I joined the machines soon after i started playing because the concept of plantewars seemed like it would be a lot of fun. All it has done since is decorate my user page with a red fist. I know it is in an alpha state and all but nothing much has happened for months, what is happening with it?
+1 / -0
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All iterations had issues. Basically we need design work. Come up with a flawless system and convince us that it works well. Then there is a chance that someone will work on implementation (still unlikely, depends how similar the new system is).
+0 / -0
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Could any of the devs do some cleanup until the day PW is brought back to life? Currently, player page display all kind of useless PW stuff which eats cpu cycles and screen estate. And every week people nominate themselves for positions and we have to vote just to get rid of the votebox...
+0 / -0
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We're on like the 14th round of PW, it's not so much in 'alpha' as 'development hell'. The objectives of the planetwars metagame ALWAYS conflict with the objectives of winning Zero-K, and make it even MORE impossible to balance games. Almost all systems have rewarded grinding, I.E. just playing a lot, over playing well. We were prettymuch setup to restart PW with 2 factions, but Licho got busy and none of the rest of us frankly consider it worthwhile (Though I'd like to see a full round of 2-faction PW).
+0 / -0
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Needs something to make losing not a slow, painful process that makes people ragequit, to begin with.
+1 / -0
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We could have the possibility to support to multiple "ideas" either for players or clans. maybe "Uploaded minds" AND "democratic" vs "natural humans" AND "communistic" etc. Each faction could have some affinity to other ideas, like "Ascended" and "Free machines" get 10%..20% of the other's points on top. An example in the real world: * personal security has affinity to control (public cameras, no weapons for civilized) * privacy has affinity to crime. So if you join "personal security" you also support control a bit.
+0 / -0
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Only if there were more players. Then, PlanetWars round could start in precise time every day (make it an event) and only with players of factions who fights now, no partial planet owning (some contdown and join button on mainpage).
+0 / -0
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The entire thing needs a significant rework. now, i don't say PW isn't / wasn't fun in previous iterations, especially the one i had the joy to participate in, but the amount of loopholes and conflicting goals cannot be removed simply by reducing faction count or making influence non-sharded.
+0 / -0
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Two factions removes all conflicting goals. There is no disincentive to win, there is no alliances, game throwing, and 'not playing on purpose' is greatly reduced because you cannot have just a couple of players spectate to prevent an attack (and you can't have a single newbie lose all your worlds). Every player will be 'involved' in every single battle, and there will always be enough enemies about to play a game (Although game sizes will have to be smaller, and some players WILL have to spec- players speccing or playing non-PW is one of the cornerstones of making sure the balance works here, it's the major downfall of 2-faction). Making losing not a grind is easy. With 2 factions, a 70% conquest victory is not hard to fulfill, and no faction ever finds themselves in a desperate situation with only a handful of planets. Or we could go back to like the origional PW, where holding planets did not necessarily give you an advantage, so there was no exponential leads gained by having more planets, so you could theoretically win from holding only a tiny corner of the map (You just needed to win more than you lost).
+0 / -0
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2-faction either has imbalanced games or games which are unable to start. It would be dominated by only playing when your online faction-mates make up a stronger team than the other faction. Progress was made in the first PW when people from one faction played 1v1 against auto-allocated players from the other faction who were not aware of what they were doing.
+0 / -0
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I have not been here long enough to know about original PW but i agree with saktoth. 2 Faction planetwars would probably lead to more playing and less lack of anything for months because there would be no planets being unplayable because their faction has no players online. Unbalanced teams could be a problem but would it not work if teams were balanced by players being force spectated until teams were balanced? That could easily leave all PW games being 1v1 though.
+0 / -0
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Imo making it a perpetual clanwar with arranged matches with automated loss for absent defender would fix the unbalanced / unstarting games --- by putting off a lot of casual gamers and throttling the competitiveness up to eleven. Not sure if good or bad. The current stalling round felt pretty competitive already (the best part was bombing planets from my smartphone because some blitzkrieg started when i was riding a bus home).
+0 / -0
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Two-faction PW was worse for having a faction refuse to engage. Generally one faction will always have an advantage in the skill levels of its currently-online players, so the other faction just refuses to engage until it has the advantage. The exception is when the weaker faction is brave/stupid enough to engage anyway and lose planets. In multi-faction PW, at the very least you can chose to go fight somewhere else, and get rewards for playing and force turns to pass, so a faction that consistently refuses to engage will slowly find itself at a disadvantage anyway.
+0 / -0
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Maybe it would work if each faction has a leader. Also what about not being allowed to take part in PW until you have eg. 15 hours playing time, this would prevent the high level, high elo players from shouting at players who are not so good for losing, which loses the game players and loses the faction planets.
+0 / -0
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quote: Maybe it would work if each faction has a leader |
Actually they already do, and not just a leader but, in many cases, a whole functioning government. (which leads to hilarious effects if said goverment fails a morale check and decides to defect en masse, like cybers did in last round after their primary worlds were sacked) quote: this would prevent the high level, high elo players from shouting at players who are not so good for losing |
It won't. Talented players will likely behave smart on their first two hours, but some people just never start understanding the game. The only attempt at technical skill threshold policy that could work would be skill itself, that is, elo.
+0 / -0
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the last planetwars was won by the dynasty clanstack, the only counter was an opposing clanstack since an opposing team not consisting of a similar clanstack had virtually 0% chance of winning designing a system that allows clans to play together but balances it so clanstack > everything is the current speedbump
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The problem is that Clanstack is part of what the game should be. One faction agianst another. The trouble is, we don't have enough people to make it work well, especially since it seems teams are in different time zones.
+0 / -0
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I liked the faction-less PW with clans capped to 8...
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I liked the original planetwars. arm vs core. Play a battle, win a planet. I have no idea how the current planetwars works with dropships and intergalactic bitcoins and black holes. I hear there are strange buildings on the battlefield? It's too much. Play a battle, get the planet.
+2 / -0
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