Major Overhaul of Game

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Topic review
   

Expand view Topic review: Major Overhaul of Game

Post by sancheezy » Mon Jun 16, 2014 1:38 pm

SirBlazeALot420 wrote:I think this topic has gotten off point. Suggestions for changes in the game should come back. All ideas will be consider and as per guild lines in suggestions "no means no!" Now the post is so long you don't want to follow it. Any other overhaul ideas?


The only ideas we should consider are the ones presented by the Lions and the GMs...individuals having ideas should simply go away.

LordFirefall wrote: All your solutions address problems that already are being worked and promised. MCM and mass scholarship purchasing will fix these issues. They are likely taking a while, because Quark doesn't want to break the game. Your proposed changes will require as much or more work than MCM and mass scholarship purchasing, without fundamentally changing the game.


Im glad I didn't hold my breath on this...

Post by Aethlstan » Mon Feb 17, 2014 1:06 pm

OP- I disagree completely. The idea simply has no merits. It would make things worse.

as for TBS, it was created for high schoolers, college students, and the unemployed, imho, and if youre none of those yet somehow have the time to do well in those worlds congrats. You got an awesome job.

Original valor allowed a friend of mine who was very busy as a CEO of more than one company to play this game and be one of our best players. He no longer plays because the nature of the new valor doesnt allow him to remain competitive. That, more than anything, is why people have left the game. Not the scholarship issue, thats been around ever since I can remember, and Im a world 1 vet. Game is still here 400 worlds later. Im pretty sure negative scholars didnt suddenly become the issue right around when TBS came out and people started leaving.

Post by SirBlazeALot420 » Tue Jan 28, 2014 2:41 pm

I think this topic has gotten off point. Suggestions for changes in the game should come back. All ideas will be consider and as per guild lines in suggestions "no means no!" Now the post is so long you don't want to follow it. Any other overhaul ideas?

Post by Rhazen » Sat Dec 14, 2013 11:33 pm

If u have a "maxed out" city then u have failed, enough said. Lol

Post by LordFirefall » Fri Dec 13, 2013 7:08 pm

sancheezy wrote:On evaluating this solely on an absolute basis it would imbalance the game to a large degree. On a relative basis this advantage is smaller.


Its still an advantage that isn't needed. Making it easier to obtain scholarships will keep that balance and limit larger players from making exponential gains players do now when going negative.

sancheezy wrote:This would devalue the re-spawn of a world though.


I've got no use for re-spawns anyway, but support your position.

sancheezy wrote:I guess I take the stance because I have not seen any in GW other than defensive or chaos purposes. Again it may be a large mistake on many factions sides but if the "top players in the game" aren't using them on what is supposed to be the winner's platform, I think it isn't as relative as you are implying they are.


You can fill volumes with tactics used by players who've not yet participated in GW. Just because you've not seen it used there, doesn't mean its not an effective tactic.

sancheezy wrote:Let me clarify what I meant as I see it wasn't too clear. I think that a shorter time spent PER WORLD could potentially translate to a higher stick rate in the game overall. I think the worlds of today (lasting 3 months on average lets say) is too lengthy, time consuming and repetitive. By shortening this down (to say 6 weeks) I think you will have less inactives per world (more people likely to stick it out until the end) and also (potentially) a higher stick rate long term.


I disagree. Stick rate was higher in the early days of Valor. The consensus I see in my own players and hear from others was due to the camaraderie and esprit de corp built over a period of time. Six weeks is too short a time to build those relationships. Three months is barely enough time. Many players who have left them game took their guilds with them and are playing other games. Others may have moved on to other hobbies or individual games, but still stay in contact with each other in Kakao.

sancheezy wrote:I think this is the message that Quark has been telling us for quite some time. The quicker worlds (1ks) are the most profitable. They also lead to GWs which are (probably) the biggest profit center to them.

I think with a shorter game life per world, we would cut back on the degree of inactives. Also, a quicker world would mean people would NEED to be more active for this period of time but could make it more palatable than the current requirements.


Yes, 1k and GW are likely more profitable. However, the folks that can afford to pay steady money have jobs and cannot devote the constant attention a 1k demands. Many of my players are 30-40 years old and have jobs and families. As such, they tend to gravitate to Legacy worlds. Those players will stay around longer and can afford to spend money on a long term basis.

sancheezy wrote:My point was that it COULD make it relevant.


Anything COULD happen. It doesn't mean it is LIKELY.

sancheezy wrote:No I was saying once I have 30 cities with academies I generally don't build anymore.


Your frame of reference seems to be entirely based on 1k worlds. Realize there is more to Valor than 1k worlds.

sancheezy wrote:Again just an idea for some worlds to avoid the "recruit the world" phenomena that has been going around for a while. As I said before this is simply a separate idea and should simply be viewed in isolation (and possibly deserved its own thread initially).


Again, it appears your frame of reference is based entirely on 1k worlds and the current state of affairs in them. There is more to diplo than "recruit the world".

sancheezy wrote:Just because you can Google something, doesn't make it a good think. There a lots of things out there that people shouldn't be Googling and learning.


While that may be true with some things, its not here. There are plenty of very good primers out there for Valor. One of which helped me immensely when I started playing (back around W15).

sancheezy wrote:More to the point would be who is the target demographic for the game? It is a male age 10-30? They would likely go this route or is it the casual gamer that shops the app store and downloads the app (everybody)? I say this because the bulk of the people I play with dont check the fourms and would never Google something like this. Kids, jobs, spouses and all of the other RL things suck up too much time to go through all of this. In fact I doubt any of them know I am so outspoken here on this forum and probably never will. I agree the person maintaining a spreadsheet will look this up but is that the only Valor player we are catering too?


No, but I also don't think the game needs to be simplified so much that it takes no thought. There are plenty of simple games out there. The layers of strategy in this game is what appealed to many of the players that made this game popular (including me).

sancheezy wrote:As I pointed before out most of those suggestions will still suck up a significant amount of time still. Going through and changing city tabs require an in-depth knowledge of all of your cities. If we have the information similar to Aura's Blessing (population, resource level and troops in city) available in the side scroll bar this would be a lot easier but again on the scale you are talking about (800+ cities) tagging cities (and un-tagging) would still require a significant amount of time.


I disagree. I do this with pen and paper now. I write it down when I conquer a city and when I'm done building in it I cross it off. Tag and untag would be as simple as that. Same for recruit and such.

sancheezy wrote:An auto-scholarship purchase system would go against the nature of the game (activity) and perpetuates the problem you were against of the 800 city player versus the 1 city player.


How does auto-purchasing scholarships go against the nature of the game, but doing away with scholarships entirely does not? It does NOT perpetuate the problem I described because there is a finite limit in how many cities that 800 point player can take. On a WS2/US1 world, it takes 62.5 hours to totally regenerate resources to 500k. If all those resources are used to buy scholarships, it yields enough to train 11-12 scholars. Not a lot of scholars in relation to the city count.

sancheezy wrote:You didnt make a claim but an implication that, because three people hadn't agreed, the Valor population didn't agree. All I am saying is that Quark wasn't afraid to make these changes with TBS and shouldn't be afraid to make drastic changes again.


The implication is there because you put it there. The players who've commented have been playing a considerable amount of time and have objected based on that time playing.

sancheezy wrote:I understand you are arguing based on the knowledge gained through the survey but consider this. Your survey is ripe with biases. The survivorship bias alone (you asked people who play(ed) the game at the time) what they would like to see and also asked people to fill out a survey on a forum that is for people that CURRENTLY play Valor. I really don’t think many people that quit Valor are coming back to these forums to look for a survey to improve the game. This means that the information gained is biased towards the current users and not actually gaining new players or getting back the players that have actually left. Unfortunately, to overcome this you would need to survey an additional 9,500 people (including those that left the game) at random.


Had I relied solely on the forum, I would agree with you on survivorship bias. However, I didn't rely solely on the forums. As mentioned previously, many players that have left the game still stay in contact via Kakao. Many of those ex-players participated in the survey. In fact, over 97% of respondees came from a source other than Facebook or the Forum post. I don't dispute a random survey would yield less bias, but if you have any practical experience with market research, you know that isn't a feasible undertaking in this situation. As far as 9,500 additional respondents, Valor didn't have enough players in its heyday to require that many respondents to reach statistical relevance.

sancheezy wrote:This does pose an interesting question, is Quark looking to hold onto its (weakening) player base or try to gain a large number of players again (potentially).


There are ex-players all over who have already stated they would come back if MCM and mass-scholarship purchasing were to happen. In fact, many came back briefly when Legacy worlds came out. Quark could easily shore up their player base and gain new players again.

sancheezy wrote:In addition to this you have selection biases. Who actually logs in to take a survey and/or comment on a forum? Younger people... (I just learned how to do multi-quote thing a day ago and have a facebook I check once a month if that). Most of the people I play with wouldn't ever take that survey and would never add Valor to their facebook friends/likes. I would imagine that, if this type of marketing and demographic is what Quark was going for, the twitter bonuses would still be around. I do know about 25 people who have left recently who probably spent about $50 in gold per month each. That is $1,000/month in recurring revenue gone from a company. I don't care what business you are in but that hurts. I can say confidently that this demographic isn't what is represented in your survey...but they too would be a poor proxy for the Valor population. The reality of it is that Valor is a mobile application and (I would imagine) is/was created for broad market appeal.


Now you are trying to generalize the people you play with to the overall Valor population. As mentioned previously, Facebook and the Forums were not the main avenues used to solicit survey respondents. Kakao, which is the main communication medium Valor players use, was the avenue. While I personally solicited a few, the large majority were solicited by OTHER players. Guildmasters played a big part because of their reach, as well as folks in the Beta room and one other room. I don't deny selection bias is there, but much less than you're making it out to be.

sancheezy wrote:So, if someone doesn't put too much stock in it (I believe I read that Quark never said anything to your survey), there may be a reason behind this.


That's an assumption on your part. Its not my place to confirm or deny that assumption. There's enough players out there who have seen the traffic on MCM for me to be satisfied that is the direction Quark is moving. I've also seen enough to know Quark isn't going to do away with scholarships any time soon. My advice to you would be to broaden your horizons and try a Legacy world with some old school players. You might be exposed to a game you've not previously seen.

Post by sancheezy » Fri Dec 13, 2013 3:09 pm

LordFirefall wrote:I'm well acquainted with how and why negative scholars are used. Here's the reality to taking away the scholarship requirement: whether its 1 more or 800 more cities, the player who has more cities can overwhelm those with less players if they can devote all their resources to troops. Scholarships are a limiting factor that allows that smaller player to at least compete. It doesn't matter if worlds are smaller or not.


That is the current state of the game and why people spend as much as they do early on in a world. Also, it is not entirely true that a person with 1 additional city can simply overrun another person given the game engine and the advantage given on defense. You are correct that someone with 800 more cities would clearly have an advantage over someone with less which is why I said the size of the world is completely relevant. On evaluating this solely on an absolute basis it would imbalance the game to a large degree. On a relative basis this advantage is smaller. I personally would love to see one person accumulate 250 cities in a 1k and try to conquer it on their own if this is the biggest drawback to this structure.

This would devalue the re-spawn of a world though.


LordFirefall wrote:I'm going to say this again - you've not played against the right guild. Sim. It. Out. It doesn't take a lot of ballistae to get through heavy defenses and knock down buildings (especially 1 level buildings). My guild has brought enemy offensives to a screeching halt with the right application of ballista.


I guess I take the stance because I have not seen any in GW other than defensive or chaos purposes. Again it may be a large mistake on many factions sides but if the "top players in the game" aren't using them on what is supposed to be the winner's platform, I think it isn't as relative as you are implying they are.

LordFirefall wrote:It doesn't add another layer though - its merely a derivation on existing strategy. Moreover, its one that sharp or seasoned players won't fall for.


Generally speaking a derivative it something new. Something that doesnt impede the seasoned players and possibly helps new players (SS rally and map) is potentially a good thing.

My whole post was based on a derivation of what is here.

LordFirefall wrote:Do some research and you will see the fallacy of your premise. You get a higher stick rate, the longer you keep a player around.


Let me clarify what I meant as I see it wasn't too clear. I think that a shorter time spent PER WORLD could potentially translate to a higher stick rate in the game overall. I think the worlds of today (lasting 3 months on average lets say) is too lengthy, time consuming and repetitive. By shortening this down (to say 6 weeks) I think you will have less inactives per world (more people likely to stick it out until the end) and also (potentially) a higher stick rate long term.

LordFirefall wrote:There's nothing saying your idea won't present ways to game the system. Depending how your method is implemented, I can think of at least three ways to game the system.


I'm not saying my idea is a panacea. With any idea there will always be pros and cons depending on implementation. Thinking of ideas is (generally) the easy part, it is following through with it and bringing it to fruition where the problems generally lie.

LordFirefall wrote:Quicker worlds don't necessarily mean more money. It could easily mean more inactives. People have a tendency to play many worlds at once, when playing quick worlds. As a result, they go inactive in more worlds as the one in which they are doing well takes up more of their time.


I think this is the message that Quark has been telling us for quite some time. The quicker worlds (1ks) are the most profitable. They also lead to GWs which are (probably) the biggest profit center to them. I think with a shorter game life per world, we would cut back on the degree of inactives. Also, a quicker world would mean people would NEED to be more active for this period of time but could make it more palatable than the current requirements.

Most of my experience is around people playing one world at a time. The majority of players I play with generally only start a second world if/when their primary becomes too boring (slow). I never considered the speed of the world to have a correlation to activity levels and do no personally see it. I will ask around more to see if people feel this way in my group.

LordFirefall wrote:Only a fool purchases speed ups to demolish buildings. Its too easy to have a neighbor drop guild and launch ballistae (yet another use for them in a savvy guild).


My point was that it COULD make it relevant.

LordFirefall wrote:It may not be of any use to you. That's not the case for many of us. Additionally, one of the portions of MCM that Quark has been working on will use the scroll bar.


I didn't say it had no benefit to me but felt my ideas expanded on these features which already exist.

LordFirefall wrote:You advocate bringing use to something you think is unused, yet you convert barbs without building an academy. Interesting.


No I was saying once I have 30 cities with academies I generally don't build anymore. In fact, once the basics are maxed out (troops, resources and wall) I do not build anything other than troops. For instance in my current world I cannot say I have queued up many buildings in the last couple of weeks (other than rebuilding walls). Sure the person that caps 1ks has a long road of queuing buildings. My idea is to make buildings (and construction of cities) have an increase priority throughout the world. At the very least all of the resources in a game would be directed towards tangible items: troops and buildings. This would mean constant growth for players that are active (either increasing points with buildings or lots of additional KST with all of the additional resources for troops).

LordFirefall wrote:If you think the diplo job is the worst job in history, you are missing many levels of strategy. This is part of my problem with your suggestion. You're not looking at the second and third tier effects your suggestion would bring.


Again just an idea for some worlds to avoid the "recruit the world" phenomena that has been going around for a while. As I said before this is simply a separate idea and should simply be viewed in isolation (and possibly deserved its own thread initially).

LordFirefall wrote:Google is your friend. It's not a secret for anyone that cares too look, listen, and learn.


Just because you can Google something, doesn't make it a good think. There a lots of things out there that people shouldn't be Googling and learning.

More to the point would be who is the target demographic for the game? It is a male age 10-30? They would likely go this route or is it the casual gamer that shops the app store and downloads the app (everybody)? I say this because the bulk of the people I play with dont check the fourms and would never Google something like this. Kids, jobs, spouses and all of the other RL things suck up too much time to go through all of this. In fact I doubt any of them know I am so outspoken here on this forum and probably never will. I agree the person maintaining a spreadsheet will look this up but is that the only Valor player we are catering too?

LordFirefall wrote:Changing a fundamental piece of the game certainly wouldn't be any easier. As to the mechanics, I can think of many easy and intelligent ways to do things with MCM and Mass Scholarship purchasing. One part of MCM is being able to apply user defined filters to the side bar. You could tag your cities that need work and do that work before you purchase scholarships. You could set a resource threshold for all your cities and purchase scholarships down to that threshold (no need to work individual cities prior). You could set it so a scholarship is purchased before resources max out (if you were doing it server side). The logic isn't hard, if you think about it. Those ideas were just off the top of my head.


As I pointed before out most of those suggestions will still suck up a significant amount of time still. Going through and changing city tabs require an in-depth knowledge of all of your cities. If we have the information similar to Aura's Blessing (population, resource level and troops in city) available in the side scroll bar this would be a lot easier but again on the scale you are talking about (800+ cities) tagging cities (and un-tagging) would still require a significant amount of time.

An auto-scholarship purchase system would go against the nature of the game (activity) and perpetuates the problem you were against of the 800 city player versus the 1 city player.

The logic isn't hard at all, it is the implementation of this where the issues arise.

LordFirefall wrote:I don't recall making a claim that the data on this thread could be generalized back to the overall Valor population. However, I'm not new to this game (been playing since W15), or multiplayer strategy games (over 30 years), and that experience says you will lose a lot of players when you fundamentally change game mechanics.


You didnt make a claim but an implication that, because three people hadn't agreed, the Valor population didn't agree. All I am saying is that Quark wasn't afraid to make these changes with TBS and shouldn't be afraid to make drastic changes again.


LordFirefall wrote:I know better than most why players have left the game (yes, I'm the guy that conducted that survey a while back). I've looked at this game from many angles, and argue based on the knowledge gained through those observations. Also, if you do some searching and reading on the forums, you'll see I'm not a "fanboy". Since I also am a GuildMaster, am in a Kakao chatroom with Ben, other GMs, and Quark staff, I can tell you Ben isn't either. Most of our opinions (GMs) are outcroppings of those of our guildmembers.

[/QUOTE]

I know all about your survey and commend you for taking a proactive role. I also apologize to you as I was not referring to you as a fanboy but rather the other users who did not present an argument but defended the game without any additional ideas.

I understand you are arguing based on the knowledge gained through the survey but consider this. Your survey is ripe with biases. The survivorship bias alone (you asked people who play(ed) the game at the time) what they would like to see and also asked people to fill out a survey on a forum that is for people that CURRENTLY play Valor. I really don’t think many people that quit Valor are coming back to these forums to look for a survey to improve the game. This means that the information gained is biased towards the current users and not actually gaining new players or getting back the players that have actually left. Unfortunately, to overcome this you would need to survey an additional 9,500 people (including those that left the game) at random.

This does pose an interesting question, is Quark looking to hold onto its (weakening) player base or try to gain a large number of players again (potentially).

In addition to this you have selection biases. Who actually logs in to take a survey and/or comment on a forum? Younger people... (I just learned how to do multi-quote thing a day ago and have a facebook I check once a month if that). Most of the people I play with wouldn't ever take that survey and would never add Valor to their facebook friends/likes. I would imagine that, if this type of marketing and demographic is what Quark was going for, the twitter bonuses would still be around. I do know about 25 people who have left recently who probably spent about $50 in gold per month each. That is $1,000/month in recurring revenue gone from a company. I don't care what business you are in but that hurts. I can say confidently that this demographic isn't what is represented in your survey...but they too would be a poor proxy for the Valor population. The reality of it is that Valor is a mobile application and (I would imagine) is/was created for broad market appeal.

Finally, your data doesn't come from a random sample. It comes from a post tied directly to you. To think that the data isn't at least a little bit biased because of this would be a bit of a leap.

I think many times (in business, life and overall) people fall into a pattern and a think tank. By not introducing new people into the GM room (which I hear is very very quiet these days) you can run the risk of data mining as well.

Been a while since I took statistics and again am a BIG advocate for change in some way but just want to point out that your survey, from the point of statistical significance, isn't very relevant. So, if someone doesn't put too much stock in it (I believe I read that Quark never said anything to your survey), there may be a reason behind this. In other words, another idea out there (not necessarily my own) is quite possibly the right now. Fortunately (or unfortunately) there are market research firms that do this but the cost to figure out something like this is probably far greater than Quark is willing to invest in Valor (now if this were Champs that might be a different story... :P)

Cheers on the stimulating discussion though. Caused me to actually use my memory a bit :)

Post by LordFirefall » Tue Dec 10, 2013 8:00 pm

sancheezy wrote:I agree this is the INTENT of the scholarship system but we all know the majority of large players (take every GW for instance) use negative scholars to curtail this requirement.

As you said, the math on negative scholars allows for significantly more resources to be devoted towards troop production and therefore overwhelm the opposition. That is why it is done.

My point is simply that legacy worlds (all new ones at least) are shrinking all the time. The Valor of 800+ cities isn't the Valor of today. TBS (and now only 1K worlds) mean a much smaller and quicker experience and by changing the scholarship requirement it levels the playing field.


I'm well acquainted with how and why negative scholars are used. Here's the reality to taking away the scholarship requirement: whether its 1 more or 800 more cities, the player who has more cities can overwhelm those with less players if they can devote all their resources to troops. Scholarships are a limiting factor that allows that smaller player to at least compete. It doesn't matter if worlds are smaller or not.

sancheezy wrote:If your guild is even somewhat organized and supports this is basically a non-issue. Sure it occurs occasionally with a restart in a 1K, but morale takes care of this over time and makes the cost of this action extremely high. Adding more to the defensive stats of ballista may be something that would make them more appealing IMO but again not really my point. I was simply using the existing framework and building upon it. Since the name of the game is now "get all of the cities" demolishing the cities isn't as relevant as it once was. Most people dont want to demolish something they will eventually need to capture anyway.


I'm going to say this again - you've not played against the right guild. Sim. It. Out. It doesn't take a lot of ballistae to get through heavy defenses and knock down buildings (especially 1 level buildings). My guild has brought enemy offensives to a screeching halt with the right application of ballista.

sancheezy wrote:This is actually my point exactly. I adds another layer of strategy when attacking (timing fakes to come from other super cities) to disguise the scholars.


It doesn't add another layer though - its merely a derivation on existing strategy. Moreover, its one that sharp or seasoned players won't fall for.

sancheezy wrote:Maybe that would be the case but a shorter life in the game may be a good thing. Rather than get beat down over a few months, the world would be over more quickly and new players can decided to continue playing Valor or quit. I think inactivity is the worst enemy in the game.


Do some research and you will see the fallacy of your premise. You get a higher stick rate, the longer you keep a player around.

sancheezy wrote:In either case I think it provides more transparency to the game and will even the playing field out with new players not getting taken out simply because someone knows how to game the system better.


There's nothing saying your idea won't present ways to game the system. Depending how your method is implemented, I can think of at least three ways to game the system.

sancheezy wrote:Quicker world’s means more gold spent. It also means more GWs which means even more income. Also the fact that more speeds ups (because of an increased build requirement) and more resources would be required to get to your first scholar would mean more money spent from those players that choose to have scholars the same days a world opens or within an unnatural span of time.


Quicker worlds don't necessarily mean more money. It could easily mean more inactives. People have a tendency to play many worlds at once, when playing quick worlds. As a result, they go inactive in more worlds as the one in which they are doing well takes up more of their time.

sancheezy wrote:It may also mean someone demolishes a building and uses speed ups to demolish in order to “poison pill” a city. Obviously this is simply a hypothesis but was laying out a case on why changes can (and should be made) and how they could be advantageous to both business and players.


Only a fool purchases speed ups to demolish buildings. Its too easy to have a neighbor drop guild and launch ballistae (yet another use for them in a savvy guild).

sancheezy wrote:I am simply using what already exists in the game: the city side scroll bar, CH to 30 and graphics that exist with little to no purpose at this time.


It may not be of any use to you. That's not the case for many of us. Additionally, one of the portions of MCM that Quark has been working on will use the scroll bar.

sancheezy wrote:I have a handful without academies. Usually those pesky barb conversions. Once you have 30-50 academies it really doesn’t matter IMO and having one in each city isn’t necessary. If using negative scholars then you need even less academies. I usually max my cities in the 32-36k range but again simply use what is part of the game in order to enrich the game and not simply keep the status quo.


You advocate bringing use to something you think is unused, yet you convert barbs without building an academy. Interesting.

sancheezy wrote:I apologize if I misunderstood you utilizing spies to your advantage with liking them. My opinion is that they detract from the game (and cause more people to leave) than strategy they add. The diplo job in Valor is quite possibly the worst job in history.


If you think the diplo job is the worst job in history, you are missing many levels of strategy. This is part of my problem with your suggestion. You're not looking at the second and third tier effects your suggestion would bring.


sancheezy wrote:Yes I am asking for more transparency within the game. Rather than have a dirty secret that this is used on a large scale, put everyone on an even playing feel. Take for instance a guild of all new players. Friends that are arguably better gamers than average. Those 25 (or whatever number) will NEVER be able to win against a guild of 25 that were not as good but use negative scholars. Again the math just doesn’t back it up (resources all devoted to troops versus buying scholarships).

When the game favors scamming the system versus using the game the way it was designed then something needs to change in my opinion (and apparently a lot of others who have left and/or complained on these boards). With the simple hurdle of scholar farms being the only barrier to that path is a weak argument at best.


Google is your friend. It's not a secret for anyone that cares too look, listen, and learn.

sancheezy wrote:Mass scholarships purchase is something that has been mentioned for so long but isn’t as easy as people suggest (an “easy button” with simply “Buy all scholarships” is a laughable concept).

First off, how would you identify which cities purchased scholarships versus which needed to train troops or have buildings queued?

Do you need to cycle through each city and do this first before buying all scholarships? Back to the original problem.

Do you need to select which cities are part of this scholarship program? Now we are back to evaluating each city on an individual basis to toggle this.

The fact of the matter is that each city is so unique that you really don’t know if and/or what you will use your resources on. If you are in a world where you can go and spend down all the resources with no need to queue up troops, well then that’s about as stale a world as exists and I don’t (and hope) Quark is not focused on this.
I simply posted an idea to solve these major issues that utilizing the side scroll bar and many other features (and code) that are currently pointless.


Changing a fundamental piece of the game certainly wouldn't be any easier. As to the mechanics, I can think of many easy and intelligent ways to do things with MCM and Mass Scholarship purchasing. One part of MCM is being able to apply user defined filters to the side bar. You could tag your cities that need work and do that work before you purchase scholarships. You could set a resource threshold for all your cities and purchase scholarships down to that threshold (no need to work individual cities prior). You could set it so a scholarship is purchased before resources max out (if you were doing it server side). The logic isn't hard, if you think about it. Those ideas were just off the top of my head.

sancheezy wrote:If we know anything about statistics then the 3 people that have posted here are hardly indicative of a population and tell us absolutely nothing. Even if 100 people posted here that wouldn’t even get us close to statistical integrity.


I don't recall making a claim that the data on this thread could be generalized back to the overall Valor population. However, I'm not new to this game (been playing since W15), or multiplayer strategy games (over 30 years), and that experience says you will lose a lot of players when you fundamentally change game mechanics.

sancheezy wrote:I don’t post this to make friends or be popular on a public message board. I post this because the game has gotten stale and many many people have left and continue to leave. If you really want to get some data look back on all the posts related to these items and then compare that to the few fanboys protecting the current state of affairs.

The bottom line is, if Valor never changes and disappears, do any of us win?


I know better than most why players have left the game (yes, I'm the guy that conducted that survey a while back). I've looked at this game from many angles, and argue based on the knowledge gained through those observations. Also, if you do some searching and reading on the forums, you'll see I'm not a "fanboy". Since I also am a GuildMaster, am in a Kakao chatroom with Ben, other GMs, and Quark staff, I can tell you Ben isn't either. Most of our opinions (GMs) are outcroppings of those of our guildmembers.

Post by sancheezy » Tue Dec 10, 2013 7:01 pm

Benfrom300 wrote:just save your time FF. its his way or the highway. let him leave, as i see it all he is doing is trying to cause a huge stink over what he thinks will make the game better for him. its already been stated the game is balanced, its already be stated that ballistae have a strong use but he doesn't want to see it. he is stubborn and clearly cannot handle the facts we have laid out here. I'm done here.


All I am doing is utilizing the forums for what they are designed for and (as I have pointed out now a few times) kicking the dust off the forums a little and throwing something else out there other than the, "Lets have a new medal" idea that seems to come up or a gripe on the issues with no solution (which by the way I have asked you for a list of what you call the issues with no response).

Here is another important piece of information for life, the difference between fact and opinion. What you stated (game being balanced) is 100% your opinion, there is no fact stated there (and no effort on trying to back up your opinion). What I am stating is also my opinion,which I am backing up with points. The FACTS are that people keep leaving and have been complaining about these issues for a very long time which is why I choose to address them in a more proactive way (versus standing behind something without any idea or ability to explain why you believe in it so adamantly).

At least LordFireFall presented his opinion on why he didn't agree with my proposal. YOU haven't laid out any argument or much of anything. Please do not take credit for other people's work (what facts have you laid out?); when I gave you a shot to do the same. You choose to or do not have the ability to come up with any independent thoughts it seems.

Thank you for informing me that you are done here, as I have said over and over you really never started. You presented no point and have added nothing on this thread (again).

The fact that you cannot even come up with some rebuttal on a public forums is just sad and maybe is indicative of the state of this game and its players. Again just my opinion.

Post by sancheezy » Tue Dec 10, 2013 6:41 pm

LordFirefall wrote:I'm not sure long you've been playing, but the escalating scholarship requirement is a serious limiting factor for larger players. That requirement costs you in resources and time. Do the math. If an 800+ city player devotes max resources to scholarship purchases, he buys 11-12 scholar slots. A player with far fewer cities buys about the same, but with far less resources and far less time. If you free that large player from the requirement, he can devote those resources to troops with which to overwhelm you. As far as peaking around 100 cities, there's more to Valor than TBS.


I agree this is the INTENT of the scholarship system but we all know the majority of large players (take every GW for instance) use negative scholars to curtail this requirement.

As you said, the math on negative scholars allows for significantly more resources to be devoted towards troop production and therefore overwhelm the opposition. That is why it is done.

My point is simply that legacy worlds (all new ones at least) are shrinking all the time. The Valor of 800+ cities isn't the Valor of today. TBS (and now only 1K worlds) mean a much smaller and quicker experience and by changing the scholarship requirement it levels the playing field.

LordFirefall wrote:Again - you've not played against the right guild if you think that ballistae are only relevant against rallies, farms, academies and clean up. You're discounting the immense psychological impact of having your cities systematically taken apart by a merciless player.


If your guild is even somewhat organized and supports this is basically a non-issue. Sure it occurs occasionally with a restart in a 1K, but morale takes care of this over time and makes the cost of this action extremely high. Adding more to the defensive stats of ballista may be something that would make them more appealing IMO but again not really my point. I was simply using the existing framework and building upon it. Since the name of the game is now "get all of the cities" demolishing the cities isn't as relevant as it once was. Most people dont want to demolish something they will eventually need to capture anyway.

LordFirefall wrote:Just because an attack is coming from a super city, doesn't mean its always going to be a scholar. The only sure fire way of figuring out if a scholar is enroute is by timing it or revealing troops. I suspect this quest for super-city relevance may have its roots in liking the looks of the city more than anything else.


This is actually my point exactly. I adds another layer of strategy when attacking (timing fakes to come from other super cities) to disguise the scholars.

LordFirefall wrote:There is already risk involved. Newby players would fall prey to veteran's that much quicker with your proposal.


Maybe that would be the case but a shorter life in the game may be a good thing. Rather than get beat down over a few months, the world would be over more quickly and new players can decided to continue playing Valor or quit. I think inactivity is the worst enemy in the game.

In either case I think it provides more transparency to the game and will even the playing field out with new players not getting taken out simply because someone knows how to game the system better.

LordFirefall wrote:You are correct. However, you still haven't made a case that your suggestions would cause people to spend more gold than they do now.


Quicker world’s means more gold spent. It also means more GWs which means even more income. Also the fact that more speeds ups (because of an increased build requirement) and more resources would be required to get to your first scholar would mean more money spent from those players that choose to have scholars the same days a world opens or within an unnatural span of time.

It may also mean someone demolishes a building and uses speed ups to demolish in order to “poison pill” a city. Obviously this is simply a hypothesis but was laying out a case on why changes can (and should be made) and how they could be advantageous to both business and players.

LordFirefall wrote:Again, I suspect the reason you want super-cities to serve a function is solely because you think they look cool.


I am simply using what already exists in the game: the city side scroll bar, CH to 30 and graphics that exist with little to no purpose at this time.

LordFirefall wrote:How many LC's do you have with no Academies? I use a pretty good mix of buildings that allows me to move needed resources and retrain my troops quickly, without coming close to the 40k mark. I do that without sacrificing my academy, or downgrading my forge so much that I can't recover when someone targets me with ballistae.


I have a handful without academies. Usually those pesky barb conversions. Once you have 30-50 academies it really doesn’t matter IMO and having one in each city isn’t necessary. If using negative scholars then you need even less academies. I usually max my cities in the 32-36k range but again simply use what is part of the game in order to enrich the game and not simply keep the status quo.

LordFirefall wrote:Re-read my post. I didn't say I liked spies. I merely pointed out they add a layer of strategy to the game.


I apologize if I misunderstood you utilizing spies to your advantage with liking them. My opinion is that they detract from the game (and cause more people to leave) than strategy they add. The diplo job in Valor is quite possibly the worst job in history.

LordFirefall wrote:You complain about negative scholars, but doing away with scholarships will allow players to operate unconstrained. At least with negative scholars, players have to go to the trouble of dealing with their scholar farms. I'd rather see MCM and Mass Scholarship purchasing come out than to see them done away with entirely.


Yes I am asking for more transparency within the game. Rather than have a dirty secret that this is used on a large scale, put everyone on an even playing feel. Take for instance a guild of all new players. Friends that are arguably better gamers than average. Those 25 (or whatever number) will NEVER be able to win against a guild of 25 that were not as good but use negative scholars. Again the math just doesn’t back it up (resources all devoted to troops versus buying scholarships).

When the game favors scamming the system versus using the game the way it was designed then something needs to change in my opinion (and apparently a lot of others who have left and/or complained on these boards). With the simple hurdle of scholar farms being the only barrier to that path is a weak argument at best.

Mass scholarships purchase is something that has been mentioned for so long but isn’t as easy as people suggest (an “easy button” with simply “Buy all scholarships” is a laughable concept).

First off, how would you identify which cities purchased scholarships versus which needed to train troops or have buildings queued?

Do you need to cycle through each city and do this first before buying all scholarships? Back to the original problem.

Do you need to select which cities are part of this scholarship program? Now we are back to evaluating each city on an individual basis to toggle this.

The fact of the matter is that each city is so unique that you really don’t know if and/or what you will use your resources on. If you are in a world where you can go and spend down all the resources with no need to queue up troops, well then that’s about as stale a world as exists and I don’t (and hope) Quark is not focused on this.
I simply posted an idea to solve these major issues that utilizing the side scroll bar and many other features (and code) that are currently pointless.

LordFirefall wrote:It appears I'm not alone in my opposition to your idea, judging by the responses to this thread.


If we know anything about statistics then the 3 people that have posted here are hardly indicative of a population and tell us absolutely nothing. Even if 100 people posted here that wouldn’t even get us close to statistical integrity.
I don’t post this to make friends or be popular on a public message board. I post this because the game has gotten stale and many many people have left and continue to leave. If you really want to get some data look back on all the posts related to these items and then compare that to the few fanboys protecting the current state of affairs.

The bottom line is, if Valor never changes and disappears, do any of us win?

Post by Benfrom300 » Tue Dec 10, 2013 4:27 am

just save your time FF. its his way or the highway. let him leave, as i see it all he is doing is trying to cause a huge stink over what he thinks will make the game better for him. its already been stated the game is balanced, its already be stated that ballistae have a strong use but he doesn't want to see it. he is stubborn and clearly cannot handle the facts we have laid out here. I'm done here.

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