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/compounds/ - The Compounds of Harmony

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>CLOP The Compounds of Harmony

File: 1422239426229.png (928.71 KB, 1000x1000, 1:1, ba242dd3ee26a22cb0b747c9ab….png)

 No.16[Last 50 Posts]

I should have something up for the public late tonight.

Not a lot, not complete, and not particularly interesting, but the sequel is starting to take shape.

Any questions?

 No.17

how do we make babies???

 No.18

File: 1422240065127.png (207.07 KB, 425x435, 85:87, friendly advice.png)


 No.20

File: 1422242842685.jpg (189.78 KB, 746x809, 746:809, commission___secret_of_the….jpg)

>>18 Nightmare Moon can help you with that

 No.101

So, auto compounding seems to be off at the moment.

Or maybe I'm looking at it wrong?
Or maybe ticks aren't happening. I only have reports for the midnight one.

 No.103

If I'm an ascended user and I join an existing alliance (because someone invited me), am I able to create my own alliance later?

 No.109

>>101
Ticks aren't happening yet.

>>103
Yes, you will be.

 No.110

>>109
Thank you for the answer :)

 No.115

The Marketplace is slowly getting done.

I'm not going to start up ticks until people have ways of actually using their resources, though.

 No.117

Just an FYI: People who donated to >CLOP retain their donator status for Compounds.

I'm putting in a description field at the user level, so people who liked gloating about their nations in >CLOP can gloat about themselves and their alliances in Compounds.

 No.119

Guys, just to be clear:

I'm not in your Skype chats. If there's something you like or don't like about the interface, something you'd like to see or don't want to see, something you've noticed or something you want me to change, start talking about it as I start adding it. Are the compounding screens understandable? Does the layout of placing things on the market make sense (it's unfinished right now, but you can see where the extra fields will go)?

 No.122

File: 1422420308153.png (177.17 KB, 300x525, 4:7, 132749506836.png)

It would be nice if the Manual Compounding screen had the Resources information from the Overview on the same page.

I'm sure more will appear as the game is ready for end user manipulation. Right now it's a little 404'y.

We, the players, don't really know exactly which elements do what yet. So I'm sure we'll complain more about that later on.

 No.125

>>119

Actually, I like how the compounding screen displays the elements; especially how it displays what the higher tier elements LACK instead of what they include.

Not sure about the market, but it is looking good so far ^^

No complaints in the UN chat (at least about the interface)

 No.126

>>119
Is there a way to make the current element positions colorblind-friendly? I'm not colorblind and I don't give a shit about their faulty cone cells, but maybe you should.

 No.128

>>126

Hmm. Not sure what to do here.

By the way, I don't think the colors contrast enough on the current icons. Pink and purple kind of blend together, as do white and yellow. Anyone mind increasing the contrast? Images in /images/icons/ folder.

 No.130

File: 1422458918026.png (551.49 KB, 1280x1280, 1:1, 1413756833384.png)

>>128
>I don't think the colors contrast enough on the current icons
I used the coat colors of the mane 6. I can change it to more saturated colors.

 No.131

>>128
>>130
As a personal opinion, I can distinguish them easily, but *Shrug*

 No.132

>>130

Please do, and thanks. It's not so much necessary for the single ones as it is for the combinations, especially the 3 and 4.

>>131

But can you distinguish them without staring at them trying to figure them out?

Somebody trying to figure out what elements they are should be able to tell *at a glance* what everything is. I think I mentioned "first read" before in reference to the troop icons in >CLOP.

 No.137

I want to get some alliance stuff done (namely letting people transfer resources to their alliances and vice versa) before starting ticks up and turning the game on for real.

Also that thing where people were just inviting as many people as they wanted in one shot? That should never have worked. It's fixed now.

Improving and focusing your production works now.

 No.139

Just some thoughts on things I would like to see.
1) A link to this 8chan board at the top, similar to what >Clop has.
2) Perhaps an alliance production ranking as well so we can compare alliances as well as individual players
Just minimal ideas at the moment as I'm still poking around on the site and waiting for more content to mess with.

 No.140

>>137

Bug: I just tried to make Devotion, but it only consumed 2 Kindness. Kindness was the second element I placed in the manual combination list, if that helps any.

 No.141

>>137

Cheer's complement is… Cheer?

Is that intentional?

 No.142

>>141
Probably because Laughter and Generosity are complements to each other. And since this would affect more compounds, it's probably intentional that it works that way.


Also, question time on production:
My production tells me how much T1 elements I produce each tick, right? (Without taking into account focus or other special cases.)
And automatic compounding works for free, as long as it's below my production level, was it? So, does that mean I can make 15 (my current production) of each compound, and using my stockpiles for that (say, 15 each of Cheer and Camaraderie)? Or can I only make free compounds from what I can produce that tick (so, for instance, 7 Cheer and 8 Camaraderie, totalling 15 Laughter)?

 No.144

>>140

Taking a look now.

>>141

Not so much "intentional" as "a natural consequence of the system". What Schatten said.

>>142

Yes, you can use autocompounding on stockpiled items, not just what you produce that tick.

 No.145

>>140

Can't replicate, can you tell me exactly what went in and what came out?

 No.146

I had 20 Loyalty and 20 Kindness, and put 2 into the manual compounding system. It consumed 20 Loyalty, but only 2 Kindness.

However, rechecking my stockpiles has me with what I should have… I guess it was just a display glitch or some client-side BS. I'm certain that I saw an "18" in my Kindness stockpiles, at least right after I combined. Weird.

 No.147

Fair warning. I'm probably going to sound like a whingy bitch here.

I think the boost you've given ascended users is too strong. You've given them a linear boost in production while the cost to increase production is far from linear.

Poland started at t4 for Christs sake. I don't even know how many resources it takes to get your production that high but considering that you need multiple units of your highest tier, I'm assuming it's a bloody lot.

 No.150

>>147

I noticed that, but to be honest, I *want* some strong users for the early game. I think I'll intervene if anyone starts off over 60 or so.

I assure you, it gets MUCH worse.

 No.151

>>150
So your saying if I want it changed I have to organise someone to game the system into getting 60 productions? :P

 No.152

>>151
>>150
But seriously. I don't think wanting strong players in the early game is a very good reason for this imbalance of power. Let the strong players emerge naturally like they did in clop.

 No.153

>>152

And again, I assure you: it's not as imbalanced as it looks.

Why not ask polandball what HIS costs are to increase production?

 No.154

>>153
I have. I still don't see how this isn't completely imba. Just because he has to pay a lot to get to the next level doesn't really mean shit when we have to pay even more to reach his level…

Even if he doesn't upgrade his production till every other player catches him he still has the higher production to use to upgrade his allies.

 No.157

>>153
>>154

It's going to be wiped anyway, so why worry? If it is imba, it'll be fixed.

Maybe the higher tiers require more sat, or lose sat faster, or something like that as a balancing factor?

 No.158

>>157
Uh, mind linking me to where admin said production would be wiped? Because he didn't. And sat doesn't make you lose in this game. You can happily have 0 sat forever it seems. So requiring more sat doesn't matter. Unless sat multiplies production by like 10.

 No.159

>>158

Sat serves two functions: it reduces complement requirements (this doesn't matter much now, but believe me, it will) and it absorbs damage caused by not having enough of something.

For example, if you have a Marketplace item up, you need to pay its complement. If you can't pay its complement, you lose the Marketplace item and pay a satisfaction penalty. If you can't pay that penalty, you take a production hit instead.

You also need to pay a complement if you have more than 10x your production + 50 of that compound. I might make this harder in the future.

 No.161

>>159
So does the cost of increasing sat increase with tiers? if yes, still not sufficient' if not, not even relevant.

 No.163

>>161
Yes, it does. And I'm only comparing T1 to T2 at the moment.

 No.164

So deals just don't show up in the reports?

It would make the other deal functions easier at least.

 No.165

>>164

Marketplace logging is an ability that will become purchaseable.

 No.168

By the way, guys, be very, very careful. If you can't pay your complements at the alliance level, the whole alliance suffers.

The max of a compound that an alliance can have in storage, without paying complements, is 100 times the number of people in the alliance.

 No.169

I just ran 6 ticks in a row in the process of debugging. On the bright side, alliance resource handling seems to actually work now.

Now to create methods for people to move resources in and out of their alliances.

 No.170

>tfw when "give resource to alliance" is just wrapped in <div>, but no <form> to actually carry out the action

 No.171

>>170

>what happens when the admin falls asleep in the middle of coding things


Today, it'll be working and I'll have ticks running today.

 No.172

>>171

ATM Machine

 No.173

>>171
We can add to the alliance stocks now.

But Alliance Overview does not reflect materials currently in the stockpiles.

 No.174

>>173
This should be fixed, and ability granting should work correctly now. I'll have a rudimentary guide up later. Let me know if you see anything sploity or not working regarding any current functions.

 No.175

>>128
>I don't think the colors contrast enough on the current icons.
>>130
> I can change it to more saturated colors.

Can I say the demonic thing and just propose changing some of the colors all together?

Maybe Magic to Red and Generosity to Green. It's not perfect, but there's really no reason to stick with the pastels.

 No.176

>>175
Blasphemy.

 No.177

>>175

I wouldn't object too strenuously if you did this, but I think that a bit more saturation/differentiation of the current colors would be fine. Maybe make Magic a bit more bluish and darker, Loyalty a bright cyan, Generosity pure white, Laughter a brilliant hot pink, Kindness pure yellow, and add a slight red tint to Honesty.

 No.178

Just ran another manual tick. I'm just going to officially start the alpha now.

Ticks are now running at 3-hour intervals.

Going to start writing a basic guide and posting a direct link on >CLOP.

By the way, once I actually get the game going full-blast, I'll start advertising to the public, but not before then. "Come and check out this totally unfinished game" didn't really help >CLOP when it first started.

 No.179

With Grant Ability under alliance actions, is the cost per tick?

It's unclear at the moment.

 No.180

>>179

Yes, it is. I'll specify.

 No.181

And the tick script is actually running by itself, yay.

Am I on the right track in general with this game? Fleshed out, is this something that people actually want to play? Is it easier and more intuitive than >CLOP?

 No.183

>>181
I like what I see so far. But I think comparing it to >Clop directly is a mistake. It's a distinct thing with its own bonuses. Personally I can't wait for the full release. Keep doing what you're doing admin, you'll get bitching when bitching is due don't worry :P. (I do however still dislike the power gap)

 No.184

>>181
I have one request though. On the alliance overview screen there's the elements icons showing their positions. Any way we could get alliance production numbers next to those like on the overview?

 No.185

>>184

There actually can be numbers there (just as soon as I put in alliance focusing), but it won't be production numbers per se as the alliance doesn't produce anything and it's kind of disingenuous to do something like add everyone's production together.

 No.186


 No.187

So what does focusing do, exactly?
Assuming a production of 4, where normally you have 4 of each tier 1 each tick, you'd have 24 of one?

 No.188

>>187

No. Your production just gets tilted towards your focus (and its neighbors on the elements chart) and against its complement and the complement's neighbors. You produce more in total, but your production's not balanced.

The real fun happens when someone has the same focus as his alliance, especially when both have double focus.

I don't think I want to share the math yet.

Big fuckin' warning, first: Do NOT do alliance focuses unless EVERYONE in the alliance understands EXACTLY how complements work and what will happen when you do one.

 No.189

File: 1422600387370.jpg (30.87 KB, 604x410, 302:205, adasd.jpg)

>>188
Noice.
Can you focus more than one time?

 No.190

>>189
Wait, you said double focus, so it the answer is probably "at least once more".
But not more I suppose, double focus is probably an option appearing after using focus instead of simply using focus again (with probably an option for removing focus appearing too).

Probably.

 No.191

>>190
Also, I guess your insistence of being careful with having enough complement is justified, mega-producing one element while virtually none of the opposite is going to buttfuck someone hard if he doesn't plan far enough.


On an unrelated note, is the cost for having an offer on the market going to scale or stay the same? ( which seems to be 5 of the complement right now regardless of quantity?).
Because if yes, I guess trading is for estrablished players then, which kinda sucks but it's not like low-tier players NEED trading as they can't fuck themselves into having need of a trade as they can't afford to focus.

 No.192

>>191
>because if yes
*because if it doesn't scale
And if it does scale then the "marketplace" (energy nexus? Adfectorium? Marketplace?) isn't going to be healthy.

 No.193

>which seems to be 5 of the complement right now regardless of quantity?

No, quantity affects it. Or it should. How much do you have up?

 No.194

Unless you mean *placing* an offer on the market, which is just a small fixed cost to prevent spamming and dumb shit.

 No.195

>>194
No no, meant the per tick upkeep.
Mmmh, so it's quantity/5 rounded up?

Seems harsh when you want to exchange some of your mega-produced elements to quickly gain its complement… Except said complement is needed to maintain the offer, accelerating your downfall.


But I guess that's [one of the situations] where complement swapping is going to be an attractive option!

 No.196

>>195

That's the design: That people and whole alliances engaged in trade can produce more, more quickly, than people not doing that. At the price of risk, of course.

 No.197

>>178
>>181
I don't know if Compounds of Harmony more intuitive than >CLOP. The latter had more intuitive resources, tbh; you know what to do with oil, for instance. Apart from that, the mechanics seem to be easier (just one number for production, for example). So hard to say.

On that note, may I suggest writing a "database" for all of the elements, to quickly look up what each one does? Would be a big help, especially for new players. Well, at least once all of the compounds have a use.

I was thinking about writing a Guide to Compounds anyways (including a newbie "First Steps", probably, like I did on >CLOP), once there is enough to write about, so I'd volunteer to tackle this, too.

 No.198

>>197
Oh, while we're on the topics of suggestions:

Can you make the messaging box bigger? Especially on the Users pages, there's no space constraints, so there's not really a reason why the textbox has to be so tiny, is it?

And, if there's gonna be an Alliance board again, also have some kind of notification that something got posted there?

 No.199

>>198

I'll see what I can do.

 No.200

File: 1422609985732.png (183.97 KB, 967x900, 967:900, pic-src-1359826409954.png)

>>197
>On that note, may I suggest writing a "database" for all of the elements, to quickly look up what each one does?
That sounds like end user content.

IE: I think the peoples have to make it themselves.

I could be wrong, but if history is to be trusted…

 No.201

Yesterday I put up 150 Magic on the market because I didn't need it. Then I got burned 30 Kindness in 1 turn for it. I removed my Magic from the market because I need my Kindness.

Admin should implement a trash can feature so that I can just throw away elements I don't want instead of trying to sell them.

 No.202

>>200
>end user content

Yeah, I was thinking the same. I was more "just throwing it out" than "annoy admin with it". That's why I said I'd do this.
We might also just set up a wiki…?

 No.203

>>201
Having trouble to get rid of unwanted resources is on purpose.
*Quietly hoarding charity*

 No.204

>>201
>>203
On a side-note, simply do the same but with the complement of magic.
Use of course an insane offer, like 100 of theirs for one of yours.

There, express-wasting at your service!

 No.205

>>203
>Planning to weaponize charity.

 No.206

>>205
Dwarf Fortress teach that everything is weaponisable.

 No.208

Any clue on how to produce void yet?

 No.209

>>208
Magnets.

That might be a bit early. I'd wait till someone hits Tier 5 or 6 really.
By someone, I mean poland.

 No.211

>>198
>>199
>And, if there's gonna be an Alliance board again, also have some kind of notification that something got posted there?

Done.

 No.212

>>211
>it costs 5 Fealty to post a alliance message
my sides, no one will ever use alliance board, everyone will just go on Skype

 No.213

>>212

Since it has the "Pay attention to this" thing that regular messages do, you can be assured that everyone will read it.

 No.214

>>213
so does Skype, with its notification mechanism.
The only advantage i can think of, is, that you might be able to read a message, when you don't have an access to Skype.

 No.215

>>211
>>212
>>213
>>214
I'm okay with this. Money sinks aren't necessarily bad, and seriously, if you don't have 5 of a T2 resource, then you can't really send a message anyway. :P

It'd be cool if you put the same system in >CLOP, too, btw. Minus the Fealty, of course.^^

 No.216

File: 1422655771635.png (280.88 KB, 455x650, 7:10, PrincessCadenceP.png)

>>214
>when you don't have an access to Skype
I'm like the only person who doesn't have access to Skype every now and then. :P

 No.217

>>214
>so does Skype, with its notification mechanism.

You know you can do /alertsoff and then skim that stuff later too, right?
There's more than a few people who skip when they get back to a chat room of over a thousand messages about porn, conversation about Jello flavors, and Space Jam remixes.

 No.218

BTW, name links off of Alliance Production rankings go no where at all.

 No.225

File: 1422669740076.png (30.08 KB, 1247x488, 1247:488, download.png)

When I look at The Lunar Brotherhood of Steel or Party of Individualists alliance page.
I get an indication that my alliance has a message.

Any way I get to the page. I don't get indications from other alliances, but that might be a matter of them not using the system yet.

 No.226

>>225

HEY ADMIN STOP USING THE SAME VARIABLE NAMES FOR SHIT, SHIT GETS BROKEN WHEN YOU DO THAT

 No.227

>check the alliance production list to see who's rising
>it's going DOWN

I need to work on getting people more things to do with their resources, but still, guys, is it you or me?

 No.228

>>227
All informations needed are in the guide; and between plenty, fealty, the sat ones and the market upkeep, there's lot of ways to get rid of surplus.

 No.229

File: 1422688778468.png (Spoiler Image, 879.74 KB, 3920x2499, 80:51, 755813__solo_explicit_nudi….png)

I'd love to read an actual guide about how this game works.

 No.230

>>228

I'm wondering…

How am I supposed to get rid of all this Honesty? There's not a lot of use for it.

 No.232

>>230
Get up to T3, burn it as truth, fuse it into different temporary forms…. I'm sure there will be more.

 No.233

>>230
>>232
Yeah, stock up on truth.
It's going to be needed in short order.
(Then again, anyone frauding is going to earn quite the reputation, so maybe not?)

 No.234

>>233
Of course, then you should be able to fraud under other people's names.

But yes, you can hold stocks of truth and beneficence and honor maybe? That's got to be useful… Oh wait, I can make that too…

 No.235

>>227
Wait…Production hit is _permanent_? Ouch.

But yeah, people, store your elements in compounds (use lossy manual compounding for that), or in the Alliance. (Gifting stuff to your alliance doesn't have to be granted, right?)
Also raise your sat. It eats resources, AND keeps you from losing production.

 No.236

>>235
>Giving resources to Alliance is automatic
Hmm…I thought it was, last I checked. Apparently, it's not. Derp. One more reason to get to T3…

 No.237

File: 1422719391071.png (8.12 KB, 1194x133, 1194:133, Marketplace.png)

>>236
>Apparently, it's not.
Favor is a bitch.

Anyways, as for bug reporting, Inspecting a deal tells me I don't have enough Truth to investigate. Which is just silly really, seeing as I have like 50, and only need 2.

 No.238

>>237

Okay, I really should be more clear what "per item" means.

When using Truth and Trust, "per item" means 2 or 5 * the number of times the deal is being sold. For example, someone offering a single deal of 10 Magic for 10 Honesty costs 2 Truth to investigate.

That same deal, 1 Magic for 1 Honesty in 10 discrete increments, costs 20 Truth to investigate.

Lying will work the same way.

 No.239

>>238
So you're competing with the number of Times behind the deal, and not the offered item at all?

That's probably where the clarity issue is.

Looking at a 10 Magic for 10 Honesty 1 time deal I would think I would be investigating the 10 Magic for a cost of 20 Truth.

Gah, how would I word that…
> It currently costs 2 Truth to inspect or 5 Trust to expose per

I want to say available transaction, but that changes the way things are set up on the placing screen.

 No.240

>>239

>trying to word things properly without causing confusion or sounding like an idiot


Ooh, now try to edit confusing and idiotic shit! That's what pays my bills!

I'm starting to wonder if I should avoid leaving a "tell" for lying by making Plenty work the same way as well, so that people have to sell things in larger chunks.

By the way, guys, I was really hoping the spreadsheet overlords would have a better grasp on this game in general by now. I intentionally made it to never be like post-nation builder >CLOP in which you can just sit on your empire forever and grow indefinitely. The complements system lends itself to metastability. Exploit it. Use it. Calculate it. The main concepts of this game are in it already; everything I'm adding at this point is really just more abilities and more stuff to do.

There's also a lot of >CLOP players coming in who don't have alliances. Start cranking out that Love.

It's apparent that I need to make the Overview section actually correct, as people rely on it. I'll do that today.

 No.241

File: 1422732931038.png (245 B, 50x60, 5:6, rect3776.png)

The icons will be finished tomorrow.
In cooperation with the clop/compounds UN Skype chat, I managed to find some good colors.

If there are people who want to join the chat, shoot me a message!

 No.242

>>241
I like these colors.

 No.245

File: 1422736235485.jpg (6.62 KB, 218x231, 218:231, 502bbcb89bc5c4e5d17da741bf….jpg)

>>240
>Exploit it. Use it. Calculate it.

The problem with Day 0 exploits is that you have to balance things that you're exploiting personally, and things you're willing to share with others.

>There's also a lot of >CLOP players coming in who don't have alliances.


Funny that actually.
Like I said before… somewhere; this game is really player focused. If as an owner, it's hard to trust you, I'm filled with concerns that you're going to screw me.
Screw me out of resources, time, effort. Personally.

Like you say in the guide:
[b]You need an alliance to actually play the game.[/b] Don't have one? Ask on the board or start messaging alliance leaders.

If I have to drop 3 hours of production to recruit somebody. I'd rather spend that time focusing on a player that cares.

I'm saying people should make some connections. Because FFA just doesn't have the resources for a smooth, direct transition.

 No.246

>>245

On the subject of exploiting, in general:

If you mean "that should obviously not be working like that", that's a bug. Anyone using those (especially after the game gets out of its early stages) gets banned and winds up permanently reviled. (Bug, Loli)

Certain unintended consequences are different. For example, dumping all your unwanted shit on a "bait" Production 1 player is possible now, with no ill effects. I intend to make it so that anyone who would go below Production 1 hurts the alliance instead.

Seriously, nobody who actually plays this should be Tier 1.

 No.247

And you're quite right about the player focus. Again, totally intentional.

I'll implement player kicking today.

 No.248

File: 1422738092649.jpg (56.13 KB, 753x480, 251:160, 1417919902474.jpg)

>inb4 youre only mad cause you lost

This game is ridiculous, you have to be constantly paying attention to it, even more so than clop. Its kind of backwards in a way. The more successful you are, the more you are punished. And the more powerful you are, the more you have to check cause you make more resources and therefor are more likely to get sent back to ground 0 for not checking for a day. With CLOP, you could get stockpiles, and those would feed your buildings. it made sense. this doesn't

the taxes killed the marketplace, The best reason to make a trade offer is if you want to burn the compliment of the thing you have on the market

yes i understand its supposed to be balanced, and the more powerful players should be kept at bay, but the punishment is way to harsh. There is no incentive to becoming powerful if you can just lose it in a turn because you were TOO sucessful

 No.250

File: 1422738927616.jpg (123.87 KB, 909x960, 303:320, why I made CLOP.jpg)


 No.251

>>248
I totally agree with you.

It's ridiculous, that you have to pay for every single thing/action in this game. Your every single breath is taxed.
Taxed very heavily, in addition.
You have a very, very tiny margin of error.
Until recent, there wasn't even a way to tell, where the fuckup point is.
There is simply too much of resources, and they're not even remotely intuitive. Until there's going to be a complete guide, explaining what each of the compound does, there's no way anyone is going to predict what each one of them does/will do.
Additionally, it was supposed to be more alliance oriented game. And every alliance ability for player other than owner costs. Per tick.

So basically summarizing, everything costs. And costs too much.
Plus, i don't like the market.

[spoiler]And the resources on overview page could be sorted by tiers first.
And when doing manual compounding, it'd be nice if the selected resources remained selected, after compounding. Not to mention showing what will be made in advance, depending upon the inputted combination.[/spoiler]

[spolier]>inb4 too hard for you[/spoiler]

 No.252

>>246
> For example, dumping all your unwanted shit on a "bait" Production 1 player is possible now, with no ill effects.

Umm… I have to disagree with you here, and it's because of the invites.
Every additional member you have already increases your costs exponentially.
When adding members, when granting abilities, when paying taxes.

It's going to be 10 Favor for me to dump my goods on a production 1 player anyways, and even then they're only good for stockpiling up to 60 before they start getting shived on Complement Requirements.

Making players slip into the negatives makes it even more difficult to get people to play in the first place.
In which case I think I'd need a better explanation of the "Kick Members" ability, and when I should be using and granting it.


Admittedly, the game is playing with people's expectations of a game pretty hard. There's a lot of expectation that it'll be CLOP like. Which is odd because your intentions were always to make it the anti-CLOP.

 No.253

>>246
>Certain unintended consequences are different. For example, dumping all your unwanted shit on a "bait" Production 1 player is possible now, with no ill effects. I intend to make it so that anyone who would go below Production 1 hurts the alliance instead.

Handling it this way will give incentive to remove players from the game. Removing players from the game is the opposite of what this game needs.

 No.254

>>246
>If you mean "that should obviously not be working like that", that's a bug. Anyone using those (especially after the game gets out of its early stages) gets banned and winds up permanently reviled. (Bug, Loli)

To avoid being banned, I will point out that stasised members of an alliance still increase the alliance stockpile limit. This means I could use "dead" players who quit the game to pad my stockpile limit.

Conversely, penalizing the alliance stockpile when players go into stasis will put pressure on players to not go into stasis, which will make this game more consuming.

 No.255

File: 1422742889866.png (6.33 KB, 402x450, 67:75, Terezieyes.png)

>>248
The best part is that you have to get on every thirty hours or you will be penalized. It's a lot more demanding in terms of attention. :0 Heck everyone dropped a few production levels last night, it was brutal.

 No.256

File: 1422743131931.png (165.66 KB, 640x358, 320:179, drama.png)

>>251

Not everything has a function yet. I'm going to institute ways (Charity, Philippy) for people to give resources to newer/less developed players.

Also, and this is important, you don't really need to know what resources do in the context of overall resource management.

>>252

When I said "no ill effects" I meant no production/satisfaction loss for just dumping shit you can't use or don't need. Which shouldn't happen.

>>253

If somebody is at Production 1 it's difficult to say how he can be considered to be "playing the game" anyway, just like nation builders in >CLOP aren't really playing it.

And I know damn well that the game needs players, which is why I'm annoyed seeing a table of alliances with fewer than 5 players when the game gives you 5 for free. What the fuck! How shy/paranoid are you guys?

I dunno, guys. I was hoping for a less anemic response. Maybe I'm fucking up, but I'm not going to let this fall into the "semipermanent kings" problem >CLOP has. No more "alliance unto myself" permanent empires backed up by endless waves of nation building scum.

Are the real "how does my alliance best misuse and abuse this?" discussions on Skype? Because I know damn well that you're having them, and if you're not having them then how the hell did you ascend in the first place?

I haven't even implemented ways for you guys to abuse the shit out of each other yet! What are you fuckers going to do when someone like Aryan gets in here, gets to Tier 6, and starts swapping element positions around just because he can?

>>255

>The best part is that you have to get on every thirty hours or you will be penalized.


Just like >CLOP, if you can't get on, there's stasis mode.

 No.257

>>254
Actually, having a stasised member provides all the penalties of having a member (eg. increased invitation cost) without the benefits of having an active, productive player, so I think the problem solves itself and the extra stockpile is probably not an unfair "exploit".

 No.258

>>256
>how the hell did you ascend in the first place?

Very slowly.

 No.259

File: 1422743383249.png (209.8 KB, 900x1020, 15:17, trollcops___terezi_by_dm_h….png)

>>256
It's much more needy though in comparison. I was trying not to make a comparison though, because this isn't clop, I was just making a general statement. Also you're the one who told us to be careful of who we invite.

 No.260

>>257

Yep, got this in the planning stages.

>>259

I did, but I'd like to think that there's a balance between paranoia and necessity.

I don't mean to ever bring real life into a video game, but consider hiring processes. You need people to get shit done, especially if you need someone else to provide a resource your focus is away from.

 No.261

File: 1422744286057.gif (10.04 KB, 650x450, 13:9, 02046.gif)

>>260
Well considering this game's roots, it kind of hard to trust people except those in your certain group. The thing is most of them were more active players and they all tended to ascend with their own alliance. Most of the people who are active and tend to have a voice are already in alliance, while the rest of the people left tended to be much quieter, and even then they might have associated with certain alliances who are already full. No one is bringing real life into this, it's just hard to trust people, more so when you're going to give them every tool imaginable to stab us in the back. I'm all fine for trusting people and giving them a second chance, but maybe they should actually start applying themselves and making them seem trust worthy or helpful. I haven't heard a peep out of any of the newly joined players and it's not helping my impressions.

 No.263

>>261
>I haven't heard a peep out of any of the newly joined players and it's not helping my impressions.

I'm also not getting alliance invitation requests from new unaligned players who need an alliance to actually play the game.

 No.264

Alright, I have to support admin on this.

So far, I like this game, and how it makes you pay attention and actually handle losgistics and stuff. And I don't feel that it takes more attention than >CLOP. Remember, you're supposed to check once per day, at least, else you had many risks? Losing nations, getting attacked, everything? Now you don't even have that yet, just some production drop. IIRC, the softcap was Production*10+50, so until you get far into Tier 3, it's more like 36 hours until you actually start losing resources. And then, I might add, you should have enough unused ones or sat to not get a permanent production hit anyways. At least not immediatel. And not checking your account in one-and-a-half days gets you a being-laughed-at from the >CLOP that I know.

Yes, you have to learn the game and it's mechanics, which is harder to do than in >CLOP. But most of us have to, so even losing a bit of production isn't that big a deal.

I also don't know where that "no margin for error" comes from. Honestly, I feel that Compounds is more forgiving than >CLOP, in the sense you're not losing one fourth of your empire if you screw up once, like it happens in >CLOP occasionally. Yes, you're dropping production, which takes a few days to get back up, but in comparison, a nation in >CLOP takes eight days at least, if you have access to a new one at all.

Now, I'm not saying Compounds isn't perfect. Maybe some costs are too high, at least for the current overall production. The market tax is also quite detrimental to a truly Free Market atmosphere (but the cost may not be that high once a significant number of players reach higher tiers ("10 Favor per tick? Pff. Pocket change.")). It's too many resources that are not immediately intuitive what they get used for (but that's why there'll be a Guide, by us players). It may take a new player kinda long to get to the interesting tiers (which might get shorter once bigger ones can actually help them get started, and at least serves as kind of a "getting-used to the system period"). But flaws can be worked out, and some are just annoying cause we aren't used to them yet.

TL;DR: Kudos to admin for a fine game. Not perfect, but thanks for all the work you did for all of us.

 No.265

>>264
>harder
The mechanics of >CLOP were way more obstructed when you're starting out, without the advice thread a lot would have been left to guesswork and experimentation.

In comparison, compounds are very transparent, as all element behaving in the same way, and all their use have their cost plainly stated.
It's a pure number game. I like it.

I mean, prod*10+50, alliance member*100, 20%indiv0sat10%1000sat(5%1000alliancesat), 10%alliance0sat5%1000sat.
That's it, that's all the mechanics you need to know to not die.
Not complicated maths requiring spreadsheet, just straight numbers growing linearily.

 No.266

>inviting new blood

Is there a page we can see the unaligned players? One invitee seems to not be there, so I have a slot, and I hit T3 soon anyway. So I intended to just invite new people. But sifting the News or something is annoying, especially since it doesn't link to the player directly (actually, you could implement that…?). A "unaligned players" list would be helpful for that. (Unless I just couldn't see it. I'm wont to derp like that.)

 No.271

>>266
>quintuple posting

8chan needs more work, but it (like Compounds) is in active development. There's a problem involving posts not showing up right away. Patience.

I was considering the wisdom of an unaligned players list. I suppose I'll do it. I probably should include links for new players on News, too.

 No.273

>>264

>so until you get far into Tier 3, it's more like 36 hours until you actually start losing resources.


that is assuming you start with everything at zero. I don't think most people have 0 resources at the start of every turn.

>I also don't know where that "no margin for error" comes from.


This is because in >CLOP you could have giant stockpiles. I had over a month of stockpiles at one point so I could just leave the game. I only checked in every day to make sure there were no incoming attacks. Compared to my one month buffer, compounds is practically no margin for error. Compounds is just a browser game, not my life. It should not be super attention demanding.

>Honestly, I feel that Compounds is more forgiving than >CLOP, in the sense you're not losing one fourth of your empire if you screw up once.


Losing production is like losing a chunk of your empire. (you probably noticed >CLOP nations converted directly to compounds production) Production increase costs get more expensive as your production goes up, so losing a production starts to hurt more and more the higher you are.

>Maybe some costs are too high, at least for the current overall production.


Yes, costs are too high. I thought I would be able to delegate responsibilities to people to make the alliance very much a teamwork thing, but granting JUST ONE ABILITY to ONE other player costs more than my ENTIRE production. Forget that.

>The market tax is also quite detrimental to a truly Free Market atmosphere.


At the current market tax level I am not listing anything on the market.

>but the cost may not be that high once a significant number of players reach higher tiers


Considering how easy it is to lose production and how much production increase costs ramp up, I am doubtful that high production will be achieved by many players.

>But flaws can be worked out


Hopefully

 No.274

All right. I'll halve alliance ability costs. For now. I might raise them again later.

 No.275

>>273
>costs more than my ENTIRE production.
I realize this sounds kind of wrong. My production is 29 (per element) right now and it costs equivalent to 30 elements to grant an ability.

That still means I could only grant 2 abilities per turn (and not do much else). That is too expensive.

 No.276

By the way, I balanced these ability costs against a population of top-tier players using Focus heavily and coordinating their actions. That was probably a bad idea, at least for the early game.

 No.277

Oh, and I'll share the math on Focus now.

Focus level 1: 2x production of primary element, 1.25x production of its neighbors, .5x production of the complement, .8x production of the complement's neighbors.

Focus level 2: 3x production of primary, 2x production of neighbors, .25x production of complement, .5x production of complement's neighbors.

Focus level 3 (must be your alliance's focus to get here, which isn't available for purchase yet): 4x production of primary element, 2.5x production of its neighbors. No production of anything else.

Focus level 4 (double double foci): 15x production of primary element. You produce nothing else.

 No.278

File: 1422751454639.jpg (18.01 KB, 365x287, 365:287, 415354359.jpg)


 No.279

>>273
>Losing production is like losing a chunk of your empire
Of course. But I guess not as much as a nation would be in >CLOP, relative to your total production. I don't know how much production you lose, so please correct me if I'm wrong.

Also, up until production 20, cost to increase seems to be pretty linear. So you don't lose more TIME on higher production levels to compensate.

>>276
>Costs
Just what I thought, and how it looks. And yeah, that early it's pretty heavy. I'm more annoyed by the fact that Favor, Joy, and such are Tier 3, which means many of us leaders can't use these abilities yet. But that evens out by itself.


>>277
Oh. SO it's REALLY 1.25 and 0.8. I initially didn't think you'd pair +25% with -20%, but my numbers matched. Yay for Science.^^

Btw., Iif you couldn't tell: I'm also working on the formula for increasing production costs. Expect reults tomorrow. :P

 No.280

>>279
>which means many of us leaders can't use these abilities yet

Why not ask a T3+ leader for help? Deals aren't in yet, and few people seem to want to leave things on the Marketplace (this'll be less of a problem when your stockpiles get big and you're paying complements on everything anyway), but you can always ask a T3+ who's on at the same time as you to put some of his stuff on the marketplace for a while.

>>279
>I initially didn't think you'd pair +25% with -20%

C'mon man, gimme at least SOME credit. This is intentionally designed this way so that people can outbalance a single alliance focus with a counterfocus if they want to remain neutral. (A double focus *almost* evens out.)

 No.281

>>280
>T3 compounds
Yeah, I could ask poland. But I don't wanna.^^ Probably "annoy" was too strong a word.

>Multipliers

I thought it would either be +25% / -25%, or +20% / -20%, so it'll even out. But an hour ago I got my third set of numbers, and then realized that couldn't be. That, and you already said focusing would give a net plus, so I guess I shoud've seen that coming.^^

 No.282

>>280
>>281
>Moar multipliers
How do the multipliers stack, anyway? I'd have thought additively, as in most games, but then I questioned myself. Looking at your comment, it led me to think they stack multiplicatively instead?

 No.283

>>282
Multiplicatively, yes.

This gets interesting when you have a focus next to your alliance's focus, for example.

 No.284

File: 1422753146550.png (9.29 KB, 836x119, 836:119, 1382035129708.png)

>>283
ye cheeky cunt
(Or is it going to be a reward for the first player to reach T6?)

 No.285

>>284

That's just me testing shit. Ignore. I just wanted to put something up that no one would be able to interfere with.

 No.286

There, now you don't have to stare at an obnoxious "Later." on the Overview screen.

 No.288

File: 1422757166257.jpg (39.66 KB, 583x668, 583:668, -terezi-pyrope-30581529-58….jpg)

>>286
Thanks admin!
Just one issue, the overview doesn't show altered production via auto compounding. Are there any plans to address it?

 No.289

>>288

I changed this just as you typed that.

 No.290

File: 1422757454061.png (57.39 KB, 200x220, 10:11, 132749500425.png)

>>256
> How shy/paranoid are you guys?
I think you're vastly underestimating how paranoid ascension makes you. Schatten ended up getting 120k troops during his attempt. I had to steal a country to do it. There's a lot of paranoia in trying to get those last couple hundred elements.
Especially when you're taking sat hits for having a facility and not having enough DNA to run it. (Because it's better that way)

The list of people trustworthy enough to hand an invitation to is pretty short, and the percentage of those that you'd be willing to pay resources to let them unabashedly at your guild bank without supervision is smaller.

>>255
>have to get on every thirty hours or you will be penalized
You can stretch it out to 30? Damn, I need to restructure my time.

>>260
> there's a balance between paranoia and necessity
And Paranoia + Necessity = Caution
It's a bit slow at the moment. Probably because you can focus your energy to grow through people, or through yourself.
And hilariously, people have to get out of the CLOP mindset that stockpiles = winning. Because here stockpiles mean you're losing.

I have to admit, the sales tax is so bad, it's intentionally encouraging sales at a loss; which is interesting that the counter intuitive act of losing is a type of winning here.

>>263
>I'm also not getting alliance invitation requests from new unaligned players who need an alliance to actually play the game.
It's almost like they're not asking on the boards, or we're not paranoid that they aren't secretly reviled players trying to get a new start to Sparks all over our faces.

Yeah, I've got issues man.

>>266
> A "unaligned players" list would be helpful for that.
Double support on this one. It would make sorting through these way easier.

>>271
> I probably should include links for new players on News, too.
That will help a lot also.

>>273
>This is because in >CLOP you could have giant stockpiles.
Stockpiles are inverted. Because autocompounding does not use materials in storage, you only need to plan around your production, and syncing up with the alliance leader.

The leader's job sucks though.
Sleep, who needs that anyways?

>>280
> Deals aren't in yet, and few people seem to want to leave things on the Marketplace
To leave 5 Serenity on the market per turn, I have to have a stockpile of Unity to offset the potential costs of a floating 20% tax, because I don't have enough Happiness and Joy to get the tax reduced enough to make selling viable.
I'm saying that it's a headache. I left some Loyalty on the market too long, and my Honor got kicked in the balls because of it.

 No.292

>>256

Frankly, the primary problem is the total lack of direct deals. Everything has to go through the market, which is expensive, and there's a stupefyingly imbalanced demand for laughter and magic, while Kindness and Honesty are so useless that I can't find a way to get rid of the crap.

I'm seriously considering just going stasis until at *least* charity is implemented.

Surely you can give us a way to manually destroy elements we don't need? That'd help!

I'm literally drowning in honesty ; _ ;

 No.293

>>292

If you really want to dispose of something and know you can't pay the complement, you can put it on the market. Get a lot of satisfaction to eat the hit, and then just eat the hit. Maybe put the complement somewhere else for that tick, like in your alliance bank.

OR, you could go "Hmm, I have way too much Honesty. Maybe I should get some Devotion so I can shift my Focus to its complement, Loyalty."

 No.294

>>290
>autocompounding does not use materials in storage
It does.

 No.295

>>293
Speaking of sat hit, what's the formula, 1:1 ratio of the required complements?
(I really don't want to test it myself…)

 No.296

>checks user table, just to be sure

Oh thank Celestia, people are actually starting to use the Focus mechanic.

>>295

Currently, you lose 10 * your tier in satisfaction when something you have drops off the market- regardless of how much it is. If you can't pay that, you lose production equal to your tier. I might change this.

 No.297

>>296

Yeah, there's a ton of demand for Magic and Laughter, so naturally people started focusing on that. At least that's something gone right, eh?

 No.298

>>294
>>autocompounding does not use materials in storage
>It does.

Look at the guide. Try it out if you like. Read your reports.

Elements are generated, autocompounding is done, and then complements are assessed. In that order.

If you're compounding more elements than you're producing, it will take out of your stockpiles to do so.
But if you're compounding more of a T1 element than you're producing, you've gone mad with power.

 No.299

>>297

We have our winner. Imagine if, in >CLOP, there were six regions but people could switch regions at will. So, even if one element has less uses and less demand than another (this will continue, even after I code more uses for Honesty, such as deals- I'll get on this within the next couple of days), people can migrate their production.

Working as intended!

 No.300

>>299

Great!

I'm talking about how deals are going to be a thing soon, of course~

 No.301

And players with alliances can now see a list of unallied players to make fun of.

I'll implement more things (like being able to actually make an alliance focus) tomorrow.

 No.302

>>298
So what do you mean with material in storage if not stockpile?

 No.304

>>302
I mean autocompounding takes from your production counts first.

If you have 2 Magic in stockpile, 6 expected from production, and 5 Magic being used by the auto compounder, you will start the next tick with 3 Magic. The auto system will not fail if you don't have enough to run it, as long as you're producing enough base element.

It's not like cupcakes and energy. You don't have to have it on hand first.

 No.305

>>304
Ah, you meant the order.
My bad.

 No.306

>>289
Not on this page though.
http://compounds.us/manualcompounds.php

It's not as important, but still…

 No.309

>sat loss and production hit
If you lose something on the market, you lose (Tier) in either sat or production. Does the same hold true if you can't pay a complement for stuff in your stockpiles?


And what does "See Alliance Problems" entail? And where would I see them? If it is even implemented yet, anyway…

 No.327

>>309
>Does the same hold true if you can't pay a complement for stuff in your stockpiles?

Yes.

>And what does "See Alliance Problems" entail? And where would I see them?


The game starts sending you messages if your alliance members start taking sat/production hits.

 No.328

File: 1422813702233.png (17.81 KB, 395x220, 79:44, preview.png)

>>241
I don't have any good ideas for the tier 5 resources.
The original tier 5 version is the harmony icon with the respective element missing.
In tier 5 version 2 there's just the missing element with a red aura.

 No.329

>>328

These work for me. I want the v1 T5 resources.

Is anyone at all having trouble telling the difference between any of these?

 No.330

File: 1422817575697.gif (62.11 KB, 500x683, 500:683, Lyra_Dance.gif)

>>328

I would really prefer the v2 T5 resources; the first set is just too detailed to tell apart. Clever idea though.

The rest look beautiful, well done~

 No.331

File: 1422817645215.png (129.67 KB, 889x898, 889:898, Lyra_Facehoof.png)

>>330

New board pls. I definitely had my name in the correct field :L

 No.333

>three alliances with no one but the owner in them
>unallied players, who can't play, aren't saying shit in public

why

 No.334

File: 1422823951377.png (38.43 KB, 250x250, 1:1, Lyra_Shrug.png)

>>333

….I'll be honest, there's not a lot in the skypes, either.

I suspect they're waiting for things to be a bit more polished. I'd be doing that myself if I wasn't a complete autist :P

 No.335

>>334
>I suspect they're waiting for things to be a bit more polished.

The screens that they can see (very few) aren't likely to change much.

I remember all the bitching about >CLOP, that they were going back to shitty games because they couldn't maintain their nations. And then people just learned to play it and the threads about "I lost my nation waaahhh" stopped coming.

I hope that day comes soon for Compounds.

 No.336

File: 1422827688325.jpg (6.82 KB, 203x200, 203:200, 132637357829.jpg)

>>333
>three alliances with no one but the owner in them
One alliance currently at one production, who's yet to contact myself anyways. One who just started today, "2015-02-01 13:00:25". And Hippagne who ascended sometime last week with a single nation and never says anything on the boards, but continually undersold goods on the market.

>unallied players, who can't play, aren't saying shit in public

They're being quiet and trying to make moves in the shadows, afraid to take action, or waiting for other alliances to get the exponential love to invite them.

>why

Culture of paranoia developed by a year in CLOP more or less.

I blame the illuminutty.

 No.337

File: 1422830171446.png (70.46 KB, 500x400, 5:4, tumblr_mdw809ch4Y1rs7fnwo5….png)

>>336
Obviously it's that darn Lord of CLOP. He always ruins everything.

 No.338

CCC starting at 35?
5+10*nation?

 No.339

File: 1422834601003.png (645.19 KB, 2904x4080, 121:170, a73c69cf1a50a19b481fb73828….png)

>>338
3 nations -> 12
117 statues -> 23

 No.340

So, as long as you manage the complement well, you can safely* ignore satisfaction?
(Ignoring inpending war update)


*NO ONE IS SAFE RUN FOR THE HILLS NO WAIT THERE'S NO HILLS IN THE ASTRAL PLANE OH SHIT

 No.341

>>340

Theoretically yes, realistically no. Satisfaction reduces the amount of complements you pay, anyway. More is better.

Seriously, guys, *get a sat buffer*. It beats having to climb back up the production ladder.

 No.342

>>341
You're the one that tied growth and satisfaction to the same element (laugher) don't be surprised when people prioritise growth.

But anyway, does the ability 'See Aliance Problems' function yet? Because I purchased a few ticks of it and it's not being displayed on the overview.

 No.343

>>342
>does the ability 'See Aliance Problems' function yet?

I'd really like to know this as well… Seeing as to use it I have to decide not to focus on growth as well.

 No.344

>>342
>>343

Shit! Sorry about that. One of those "duh" mistakes that it's good to catch in alpha.

 No.345

And seeing as how people are having real problems keeping their sat up, I'm slightly unratcheting sat costs.

 No.346

Alliance focus seems to work properly, let me know if it doesn't.

Obvious huge fucking warning, as I feel obligated to restate: This can kill your whole alliance.

 No.347

>>346

And nobody touches it with a stick.

Seriously, we're all WAY too paranoid to try that mechanic yet!

 No.348

>>347

Infinity Cauldron seems like serious business. I bet they do it first.

 No.349

File: 1422867362355.jpg (80.07 KB, 900x742, 450:371, image.jpg)

>>348
Wanna lay some actual stakes on that?

 No.350

File: 1422872251122.gif (8.53 KB, 650x450, 13:9, Terezi-terezi-pyrope-30443….gif)

>>348
I actually don't know about that. As the game progresses every element comes off as very important so there is a concern of focus throwing off production values, especially early game with so many people focusing on the elements laughter and Magic. I myself really wouldn't touch it until we see more progression in terms of production from all groups as to be able to maintain the skewed production. It's great, you do make more and all, it's just risky as heck, especially when all everyone wants is Laughter or magic.

 No.351

>>350
You do know you can unfocus whenever you like right? The people focusing on magic and laughter today could focus honesty tomorrow. You're really locking yourself down by not at least considering it.
or maybe I'm hoping you'll focus and doom yourselves. :P

 No.352

File: 1422875407676.gif (35.8 KB, 450x324, 25:18, wh4t_now___dancing_terezi_….gif)

>>351
Please reread this

"especially early game with so many people focusing on the elements laughter and Magic. I myself really wouldn't touch it until we see more progression in terms of production from all groups as to be able to maintain the skewed production. "

I'm not saying I won't ever use it. I'm saying that this moment doesn't seem like the right one.

 No.354

File: 1422879028154.jpg (93.24 KB, 900x695, 180:139, terezi_pyrope_by_xenodelph….jpg)

On an aside, will we able to customize our user page? It would be cool to add our own touch to them since we can no longer do so like with our nations in CLOP.

 No.355

File: 1422883238206.png (150.17 KB, 409x399, 409:399, diamond_tiara__newfound_gl….png)

I finally managed to upload the new icons:
http://fav.me/d8ge5ar

 No.356

File: 1422884670629.png (97.83 KB, 240x300, 4:5, 132749473620.png)

>>348
>Infinity Cauldron seems like serious business.
Haha, maybe?
Unlikely though. It'll probably come more into play when we have inter-faction alliances, or everyone is focused on some simple elements.

Deals will probably be the deal breaker.

The sweet production decreases across three elements won't hurt nearly as hard when there are allies with sweet alternate productions to balance.

>>351
> maybe I'm hoping you'll focus and doom yourselves
zebra plz

 No.360

File: 1422893219117.png (2.24 KB, 370x89, 370:89, Manual Compounds.png)

I had some free time this morning.
Want to know an element that I looked all over the manual compounding list that I didn't see?

62/63 is super good.

 No.363

… And because triple posting is awesome, I just want to ask if there will be additional ways to increase Satisfaction?

Right now it seems kind of bottle necked around Laughter, but with elements like Serenity, Zeal, Compassion, and even Narcissism; it seems like there should be more variety to emotional satisfaction potential.

Basically, is there going to be multiple routes to similar outcomes? Like how the different government types in CLOP handled … well, everything.

Why can't I use inner peace in a similar even if less effective way than partying? Even ignoring desires to steal Satisfaction from other people.

 No.365

>>360

Fixed.

>>363

Probably not.

This shouldn't be this much of a problem late game. Maybe I should have started everyone with 500 sat or something.

I'm going to start work on the My Offers page and deals today.

 No.366

Laughter is needed in disgusting amounts for fucking everything. I know Pinkie Pie is best pony, but this is ridiculous.

 No.367

File: 1422912873531.jpg (146.57 KB, 1000x750, 4:3, e189650 - artist rainbow c….jpg)

>>365
>Maybe I should have started everyone with 500 sat or something.

Maybe default sat should be higher than negative.

I'm just being bitchy.

>>366
>Laughter is needed in disgusting amounts for fucking everything.

Of the 17 compounds that do anything currently in the game, 9 require laughter. 7-8 are Magic (T1 upgrade is just Magic so…), 6 use Loyalty, 6 require Kindness, 5 require Honesty, 6 require Generosity.

Take out the T1 upgrading, which again, is just magic, you have 16 potential actions, with most elements averaging out to a usage of about 6.5 over all.

7 require T3 compounds, 9 require T2 compounds. But about 53% of the time you need laughter mixed in.

Luckily Faith does not require buckets of Laughter, so produce that, throw 150 into your alliance and weight the whole thing to pump out Laughter till it stops being funny.

Or you start blowing up, one or the other.

 No.368

>>367

There's two fun facts, though, which you might not know.

The first is that Laughter is not part of Narcissism, the T4 production increaser.

Magic is not part of Burden, the T5 production increaser. (That one's going to drive the middlegame HARD).

 No.369

Speaking of production increases, too many people are having too much trouble ever actually doing that.

I am changing the algorithm for production increases.

Old: (Production * tier) ^ 1.25

New: Production ^ 1.5

 No.370

>>369
Wait. THAT'S your cost formula? Man, was I on the wrong track.

But good to know.

 No.371

File: 1422916513891.png (83.79 KB, 220x280, 11:14, 132749502698.png)

>>368
>Magic is not part of Burden, the T5 production increaser.
>>368
You're using a T4 element to push T5 production? And Burden is -LauGen, unless you mean Drudgery… Actually that would probably make more sense.

>>369
Thank you Jebus. Having to push up to cap every time was getting… This does put a little more stress for 1-10 though, but that's really not that terrible.

 No.372

>>371
>getting my own names confused

Goddamn it. Yes, I meant Drudgery, not Burden.

 No.373

File: 1422918685020.png (316.72 KB, 811x905, 811:905, diamond_tiara_by_aosion-d6….png)

>>370
Hab doch gesagt, dass das Tier irgendwie mit drin ist. :P
Immerhin wars nicht im Exponenten.

 No.374

>>277
>Focus level 4 (double double foci): 15x production of primary element. You produce nothing else.
How's that supposed to work? Players would hit the soft cap after every singe tick.

 No.375

File: 1422921971689.png (106.01 KB, 925x942, 925:942, pic-src-1359826304919.png)

>>374
Stockpile your complement; Have friends in other alliances to offset you; Abuse the markets; Sit back and laugh as others blow themselves up.

 No.376

File: 1422922994410.jpg (17.94 KB, 401x359, 401:359, gets it.jpg)


 No.377

1000 magnanimity seems a little on the low-side, at tier 4 it'd require just 2-3 days to gather.
[?]Speaking on MagnaNiMity, typo[/?]

 No.378

Uplifting is in. While it's expensive (particularly of resources that are in demand right now), the effects are *permanent* and I'm wondering if I should have made it this cheap.

Alliance transfer next.

(Blame polandball, he really wanted this and it's quicker to do than more complicated mechanics)

 No.379

>>377
What are you talking about, that would blow past soft caps so hard, while attacking your Growth, it'd be insane to do at lower tiers than…

>>378
>Uplifting is in.
Oh, that explains it.

Still soft cap growth damage is your limiting factor below production 25.

 No.380

>>377
>basic typo

HOW DID I FUCK THIS UP AGH

>>379
>still bitching about the soft caps
>no one has started getting really serious about maxing out sat yet

I think you guys are putting the cart before the pony focusing on immediate growth and not getting to 1000+ sat/alliance sat

 No.381

>>380
>sat being a worthwhile investment right now when it decays and serves no purpose.

Good joke admin. Good joke.

 No.383

File: 1422928629244.png (113.29 KB, 1182x621, 394:207, 132597376050.png)

>>380
>I think you guys are putting the cart before the pony focusing on immediate growth and not getting to 1000+ sat/alliance sat

I apologize.

Investing 800 Happiness and 800 Kindness with a potential 10% active tax while also investing 2000 Magic, Laughter, and Kindness with it's own entropy chart in a system that punishes for holding more than 300 of any one element at a time to reduce a tax rate from 20% to 5% that is assured to decay every 3 hours regardless kind of pales in comparison to just increasing your overall max production and related soft caps with the same material.

I could put the 10 laughter and kindness into Laughter, which will almost buy 30 hours of worth of personal happiness decay, or I could be 8% closer to getting 1 additional production a turn, potentially closer to T5 where things allegedly get better.

It's not like there's some combo of actions where you win either. Camaraderie, Hope, Cheer. They all suck when you're trying to pull people out of T2 and T3.

 No.384

>>381
>serves no purpose

IT CONTROLS COMPLEMENT COSTS

 No.385

>>383
>things get better at T5
>things get better

https://www.youtube.com/watch?v=PNFjLzVKVdk

 No.386

>>384
I have thus far paid exactly 0 compliment costs. I do not expect to pay them in the near future. All of my 'meh'

 No.387

>>384
>IT CONTROLS COMPLEMENT COSTS
So does not dodging complement costs.

Reduction ≠ Zero

>>385
Okay, I laughed.

 No.388

>>380
All in due time, my sweet supple admin.
We will need to raise it soon enough, but not now.

 No.389

File: 1422929485467.jpg (125.88 KB, 1200x850, 24:17, pic-src-1359826363388.jpg)

>>388
It takes less materials to Uplift people than it takes to get full happiness for one turn.

Yeah, I'm exaggerating slightly. Both require 1000 units of T3 mats. One decays at a crazy fast rate, the other is a permanent game changer.

Part of me just knows it's one of those costs that increases as people use it too.
Yes, I think we need more paranoia.

 No.390

>>389
Oh wait, I forgot. It's 20 Joy per 10 Alliance happiness. It's completely useless compared to uplifting.

 No.391

>>389
>>390

Fine. I suppose I'll make things more merciful. For now.

 No.392

Transfer control means you lose your status permanently(or until someone uplift you)?
Like, let's assume the new leader kick you out because he was a mole from a rival, you wouldn't be able to make another alliance?

 No.393

>>392
>Transfer control means you lose your status permanently

No. You can *never* lose ascended status. If you give control of the alliance to someone you shouldn't have trusted, you can restart a new alliance.

 No.394

Really starting to wonder if I fucked up by making uplifting only 1000. Seriously considering at least doubling that.

 No.395

Yeah fuck it I'm making it 2500, and even that's probably too cheap for what it represents

 No.396

>>394
10000.
A month~ without a focus.
In less time would require cooperation between alliances, creating drama when the new alliance inevitably side with one over the other because one of them just got days of production funding an enemy.

 No.401

>>16
Hey Admin. Any chance you could add withdrawals/deposits into the alliance stockpile to the alliance reports?

 No.403

File: 1422966820502.gif (21.13 KB, 590x584, 295:292, terezi__do_the_eyebrow_thi….gif)

>>401
Aww, but then people can't steal from you now and induce mass paranoia and distrust. And that's the fun part, after all.

 No.404

File: 1422967690524.png (141.26 KB, 400x400, 1:1, 132749485349.png)

>>401
>>403

It would probably have to be an ability, with ticks and element costs, like all the other add to reports we have access to.

Do you not trust your team members? You can probably drop the Plenty and only give them 'Give', while only letting them take out compounds via the market.

 No.406

Speaking of happiness, is the market upkeep affected by it?
The upkeep right now is 20% so the answer seems to be yes, but better to ask youtube.com/watch?v=R9w_uoUHgiE&t=113

 No.408

>Trusting team members
>inviting Myrami

Error >>404 : Trust not found

:P

 No.409

File: 1422988041554.jpg (31.41 KB, 283x273, 283:273, 132597156161.jpg)

>>408
>Trust not found
Oh, you.

I trust all my team members implicitly, as when they screw up, I screw up. And the inverse stands just as true.

 No.411

File: 1422989663599.gif (87.3 KB, 600x700, 6:7, tumblr_mnfjmwSgFX1r9ee9go1….gif)

>>408
>>409

It's nice over here in the land of trust. Maybe you and Eggs can join us once you realize that. But you won't. Shame, really.

 No.412

>"alliance members had problems with complements"

What does this mean, exactly? That they have more compounds than their softcap? That they would have to pay upkeep, but couldn't (which would imply at least a sat hit)?

 No.413

>>412

It means that they couldn't pay them.

 No.414

>>411
>>409

I'll respond properly when I get to my main computer, but for now I just want to say that I really only posted those exact words because Minty's post was literally 404; the pun was too compelling :3

 No.422

File: 1422998729160.png (265.23 KB, 881x906, 881:906, Lyra_Yelled_At.png)

>>409

So… you DO trust Myrami? You're a very forgiving person.

I really only posted these because I wanted a chance to use this awesome image I dug up ^^

 No.426

>>422
Myrami is a very good player, trust or not he's an asset.
And if you do not give him the capacity to take resources, without the war update giving the capacity to do shit in an alliance, trust is not really needed.

Also, he earned his reputation BECAUSE he was loyal towards his master.
I'm sure it would have been easier to turncoat and join the bandwagon.

 No.427

File: 1423012534821.png (154.26 KB, 1280x960, 4:3, Lyra_Not_Sure.png)

>>426

I'll grant that Myrami is a skilled player… but who's this "master" of which you speak?

 No.428

Is there any way to get rid of this useless Fairness? I get the feeling there are going to be a lot of compounds in this game that are totally fucking pointless.

 No.429

Admin: is the upkeep reduction from sat linear? So each point in personal sat gives 1/100%, and each point alliance. sat gives 5/1000%? Or does it work different?

Also, people who want to play: check your invites every once in a while, would you? I think it's now over 30 hours that I invited 3 people, and I haven't heard from them since. If you just don't want to join PI, that's fine, but at least reject or tell me, so I can invite other people who want to play.

 No.430

>>428
No compound is totally pointless as they all can be combined into harmony.

 No.431

>>430
What if harmony is pointless?

 No.432

>>431
Inb4 1000 harmony = ascension 2.0

 No.433

>>432
1000 is way too few.
10000 would be more appropriate, though still generous.
100000 would be interesting as a challenge, as stockpiling such an amount is going to be trouble because of the upkeep, even with fully using the 63 elements.

 No.436

>>429

Each point of personal sat and alliance sat does the same thing, and yes, it's linear. The two modifiers of personal and alliance are multiplied together.

 No.440

>>436
Oh, multiplied. Right. So your reduction from sat is a multiplier of (1-sat/2000) for both personal and alliance sat? Which would give reduction the formula 20%*(1-sat_personal/2000)*(1-sat_alliance/2000).

 No.441

>>440

Yes, that's the math exactly.

By the way, I'm removing "See alliance problems" as a user ability and adding it as an *alliance* ability (anyone who had "See alliance problems" got it moved over). You buy them with Benevolence. So far, there's just the one.

 No.443

My Offers done tomorrow. Deals this week (possibly alliance deals as well, although I might save those for later). Then Philippy, and then on to what we all came here for: lying and ripping people off. Then war.

 No.444

Is tier 3 reached at 20 production?

 No.445


 No.447

>>445
Thank you!
Also, I wasted an awesome triple with a silly question. I feel bad.

 No.448

>>447
It wasn't silly.
Thinking it was silly on the other hand is silly, so you are totally being silly, you silly you.

 No.450

Bug report: It doesn't let me activate "See alliance problems". Only shows "Your alliance doesn't have enough Benevolence to activate this ability for this long." Yes, I had enough Benevolence (I had 18). Yes, it was in alliance stocks. Yes, I also tried when it was in my personal stockpiles.

 No.451

>>450

Sorry about that, should be unfucked now.

 No.452

How long will reports be kept? A week?

 No.453

I've heard that "increase own production" costs tier 3 materials when you reach tier 3. Does the same thing happen for the rest of personal actions?

 No.454

>>451
Thanks. It works now.

>>453
No. What's available now still costs Camaraderie, Devotion, etc. So Tier 2.

 No.455

>>454
That's good to hear, thank you!

 No.456

>>452

lol, I forgot to put report deletion code in

I think I'll make it 3 days for Compounds

 No.457


 No.458

File: 1423127022331.jpg (76.62 KB, 873x911, 873:911, 132597415732.jpg)

>>457
If only there was some way to get things on the market without costing a correlated drop in the offering party's effectiveness.

Deals would have to be arranged in advance, or be so beneficial for the buyer, that they would fall off the market in-between ticks.

It's almost like this game is running an inverted Clop Structure, where you should sell large amounts of elements you don't need for smaller amounts elements that you do.

It'll probably clear up a little once 95% of the players aren't stuck in T1-3 where Laughter is in short supply and high demand.

 No.460

Suggestion: Put the stockpile cap on the Overview page. Will probably save many newbs from death. ^.^

 No.461

>>460

Fine, I'll add some basic math for people who can't do it.

Also, the My Offers page works now.

 No.462

>>461
Thank you Master, your boons for your faithful know no limit.

 No.463

File: 1423139125138.png (9.81 KB, 1244x151, 1244:151, ss (2015-02-05 at 01.24.03….png)

>>461
The "My Offers" page has some problems :(

 No.464

>>461
I know. Basic Math shouldn't be a problem. But fact is, most newbs don't look closely enough at the guide, or oversee it. Personally, I also think such people can drudge at production 1 as long as they like, but that leads to frustration, drawbacks for the alliance, quitting people, and thus to more reluctance when inviting newbies.

 No.466

I'm not saying the new icons are shit, because that would be rude, and after all they are more recognizable and whatnot.
Of course, I think they are shit, but I will not say it, that they are shit. No.

 No.467

>>466
>they are more recognizable and whatnot

That's good to hear. I'm glad you don't think they are shit though.
I mean, if you actually thought that you would say it. Possibly having some sort of argument to support said claim, and some sort of compromise or counter offer to provide.

I mean, that would be the polite thing to do. I suppose we could go back to a pastel hell world of pinks and sky blue pink. But since you didn't say they were shit, or offer any kind of alternative, they must not be.

 No.468

>>463

This isn't a problem in the sense that you're thinking of it. I probably should have explained.

See, the information on the My Offers page appears largely as it does on the Marketplace page *after something has been investigated by another player*.

First line: As it appears.
Second line: As it IS.

After I implement the lying/obfuscating functions, the reason for the double line will become a lot more clear.

 No.471

>>468
Oh, I understand! It wasn't clear without your explanation.

 No.491

File: 1423233559913.png (3.33 KB, 1242x44, 621:22, sassyreport.png)

Why are my reports so sassy? I don't expect to be getting ripped off quite yet…

 No.492

>>491

That phrase is always used whether or not the marketplace lied to you. I may or may not change that.

More features coming today.

 No.493

File: 1423255409679.png (11.64 KB, 93x125, 93:125, cadence_mlp_nsfw_internal_….png)


 No.496

What's the formula for sat decay?
Or, probably more useful, what's the loss at 1000(and above)?

30, like >CLOP?
And is it the same for individual and alliance sat?

 No.498

>>496
Forget that, answer here >>479

(tier ^ 2) * (satisfaction (max 1000, more does not count) / 500)

 No.499

Finally, deals!
Thank you Admin!
One question, the only cost is 10 charity/fairness once + complements of what you offer per tick, right?
No hidden cost somewhere?

 No.500

>>499

Yes, just that. For now. I may alter the costs to be on a per-list-item basis later, like I plan to do with the Marketplace.

 No.501

By the way, deals were totally borked during last tick. They should be unborked now.

 No.502

Can we get the 'need compliments at' notifier for the alliance bank, too?

 No.503

>>499
>>500
So, what exactly do I pay now? My guess would be:
If I only give items away, Charity. If I give and take items, regardless of amount (for now) Fairness.

This means if I don't have Charity, I could just ask for one unit of anything to pay Fairness instead of Charity?

 No.504

>>502

Okay, I'll get to that.

By the way, this is going to come up a lot:

COMPLIMENTS/COMPLEMENTS

 No.505

>>503

Right now, yes. I might do some basic looking into making it…

Hang on, charity ought to be easier than trading, oughtn't it?

 No.506

>>505
>easier
If you mean using lesser sought out elements, then no. With Laughter focus Generosity is my bottleneck, these days, so I actually prefer to pay in Fairness.

 No.511

>>504

If I give something to somepony, paying my seven charity, then I see that I still have to pay the complements for the resources I've given in the next tick. Is that supposed to happen?

 No.513

>>511
Has the person accepted your deal yet?

>>501
It appears to be possible to make empty deals.

 No.515

>>513

No. The person appears not to have logged on.

You have to accept being given stuff?

 No.516

>>515
Check your deals page and you will see the answer to your question.

 No.518

>>515

>You have to accept being given stuff?


Absolutely. Being given things you don't want and can't use is a potentially devastating *weapon*.

 No.522

File: 1423434320575.jpg (21.24 KB, 416x386, 208:193, M17-1726-callout1.jpg)

Is there some way to tell who in your alliance has which abilities for how long?

I've been keeping numbers going in my head, but I really don't trust my mouse wheel not to screw up a transaction every few days or so.

 No.523

>>522

I suppose I can put this on the alliance screen.

 No.530

>>518

On careful reflection, and consideration of the result of being given vast supplies of Honesty, I am forced to agree with you.

 No.538

File: 1423496908797.png (18.41 KB, 952x299, 952:299, the drama has just begun.png)

I'll have Marketplace lying done today.

Also, filename.

 No.541

>>539
I wouldn't call it a complication, I'm just salty the bonuses favour people who only panic ascended at the end.

 No.542

>>541

Oh, did poor Draze not get his deserved bonuses? It's almost like he didn't ascend with millions of resources stockpiled specifically to get an edge on the game, which didn't turn out to mean jack.

It seems we've started on an even playing field. Be grateful. Also you're a faggot if you think you 'shaped' the game in any meaningful way.

 No.543

>>542
I emptied myself of everything before ascending. Maybe look at the list first.

And all you need to know is that the concept of the new game wasn't entirely thought up by admin alone.

 No.546

>>542
Draze was among the first members of clop and never lost a nation until the day he ascended. He could boast of being the first non przewalski nation to have built a factory, he led the forces of the FFR and sat on the Council of Five, was the first member of Clop to have supported 4 nations, had the most statues at the time of his ascension, and was the was the second player to ever manage to ascend, doing so the same day as the first player and doing it while supporting 3 more nations than that player.

Tell me again what did you manage to accomplish?

 No.547

>>543

You stopped playing entirely after you ascended, and there's not a single person that doesn't have a claim to 'thinking' up concepts related to the sequel.

 No.548

>>546

What's this 'council of five'? I don't think I've ever heard of them.

 No.549

>>547
Me and someone else was a bit more involved than most.

There's no use debating this. It's done and he's not changing anything. I just wanted to yell at admin about it because I didn't like it, hence the PM, which he publicized for some reason.
He's been better at keeping secrets in the past.

 No.550

>>548
The 'illuminati' of the original clop they controlled NOE, AMEP, and FFR its why there was never a major war between those alliances despite all the fighting they did in the threads.

 No.551

>>550

Definitely never heard of them before. They can't have had *too* much of an effect on >CLOP.

 No.552

>>539
Plotting against players who joined Compounds less than a day ago?
You are a pathetic little piece of shit.

 No.554

>>551
Or it could just mean they were good at what they did ;p

The pastebin that was floating around aid their members were Mainman, Bugfucker, Draze, Pigsrael and TCAP if that helps to give an idea. I can't wait until a few months down the road when we find out who manages to pull off a massive conspiracy this time around.

 No.555

>>554

As far as I can see from the >CLOP ascension list, you're the only one of those five who ever managed to ascend. I stand by my unsubstantiated claim of long-term ineffectiveness.

No doubt you all had a great time chatting about the game in the background and planning stuff, I just don't see why you think it's significant.

 No.556

>>555
Oh I'm not Draze, just a fan of crazy conspiracy stuff, and I think the rest of them all just quit without caring about ascension. Hoping to make my own little conspiracy like theirs this time around though, new chance to sit on the peak of the mountain^^

 No.557

>>549
>which he publicized for some reason

Only because publicizing both your messages at the same time lets me start shit without being in favor of either side.

 No.559

>>558
Not be a faggot who holds grudges over losing to their own inability to play a different game and throws a sissyfit when new players join the game, oh and choose a pone with a better color palette of course.

 No.560

>>552

You think they're noobs, and deserve protecting and nurturing, don't you? That they should be entrusted with a chance?

Well, both sides have seen this conflict coming from day -27, so shove it up your ass.

 No.561

>>559

>insulting color palette


Oh no you did NOT just insult the green-coated ponies.

 No.562

>>557

Sometimes you're based… Other times you very deliberately and knowingly act like a faggot.

Make up your MIND already!

 No.564

>>561
>>563
Seafoam green and orange together are an awful color palette and painful on the eyes to look at.

 No.565

>>559
I kind of have to agree here. I don't see the prospect in holding a grudge in a new game where everyone is on an even level. If you want to instantly jump to the worse possible outcome and just force people out of the game then you're no better than the people you claimed were forcing others out. All you're doing is going back on your words and trying to hide behind a moral high ground that is quickly sinking.

 No.567

>>566
You started the war against Aryan and got your shit pushed in.
Now you try the same thing again in another game. Why do you think you will succeed this time?

You are a warmonger and everyone in their right mind would do good to oppose you.

 No.568

>>566
>You must be new here.

Not in the slightest

>Oh don't worry, we only force out oppressive douchebags.


It's still hypocritical and only serves to show how you all are just as controlling and manipulative. You brought that war onto yourself by acting aggressively towards someone and purposely setting up a situation for war.

>I'm not sure if you were around during the first conflict, either. They used mind games and attrition in order to win their victories. They bullied newer players for their own personal gain while hiding behind "isolationism."


Isolationism intended to safeguard new players. Of course some players did act in unfair manners and they should have been punished. But that doesn't mean activity checking is a crime. Nor is it when you abandoned a player to the wolves only to defend them later to appear as if you are morally correct in your war.

>They're the sneakiest bastards in >CLOP, and unless they step forth and apologize for the agony they've brought, then I speak on behalf of those subjected to it when I say that they deserve no mercy, new game or no. In fact, not once before the game came out have either Aryan or The Horned King sought out to make it clear they want to play the game with a clean slate unlike Myrami.


Even if they made no such claims, it shouldn't be needed. Your own fear has brought about your own enemies this time and by antagonizing them from the beginning you only emphasize your lack of forgiveness and consideration. These actions only serve to show you have forgotten the ideology where you would forgive if they had put their past behind them. Do you see them ever make any claim to the original game? Do you seem them ever refer to MTVS? The war? No. You're the one who is pushing forth your own take on this and not evaluating what has been shown. By pushing forth the idea that they will be the source of war and that you must force them out, you will only serve to initiate a war where there very likely could have been peace.

>But I am curious. What "words" are we going back on? Ones made by the Followers of the Apocalypse, or ones made by the Lunar Brotherhood of Steel?


The ones you made as followers. If the Follower's spirts truly live on in this Alliance than you've done the FotA further tarnish.

 No.569


 No.571

>>565

It's impossible to force someone out of this game, unlike its predecessor. Where it has happened. Several times. And never by the Followers. Who was it that forced out Mainman, again? Or PIBH? Or Rapidmapper? Leafy? Element of Science?

It is still quite possible to make the game unplayable and unfun, however, and we have no reason to doubt that our foes will attempt exactly that, as soon as they have the capacity.

We will not force THK and Aryan out of the game, but we will NOT suffer them as rivals. We will NOT take that risk, and we will NOT trust them with anything, be it deals, treaties, assistance, or power. That was the only real mistake that the Followers made, and we will not make it again.

That is the difference, we intend to protect the game and its players, while they seek only to 'win'.

Incidentally, we never once made anything even remotely resembling a promise to leave them alone in the sequel. I'll grant that we sometimes don't communicate as well as we should, but we always knew it would come to this. What ever made you think it wouldn't?

Still, as long as our enemies aren't legitimately threatening to us, we won't have any reason to attack. Though we will maintain stocks of weaponizable compounds at all times, since as I said, we will *never* trust them.

We still like Minty and Tyhachi, so for their sake we won't pursue any military options against Myrami at this time.

 No.573

>>568

Their 'isolationism' was a sham from day one. They used it to protect their multifags and farms, not genuine players. They also never held themselves to the same isolationism they expected from everyone else.

The Followers were a group meant to protect younger players, and in contrast with the MTVS, we never exploited our membership for the gain of our officers. Everyone in the FotA got as much assistance as could be given, and our members developed very rapidly as a result. In contrast, there are members of MTVS that still remain underdeveloped! It's exploitation and slavery, and shows no signs of changing.

 No.574

File: 1423522618301.jpg (9.68 KB, 236x169, 236:169, 5238648d2f650868ee9e054464….jpg)

>>570
>See? I *am* doing justice.
Umm… ahh… umm…

You know… No, never mind.
I think you need to reevaluate your position if that justice is funny.

 No.575

>>568

>abandoned player to the wolves


We NEVER abandoned a Follower. NEVER.

NOT EVER.

 No.576

>>574

I'm pretty sure that was meant as playing along with an obvious joke post.

Quite sure.

If there were a way to transcribe tone of voice then there wouldn't be any misunderstanding here, but alas text is text.

 No.577

File: 1423523000761.png (151.91 KB, 500x375, 4:3, r u srs.png)

>>571
>Who was it that forced out Mainman, again? Or PIBH? Or Rapidmapper? Leafy? Element of Science?
No one forced Mainman out. I conquered his nation once. That's about it. I don't know if other players tried to get rid of him, though.
PIBH left because Admin refused to ban people over his flimsy accusations. Later he created a second account and got banned.
Sephi tried to turn Aryan against Leafy.
Element of Science? Who's that supposed to be?

The only people who ever tried to push people out of this game were the members of NASA. And who cooperated with them? FotA, of course!

 No.578

File: 1423523154143.jpg (49.24 KB, 375x523, 375:523, 1uFZ7GF.jpg)

>>575
You try to convince people to attack the guild well knowing that no one stands a chance against us.
You push your allies down a cliff.

 No.579

File: 1423523395275.png (229 KB, 900x900, 1:1, princess_cadance_smeel_by_….png)

>>576
>Quite sure.
I'm not so sure about this.
I've been talking with a lot of people from various alliances. Most of them told me that I shouldn't be afraid that you guys would ever be able to get your revenge because you are simply too retarded to even acquire 13 nations.

 No.580

>>577

You forced Mainman out by holding THK's nations hostage. That was why NASA sought to take you down; you were a warmonger and used hostages at least twice. You even held Tyhachi's nations hostage in your desperate attempt to escape stasis siege, after he did you the tremendous favor of building for you!

That's straight up betrayal and terrorism. That cannot be overlooked.

 No.581

>>576
>If there were a way to transcribe tone of voice then there wouldn't be any misunderstanding here

Image boards combine images with text. And that is not the face of sarcasm. That's barely even the delivery of sarcasm.
That's just a pile of creepy.

>>578
I figured you'd be Boros.

 No.582

>>579

That has nothing to do with the Onion.

 No.583

>>581

Well, I'm sorry that communication failed to happen here. I still hold to my interpretation that Sephi was playing along with a joke. (You do realize that the Onion is a satirical humor publication that is in no way serious, right?)

I would be posting with images, but my main Internet is offline and I need to use this lousy mobile…

 No.584

File: 1423524488633.png (439.37 KB, 1600x1600, 1:1, Princess_Cadance_Vector.png)

>>580
>You forced Mainman out by holding THK's nations hostage.
What are you talking about? I didn't hold any nation hostage. I attacked THK two times. That's about it. Your ally CK even helped.
Yeah, I've been terribly mean towards THK. That's why we're allies now. THK likes meanies. <3


>You even held Tyhachi's nations hostage

TyHachi was building a nation and I took over his (two) nations in the meantime. Once that nation had been picked up and he was nationless again, I gave him one of his nations, so he could send troops to the second one.
NASA attacked 1 wartick earlier than agreed, but they didn't stand a change anyway.


Stop telling lies.

 No.585

>>584
Typo in the trip.

 No.586

>>584

I'll post the screenshots once my main Internet is back online.

Actually, if you wanted a real defense, you could have pointed out that Mainman volunteered to leave in exchange for the safety of MTVS. Then it wouldn't have been your 'fault'. But too late to offer that defense now :P

 No.587

File: 1423525319321.png (59.2 KB, 1206x373, 1206:373, AlwaysRemember.png)

>>584
The people need to remember

 No.588


 No.589

File: 1423525654063.png (218.64 KB, 1191x670, 1191:670, cadence_is_not_impressed__….png)

>>586
Mainman created a second nation after I conquered his first one. When I attacked THK, MM offered to leave the game if I'd pull back my troops.
I told him that I don't want to force anyone out of this game and didn't pull back my troops.

qed

 No.591

File: 1423526000356.png (201.89 KB, 900x684, 25:19, chrysalis_and_cadance_by_3….png)

>>587
Yeah, always remember: You have to threaten your enemies with consequences to prevent them from breaking any treaties.
Who the fuck would have thought?!

 No.592

>>589

So, you admit to not pulling back your troops despite Mainman's offer. Well, Mainman WAS forced out of the game, and you said yourself that you were attacking because of THK getting his nations from… Mainman.

That means that either your casus belli or your statement that you don't want to 'force anyone out of the game' were false. Probably both, since you've confirmed already that you were lying about your CB.

 No.593

File: 1423528325637.png (1.12 MB, 5180x5230, 518:523, princess_cadance_thinking_….png)

>>592
You're pretty dense, aren't you?

THK didn't get any nations from Mainman. He received resources from MM. I assumed that they were allies (a claim which would turn out to be correct), so I attacked THK.
Mainman said he would leave the game if I would pull my troops back from THK's nation. I didn't pull my troops back, so MM was most certainly NOT forced out of the game.

>you were lying about your CB.

Except that I did not lie about my casus belli. I attacked THK because he was an ally of MM.

 No.594

>>562

*gestures to the gigantic shitstorm*

It worked, didn't it?

I'm going to implement war functions attack by attack (starting this week), so don't be upset if you can't use resources you planned on using right away.

Then again, only T4 people and above can actually attack, so there's that.

Of course, I'm not going to make it easy to bully new players.

 No.595

>>594

>not going to make it easy to bully new players


Good; that solves the issue of an overpowering late-game.

>>everypony


If true, then there's nothing to worry about in any event. Just standard-issue grudge wars, like usual :P

 No.596

>>595

My post

 No.598

File: 1423541647907.png (445.74 KB, 188x140, 47:35, bpdrink.png)

What T3 compounds aside from Growth hold the most promise to be valuable? Admin, feel free to weigh in here too.

Oh, and if you could move the drama to its own thread that would be greeaat.

 No.599

>>598

Faith, Nobility, Phillipy and Security are each only one resource away from the T4 growth resource (Narcissism).

Joy allows you to increase Alliance satisfaction. Love, Benevolence, Magnanimity, Nobility, Hope, Faith and Favor all allow you to do different stuff as an alliance.

 No.600

>>538

You can now lie on the Marketplace and place your item above other items through Priority!

I'm going to work on something fun, should be quick.

 No.602

File: 1423558073808.gif (6.83 MB, 352x240, 22:15, fotavsprogress.gif)

>>594
I think it worked too well. Sephi deleted all of his posts and left a bunch of >CLOP/Compounds groups. He unadded me on Skype as well.

Guess he just got buttmad and left. Frankly, it was all for the best. The last thing we needed was for the Followers to try and stand up against the great Aryan. Pic related.

Based admin as KV-5

 No.603

>>600

Done. This should be a good Honesty sink (even if it does require even more Laughter).

>>602

>people ragequitting so easily


Goddamn it

 No.604

>>603

You posted a private message in public specifically to get a reaction. Frankly, if that wasn't the reaction you were wanting, then too bad. You really did go too far.

 No.605

>>602

That gif… It doesn't quite make sense?

Seriously, what…?

 No.606

File: 1423571484236.png (2.49 MB, 1280x1459, 1280:1459, 97a58f538797f9206948cd0dbd….png)

>>604
I thought people would have realized by now that admin only cares about drama. You shouldn't send admin anything unless you're willing to see him post it later.

 No.610

>>606

Then explain to me why he hasn't taken *every* opportunity to post messages to the public?

I've never once had a message of mine posted publicly, despite them being easy to take out of context.

 No.612

File: 1423587184569.png (693.23 KB, 600x1020, 10:17, terezi_by_xxischaxx-d4caxf….png)

>>610
Just because he hasn't done it before, doesn't mean he can and will. These games are political simulators. If you can't even hold your tongue and know when to say things then you will be exposed and ruined at some point.

Also admin enjoys drama and watching the chaos. Have you seen the chat log with bug main and him? Or how he threw a disaster at midnight on Christmas?

 No.614

>>610

Because I don't post genuinely private information.

"I feel that you did not take my needs into account when determining how to raise my production" and "please implement war so that I can smash this guy before he gets big" are both people asking me to give them an advantage over others.

Unless you're trying to stop actual exploiting or cheating, post this shit on the fucking board, don't come up to me and whisper in my ear asking me to make your life (and not the lives of everyone else in the game) easier.

 No.615

>>614
The whole point was to not make it visible to the board to avoid drama.

 No.616

>>605
http://youtu.be/RfFlUCvj_cA?t=28s

It's supposed to represent Based Admin saving Progress and keeping it from being ruined by the filthy Followers, hence the ramming of the other tank.

 No.617

>>615
>avoid drama

No thanks. I haven't spent hours upon hours coding these things to let them stagnate so easily.

 No.618

File: 1423597603285.png (Spoiler Image, 97.46 KB, 900x807, 300:269, terezi_pyrope_by_rawrz_law….png)

>>615
Again you anon seem to be missing the point that admin wants drama. Posts like >>617 should really reinforced that for you.

 No.619

>>616

Well, in mechanical terms the KV2 just got in the way of the tank's shot, also setting itself up for the TD to just end it at point blank.

 No.621

File: 1423604301610.png (1.49 MB, 680x499, 680:499, 3a9.png)

>>619
>In mechanical terms
>Can't tell the difference between a KV-2 and a KV-5

 No.622

Admin, keeping stuff on the market is too expensive. Pls buff market.

 No.623

>>622

Get more satisfaction.

 No.624

>>622
>>623
Even with sat, it's zero upkeep with well-handled stockpiles, versus reduced, but non-zero upkeep when maintaining offers.
Generally speaking, that gets in the way of people just using the market freely (in contrast to planning their transactions beforehand, possibly even saving many resources with the change of Plenty market cost), because no one wants to just pay upkeep.
May I suggest just adding market/deal placings to your regular stockpiles in terms of upkeep? That way you're neither paying more nor less than letting them in your stock.

Of course, I'm fully aware that this may change once people have to pay upkeep anyway, so changing it isn't that dramatic. But even then, smaller players probably won't really use the market, I suspect, and even with the change, this won't get cheaper at all. (Unless I'm overlooking something, in which case please correct me.^^)
So if you want to have a living free Market, I'd change it. If not, that's fine too, I guess.

 No.625

>>624

I think I'm going to add a "If the sum total of everything you have does not trigger complements, you don't have to pay them" function.

 No.627

>>625

I just did this.

Marketplace items and items in deals will only require complements when your total stockpile is above the limit.

 No.628

>>627

Yay!

I no longer have to take large transactions off the market just before the tick!

…talking of which, if anypony has some Kindness they wish to get rid of, I have a few offers you might be interested in…

 No.629

Since I altered a fundamental part of the script, I'm obligated to ask: Did anything unexpected happen this tick?

 No.630

>>625
>>627
Thank you. Now, the Market will liven up more.^^

>>629
Doesn't look that way. But I didn't have any market items or open deals.

>>628
Do you take Loyalty, too? XP

 No.631

>>629

Nothing unusual in Compounds for me at least.

 No.632

>>630

> Do you take Loyalty, too? XP


Yes, as it happens, I do. I also take Devotion, if you prefer.

 No.633

If my alliance leader grants me the ability "grant abilities", can I grant myself that same ability forever (as long as I do it before it expires)?

 No.635

>>633

Yes.

 No.662

Moar suggestions:
Myra and I both just had similar ideas about uplifting (which, I guess is equivalent to being ascended):

All it does is allowing one to create an alliance, I assume (as useful as that is)? Or is there other perks along with it?

Two ideas we had floating were:
1) Ascended/uplifted members permanently have all alliance rights, or can get them without costs (to still being able for the leader to regulate who can do what).
2) Ascended/Uplifted members don't count for purposes of the Love cost when inviting members, and possibly on other things where member count has negative consequences. Alternatively, ascended/uplifted members count more than a regular member in terms of positive things, like alliance stockpiles.

Of course, you'd better raise the cost of uplifting further for this, but that's an endgame thing anyway, right? And it would serve a purpose, even for people who don't want to leave their alliance; so it would be desirable to achieve that (unlike ascension in >CLOP, which for a long time was effectively the same as a graveyard - and we have seen where that led to).

The exact details are open for discussion, obviously. Please share opinions.

 No.663

>>662

I'm not doing this.

This game was designed with the metagame in mind. That is, I know full well that the real alliances are all in Skype and that alliance messages are just to get people's attention.

I envision a world in which large alliances "bud off" freshly ennobled players to form their own sub-alliances. To truly become powerful, this meta-alliance must expand and get new players, who then bud off their own alliances, ad infinitum.

Not, y'know, nation build or circlejerk with the same few people.

 No.664

>>663
Alright, I understand. Not sure if it will happen that way, but giving uplifted more stuff _in_ an alliance would be counterproductive then, I admit.

If I may add, for that you need players, though. So doing something about the somewhat demotivating wait in between registration and being able to play would probably help. *cough* >>657 *cough*

 No.669

File: 1423775287603.png (6.95 KB, 396x156, 33:13, alliancefocus.PNG)

Bug report: On the Alliance actions page, "Current Focus" seems to be empty when I had one. See Pic.

 No.671

>>669
My personal focus was the same, until I refreshed the page.

 No.672

>>671
Oh? Never happened to me.
Also, I ctivated it two days ago. This time, I was about to deactivate it. So I was going on the page fresh.

 No.704

New thread:

>>703



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