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Messages - Wolf Snare

#1
Congrats gier and ryu on a flawless finish. Definitely a hard fought battle, your strategic foresight and tenacity earned you an impressive victory. I apologize for not being more active near the end; the whole team fell apart a few times and ultimately fizzled put entirely from what I can see. No excuses though, you guys killed it fair and square. You had great teamwork and we simply had no coordination  :-\

I personally prefer to bring back he old market. The dynamic is too easily manipulated and can be abused when fully understood. I found it Hard to stay interested when more active players can take away the fun with strategic market abuse. All in all it was a good set and I enjoyed getting outplayed despite my efforts. Learning curve was steep with the market cHange for me, and I learned a lot about fighting handicapped when teammates let me down. I Fought tooth and nail while I was active like I haven't had to do in years. No matter what I tried you guys were a few steps ahead.

Disl  has an unfathomable grasp and understanding of the game and code and is one of the most impressive teachers I've witnessed, though I'm sure gier was a pleasure to teach. He seems sharp, especially given English isn't his first language. I enjoyed the banter in ig messages, albeit I was annoyed at times when he taunted me ;)

Well done guys.

Sevz you suck, idc if you're busy Working, congrats on that, but you haven't put your soul into your playstyle in 4+ sets
#2
Reg Discussion / Re: It's too quiet in here.
December 14, 2018, 12:16:19 AM
Sevz is having an irl thing and I got busy but I popped on to see you guys had all but completely let your guard down and clammed up. If t weren't for your little helper program alerting you when your networth changes, I would have taken all that money instead of poisoning it whilst you scramble to...wait, do you know how to counter online leader battles yet? Must have been texting Ryu quick for further instruction?  :D

In all seriousness though it's been fun so far and I'm back for the endgame, will try to get sevz back but very doubtful as of right now given certain things and such not my place to speak on. Here's to a bloody end of set!
#3
Reg Discussion / Re: Dynamic Market
November 22, 2018, 07:36:32 PM
Basically ruined Indy play. With predatory leader players routinely market robbing any passive storing efforts, a new version of super market hoarding has monopolized the game. Offensive leader strategies are nearly invincible. The current market is a storehouse and all 1.2 billion rats and most of the stoats are owned by disl & gier, as they hoard cash and buy everyone out, rob the money back, then manipulate the prices. I now know how shadow's felt for a decade being on the losing end of one unfair exploit or another lol 😂.

I'm confident we'll be able to catch gier with his pants down before reset if he stops camping online for a few hours, but leader math has changed since troop training was taken out of the game. We used to be able to accomplish ~98 leader defence ratio after 22 suicides (from 175), but with troop training gone we can only get to about 116 ratio, which makes it for a little more of a challenge (more so difficult for camping targets.) We were able to get a 186 attack ratio last night but gier logged on at 104 defence ratio before we could steal our 600bil cash back.

To top it all off, If an emperor were to attempt a land lock, the current system offers little advantage to the majority of the game, and the single army market storing strategy that gave disl a chance last round is no longer possible.

Don't get me wrong, I'm not whining and complaining that I'm getting spanked this set, and I won't just quit like a lot of others might when they've had everything taken from them overnight. Any ideas on preventing this invincible strategy? I wish I hadn't wasted a month and a half storin troops for the enemy lol but I'll figure out a way to get it back.

#4
Reg Discussion / Re: It's too quiet in here.
October 25, 2018, 01:55:59 AM
Lol

Hey Gorak, glad to see you playing. I'm doing alright this round, trying to get the hang of the new dynamic market. It's kind of nice to see the market semi active, even if there is only ten people playing. How are you making out so far?
#5
Reg Discussion / Re: Dynamic Market
October 17, 2018, 06:29:17 AM
Quote from: Sevz on October 16, 2018, 08:53:51 PM
Shut up Snare.  ;)

The food sales don't seem to have the same balance as the troops. The troops tend to regulate much faster but food going up in prices might be broken due to a percentage factor of a smaller number and higher capacity.
It's clear that if skiff prices are increasing, every 10 minutes you'll see $2001 turn into $2030 etc
But food at $6 tends to increase much slower if at all. 500m food on the market will bottom out so selling in bulk is a terrible idea.
You will be rewarded if you leave the food exposed to sack and nobody sacks or punished if you try to make sales.

The loop snare is getting at would be the way I bought a bundle of 3.7billion food for $6 and only need to sell half of it back in small batches to expand. A few flaws in this new system but I'll have to comment on it later when I've thought about it a bit more.

Lol whine to me profusely in private and publicly chirp me and kiss butt on forums. Cute.
#6
Reg Discussion / Re: Dynamic Market
October 16, 2018, 01:41:49 PM
I happen to question the efficacy of this market as it can be very easily manipulated to benefit clans. You can drop or raise prices with several small purchases or sales, and I've already noticed it's possible to have an unfair advantage if done correctly. This will also destroy the server if someone were to decide to lock again like last round.. there will be no way to mass stack against an emperor. Any way to minimize fluctuation over shorter periods of time?

Edit: My news feed is full of micro purchases such as this
Time   Event
6.4 hours ago   You sold 187,500 Skiffs on the market for $413,268,750
6.4 hours ago   You sold 1,200,000 Rats on the market for $480,600,000
6.4 hours ago   You sold 375,000 Stoats on the market for $468,787,500
6.4 hours ago   You sold 138,750 Stoats on the market for $173,451,375
6.4 hours ago   You sold 21,808 Stoats on the market for $27,262,181
6.4 hours ago   You sold 4,175 Stoats on the market for $5,219,168
6.5 hours ago   You sold 12,500 Stoats on the market for $15,603,750
1 days, 2.2 hours ago   

Daily prices are being driven in the direction that benefits the person manipulating the system in place. If you would like I will demonstrate how easy this currently is.

This adds another dynamic to our strategy game, though I'm not sure if that was your intention.
#7
General Discussion / Re: Hey everyone
October 14, 2018, 05:00:46 AM
I've been running successfully on mobile for years it just takes patience. Online wars are tricky as well lol
#8
General Discussion / Re: Guess who's baaa-ack!
October 05, 2018, 02:20:59 AM
Welcome back! Aren't you the grammar queen?
#9
General Discussion / Re: Permanent Classic Server
August 18, 2018, 04:49:18 AM
Thanks windy lol
#10
General Discussion / Re: Permanent Classic Server
August 16, 2018, 10:27:21 AM
*waves*
#11
General Discussion / Re: Permanent Classic Server
August 14, 2018, 06:07:57 AM
What's that windy??? Put it to a poll vote?!? :D

I honestly think we should have a server running 3.0. It wouldn't be redundant because they're two entirely different games. People playing RWL ATM would sign up for 3.0 without thinking twice. Being good at the old code guarantees you no advantages in 3.0 and because of the drastically different playing styles I believe both games would flourish.

After all, Kyle poured countless hours into balancing the features in 3.0, making it incredibly competitive. Missing a run had a lot more of an impact on your empire, because every day of the month other players were competing with you neck and neck for that first place slot at the end of the month.

The balances were quite on point, preventing massive advantages from cropping up seemingly out of no where ( as is currently happening in game now) which encouraged players to check their empires daily, lest they miss out and fall behind. Am I the only one that remembers the spike in activity as people rushed to develop feasible new strategies?

Come on windy, can we put it to poll? :) think of how much fun Nero would have had figuring out a new food massing strategy on 3.0. Besides, as I mentioned, Shadow spent ages developing the game for us, why should we let a success fall to the wayside? I know I'm probably the last one you'd expect to be saying this (and I refrained from admitting it for this long) but I really thought there were some great ideas implemented on RWL 3.0.
#12
General Discussion / Re: Permanent Classic Server
August 13, 2018, 05:14:30 AM
Not a fan of change ;-) A complete replacement of the old code is unfavourable, but two different versions of turbo would be great! Fire up the server.  :D
#13
General Discussion / Re: Permanent Classic Server
August 12, 2018, 09:20:23 AM
We should have a 3.0 server running alongside our reg code. So much went into balancing the game for us to not even use it!
#14
Reg Discussion / Re: Minimum market prices
August 07, 2018, 09:36:27 PM
Those are great ideas. How hard would supply and demand pricing be to code into a static market? I trust you could work out an algorithm to put things on autopilot with ease.
#15
Reg Discussion / Minimum market prices
August 04, 2018, 09:40:12 PM
They are too high. As an Indy there were way too many people storing troops at minimum prices and it was basically inactive and impossible for an Indy to make any money through it. Mercenaries is currently the only viable way to solo Indy, which is not ideal.
Bring back an active market by lowering market minimums to slightly more than mercinary sell rates. There is too much competition to sell at the current rates.
This way we can still prevent market abuse via cheap price NW swaps, but give the game an active marketplace like it was intended.
Thoughts?