more times.  Like as it stands a small enough attacker can attack you 100 times and you can do 1 retake a day, 2 if your lucky.   If you got a slightly higher morale regain for been bigger maybe you could at least do say 10 or 15 retakes at least, even it out a little.


7. Morale Op:  To complicated (I Know) but I have always loved the idea of a healer like operations in IC, things that you can cast specifically on family members only.   Boost speed / increase armour / shield fleet / but sure one of them at least could me boost morale so that bankers sat around with little to do could at least ramp their attackers morale gain.

===========================================


Think my conclusion overall is that if people did want to turn IC around then it would take far far more than just changes in morale, that the game needs advertising better, better training available, videos teaching people how to play IC.

But personally I'd just opt to redo the entire game.

Whilst some people would say this style of game is dead, its all xboxs and high graphic games now I still believe there is a solid future for tick based strategy games, that if redone on a more modern level it could again grow.

For many years people have said what they want from IC and most of the time those voices "Now Gone" have cried for new units / new ops / new buildings / new tech options / better chat / varied galaxies / new races.

Perhaps another idea would be to have "Faction Wars"

That if the mods could place the starting worlds of families then that would be kind of great.  I would assume they simply picked where a home world would be but not actually know which family would get allocated that slot.

In which case you put 4 families on one side and 4 on the other side and have 4 v 4 with no morale or seriously reduced, rather than having to pick targets its simply "them 4 families over there need to die" think it would be fun to try that.

Why not have some kind of team galaxy like that as well.   

In SN it matters how you play
In SB it matters how your family play
In ?? said faction galaxy it matters how the families your faction play

No you wouldn't need have a random family as player numbers in the 8 or 10 families could be increased / decreased to fit player numbers.   5 a side sounds good to me, you should get 2 decent fams, 2 moderate fams, and 1 smeg fam on each side.

If I could change one thing however it probably would be smaller family sizes, I'd rather play alongside 4 or 5 other players and have 15 families to fight than play with 9 players and have 8 families

Re: Just get rid of morale already

i completely agree with RareUK here.. especially point 3 and 5 would make this game alot better.

Good stuff RareUK!

24 (edited by RareUK 08-Jan-2016 12:21:33)

Re: Just get rid of morale already

Epiknicedude wrote:

i completely agree with RareUK here.. especially point 3 and 5 would make this game alot better.

Good stuff RareUK!


Thank you Epiknicedude smile

I made a few mistakes in that post as it was 4am but think I got my points across.

I mean I don't always agree with the game changes or with the mods but I do back them and trust that any change they make it done for a good reason / with good intentions.   Few people have proved to be as dedicated to this game.

My entire point been, I'd rather NOT get upset / kick off / get frustrated about morale.

But simply find a way to "Work With It" so sure we KEEP morale however the mods desire.

But we also make a few tweeks to make it more workable as well, which is my fair 50/50 like opinion.

BUT YES............


SMALLER FAMS:  I believe would be a strong way forward.

I think a 5 man family size would create 5 or 6 "New Families" and then Morale wouldn't matter as such as there would always be someone in NW range to fight, and yeah it would make it more difficult to NAP everyone.


YOU HIT ME FIRST:  I think is also another great option.

Right back to school yard mentality, who through the fist punch?  Who through the first rock?   

I think about this and the more I think about it the more it settles with the real life.

If we think in our recent history, in the second world war for example then......

France - Actually had the biggest army at the start of the war but sat back and waited to be attacked.

Russia - Had the biggest population, but again mainly sat back and waited to be attacked

USA - Probably had some of the best technology but again sat back and waited to be attacked


Once attacked however each one fought back harder.

Pearl Harbour is the prime example, Americans were screaming "No War, No War, No War" then in 1 day an entire country turned around and said "Why aren't we at war yet?"

The "Retaliation Strike" is a very powerful thing.

In like one day alone about 4 million people walked out their jobs to sign up for the army.

Just because a much smaller nation had attacked them first

Anyway I'll shut up but yes I'd be more interested in finding a way to better the system that's in place.   Shouting about it / stressing about it / leaving the game for it doesn't really help.

If it was my choice I'd go for smaller fami sizes first and see if that has an impact, if not try something else and so on

Re: Just get rid of morale already

RareUK wrote:

1. One Round On / One Round Off:   Have one round with this system, then one with the old, and so on.

Not an option (script limitations)

RareUK wrote:

2. Two Rounds:  Running at same time, one old, one new.

Not an option (script limitations)

RareUK wrote:

3. Smaller Families:  I say 5 man families all the way guys, I mean it would create like 5 or 6 new families and with a more target rich environment the morale wont matter as much.    That by increasing the number of families you increase the number of targets, rather than just 2 top families their might be 4, rather than 3 mid level families their might be 6, there is always going to be someone to hit and would make it a lot harder to NAP half the galaxy.

Few problems here:
1.  Less people per family increases the odds that you'll be the only active person in your family.
Example: 1972 this round only had 3 active people for the first month or so, but since we had 3 people working together Scorp, Bud, and myself have been able to set up a decent area for ourselves while setting up some decent econ.  If only 1/3 people in a 5 man family are active, you might...might have 2 players.  There's nothing wrong with playing the game solo, but you're at a severe disadvantage in Starburst...and if you manage to do well you'll be a farmer target since you don't have backup.  The increased size of families is, in part, to decrease the odds of individuals having rounds that are busted from the start.
2.  I've been trying different player spreads for years.  Unfortunately it won't really effect the target issue.  Most player in top families would rather get peace with everyone that can compete with them, and then spend the round seeing who can scrape more planets from the smaller families. 
3.  We don't tend to have a consistent # of players.  Sometimes we have to add spots if we have an influx, and the only way we have to do this is to add 1 spot to all families.

-Note: not opposed to trying smaller families again, experience just tells me 7-10 players works best with our current base.

RareUK wrote:

4. One NAP Rounds:  Just bugger off NAPS just allow 1 NAP per round then really no one should complain they have no targets.  Does not stop you messing the leader and arranging a mutual "cease fire" but always leaves the option of war as well.  That may however cause to many people to "Turtle" rather than jump for spread, still can't complain about lack of targets.

I get this idea, and I'm not opposed to it...but at the same time nobody is forcing people to nap the whole galaxy as it is.  I'm still of the opinion that NAPS shouldn't be a game feature at all tongue

RareUK wrote:

5. You Attack Me I Attack You:  I think this out of everything is my favourite option because to me it makes sense.  Okay if I was a "Big Nation" then sure if I attack a really small nation for no reason then my people will get upset, it will cost me huge morale, fair enough I get that.   IF HOWEVER that small nation attacks me first, then game on beeeeeach.

That yeah okay Mr small attacker if you don't attack me I can hardly touch you, however if you do attack me then my morale cost to hit you back do lower dramatically.   I mean what was wrong with that?    Hey my people didn't want war, they didn't want to attack you, but hey you attacked us first now my people are painting smiley faces on missiles big_smile

A system like this has been in discussion since we started talking about redoing the morale system, but at the moment it can't be implemented.

Also, there was worry that too many people would just...not attack anyone.  Which to me is fine, defensive play is a perfectly valid option, but players complain that there's not enough conflict as it is.

RareUK wrote:

6. Faster Morale Gain:  Maybe a system where you get a faster morale gain depending on the number of planets you have, that would mean it will still cost a big player a ton of morale to attack smaller ones but you could attack a few more times.  Like as it stands a small enough attacker can attack you 100 times and you can do 1 retake a day, 2 if your lucky.   If you got a slightly higher morale regain for been bigger maybe you could at least do say 10 or 15 retakes at least, even it out a little.

Don't believe this is an option.  All the changes we've made so far have been to existing functions, as that's what our devs have time to do.  Trying to link an individual's planet count to morale gain would take time than we have at our disposal.

RareUK wrote:

7. Morale Op:  To complicated (I Know) but I have always loved the idea of a healer like operations in IC, things that you can cast specifically on family members only.   Boost speed / increase armour / shield fleet / but sure one of them at least could me boost morale so that bankers sat around with little to do could at least ramp their attackers morale gain.

Another idea that's been tossed around (something similar was suggested as a special op for Rev), don't believe anyone's gotten to the point that they could justify a balance for this.  How hard would it be to cast?  How much morale would be boosted?  How would the morale be boosted?  How much would this benefit top families over bottom families? etc.


===========================================

RareUK wrote:

Think my conclusion overall is that if people did want to turn IC around then it would take far far more than just changes in morale, that the game needs advertising better, better training available, videos teaching people how to play IC.

But personally I'd just opt to redo the entire game.

Whilst some people would say this style of game is dead, its all xboxs and high graphic games now I still believe there is a solid future for tick based strategy games, that if redone on a more modern level it could again grow.

For many years people have said what they want from IC and most of the time those voices "Now Gone" have cried for new units / new ops / new buildings / new tech options / better chat / varied galaxies / new races.

Perhaps another idea would be to have "Faction Wars"

That if the mods could place the starting worlds of families then that would be kind of great.  I would assume they simply picked where a home world would be but not actually know which family would get allocated that slot.

In which case you put 4 families on one side and 4 on the other side and have 4 v 4 with no morale or seriously reduced, rather than having to pick targets its simply "them 4 families over there need to die" think it would be fun to try that.

Why not have some kind of team galaxy like that as well.   

In SN it matters how you play
In SB it matters how your family play
In ?? said faction galaxy it matters how the families your faction play

No you wouldn't need have a random family as player numbers in the 8 or 10 families could be increased / decreased to fit player numbers.   5 a side sounds good to me, you should get 2 decent fams, 2 moderate fams, and 1 smeg fam on each side.

If I could change one thing however it probably would be smaller family sizes, I'd rather play alongside 4 or 5 other players and have 15 families to fight than play with 9 players and have 8 families

We have very little control over home systems (we hit a button that randomly spawns a map, and keep hitting that button until as many families have even starting positions as possible.  If we're lucky it happens the first time, but I know I've spent an hour respawning galaxies waiting for something fair.)

If families only had 5 or 6 people in them, and you had 4 or 5 people that you got to actively play alongside, you'd be nearly guaranteed a top finish:p

I fully agree with you about advertising, but advertising requires a budget...which IC doesn't have.  The mods are completely unpaid (I've been mod/fmod on and off for almost 6 years, and I don't think I even have a VIP account at the moment), the only income IC sees is VIP accounts (I don't think that even covers the price of the server, by my understanding we've been running on Stefan's charity for a while now), and he (the owner) isn't really interested in putting the time and money into setting it up as a mobile game or making any serious changes.

We work off some pretty serious limitations...the changes we made were the changes we could get pushed through.  We don't have a team of developers that each put in 10-40 hours a week...we have 1 or 2 guys that give a bit of spare time when we need something done.

Sincerely,
Incredibly frustrated Mod

<KT|Away> I am the Trump of IC