Why is this forum so racist against spiders? Some people are afraid of dogs, cats, or even babies but we don’t limit where people can post pictures of them!
I’ve found a lot of people with arachnophobia are just rationally scared of “bite hurt venom ouch”. I was petrified of spiders to the point of running screaming out of rooms if I saw webs, a lot of patience, deep breathing and profuse sweating and now I’m at “awww what a little cutie!” as well as “oh another spider bite heh.”
love spiders now, and pineapple belongs on pizza unless your taste buds are so dead that your breath awakens zombies
Dropping by again to apologise to the people I terrified with my previous post.
Just meant to post what this thread was for, but in my excitement at yesterday's IG events, my weirdness got the better of me and I didn't think. Everybody has the right to like/ dislike whatever; it wasn't my intention to scare or creep anyone out. I'm sorry. Please move along, thanks. ^_^
Give us -real- shop logs! Not another misinterpretation of features we ask for, turned into something that either doesn't help at all, or doesn't remotely resemble what we wanted to begin with.
Thanks!
Current position of some of the playerbase, instead of expressing a desire to fix problems:
Vhaynna: "Honest question - if you don't like Achaea or the current admin, why do you even bother playing?"
With the morale system in place, I've already been hearing speculation that sanctions and losing raids will be a heavy hit to morale, leading people to want to avoid engaging. My fear is that ooc speculation on mechanics will be one more reason people avoid fighting pre-sanction without an overwhelming advantage and lend more support to the idea that the only way to win raids is to not engage, which is a mindset I'd rather not see more of.
While I know it was said that specific numbers wouldn't be shared, and I don't mean to fish for the specific mechanics, would it be possible to get any clarification on this? @Nicola@Makarios@Ictinus
It's probably safest to assume that all actions in Achaea affect organisation morale. We're not going to be giving out specifics of what does and doesn't.
I'll probably never experience it, but apart from the intended bonus, are there any immediate (cosmetic or otherwise) effects to the respective morale levels?
I don't think that's something that is very objectively measurable. I'm withholding judgment for now, but the morale system seems odd to me, given that morale is such a subjective concept. It seems that it would inherently reward certain activities and not others and attempt to force cities into an inflexible mold. Not to mention giving people a new way to say "Hey, look, X is objectively the best city, everyone come to X!" which isn't really ideal.
With the morale system in place, I've already been hearing speculation that sanctions and losing raids will be a heavy hit to morale, leading people to want to avoid engaging. My fear is that ooc speculation on mechanics will be one more reason people avoid fighting pre-sanction without an overwhelming advantage and lend more support to the idea that the only way to win raids is to not engage, which is a mindset I'd rather not see more of.
While I know it was said that specific numbers wouldn't be shared, and I don't mean to fish for the specific mechanics, would it be possible to get any clarification on this?
This is just speculation, but I'm going to assume complete non-engagement would actually have a harder impact to morale than failure would. At least, I would sure be more demoralized if my military just decided it didn't feel like defending against an invasion, rather than trying and failing to defend.
With the morale system in place, I've already been hearing speculation that sanctions and losing raids will be a heavy hit to morale, leading people to want to avoid engaging. My fear is that ooc speculation on mechanics will be one more reason people avoid fighting pre-sanction without an overwhelming advantage and lend more support to the idea that the only way to win raids is to not engage, which is a mindset I'd rather not see more of.
While I know it was said that specific numbers wouldn't be shared, and I don't mean to fish for the specific mechanics, would it be possible to get any clarification on this?
This is just speculation, but I'm going to assume complete non-engagement would actually have a harder impact to morale than failure would. At least, I would sure be more demoralized if my military just decided it didn't feel like defending against an invasion, rather than trying and failing to defend.
Why? Morale wise I would rather not engage and have very limited damage than have multiple citizens killed and potentially lose a room because people felt compelled to fight.
With the morale system in place, I've already been hearing speculation that sanctions and losing raids will be a heavy hit to morale, leading people to want to avoid engaging. My fear is that ooc speculation on mechanics will be one more reason people avoid fighting pre-sanction without an overwhelming advantage and lend more support to the idea that the only way to win raids is to not engage, which is a mindset I'd rather not see more of.
While I know it was said that specific numbers wouldn't be shared, and I don't mean to fish for the specific mechanics, would it be possible to get any clarification on this?
This is just speculation, but I'm going to assume complete non-engagement would actually have a harder impact to morale than failure would. At least, I would sure be more demoralized if my military just decided it didn't feel like defending against an invasion, rather than trying and failing to defend.
I agree. I would rather that defending and failing be + or at least neutral morale, and non-engagement negative. Because we want people to at least try. Even if I know it's suicide, I'm game to go a round or two, it's a million times better than just sitting there and saying "they're attacking us but we're weak, oh well".
With the morale system in place, I've already been hearing speculation that sanctions and losing raids will be a heavy hit to morale, leading people to want to avoid engaging. My fear is that ooc speculation on mechanics will be one more reason people avoid fighting pre-sanction without an overwhelming advantage and lend more support to the idea that the only way to win raids is to not engage, which is a mindset I'd rather not see more of.
While I know it was said that specific numbers wouldn't be shared, and I don't mean to fish for the specific mechanics, would it be possible to get any clarification on this?
This is just speculation, but I'm going to assume complete non-engagement would actually have a harder impact to morale than failure would. At least, I would sure be more demoralized if my military just decided it didn't feel like defending against an invasion, rather than trying and failing to defend.
Why? Morale wise I would rather not engage and have very limited damage than have multiple citizens killed and potentially lose a room because people felt compelled to fight.
Because it proves a willingness to learn. Not engaging is accepting defeat without even fighting. You could argue its smaller losses, but its still a -guaranteed- loss even if the raiders just smudge and leave.
I think this Morale system looks awesome, I'm excited to see how it plays out! I will say, I don't like the idea of only the highest morale city getting whatever bonus, I think I'd rather see all the cities that get their morale high enough reap the rewards.
Generally speaking giving up on a fight before it even starts is going to be more damaging to a group's morale. You're basically saying "Yeah we suck let's not bother" which uh... yeah that's going to be worse than just saying "Let's try we might learn something new."
It depends. If you have two people and they have ten and you're just saying "Yeah, not possible. Let's do something more productive with our time and beat them later," you're not really saying that you suck at all. You're just being realistic.
But this all just goes back to "morale is very subjective." There's no set formula to determine a city's actual morale. It has a lot to do with perception, how they frame things for themselves, camaraderie, etc. It will be interesting to see how this actually works, but I hate the idea of a "state of mind" being imposed upon cities with a status line based on arbitrary factors and potentially conflicting with how the city actually feels.
It depends. If you have two people and they have ten and you're just saying "Yeah, not possible. Let's do something more productive with our time and beat them later," you're not really saying that you suck at all. You're just being realistic.
I would wager they accounted for this when they designed the system... I think it'd be obvious these situations aren't what we were talking about, though, when I stated the above.
How do you distinguish them mechanically, though? I'd be surprised if the system both punished non-engagement and somehow measured whether the non-engagement was due to the fight being imbalanced too much.
How do you distinguish them mechanically, though? I'd be surprised if the system both punished non-engagement and somehow measured whether the non-engagement was due to the fight being imbalanced too much.
I mean have you seen just how much is actually tracked behind the scenes? They even have rankings for who've won the most pet battles... It wouldn't really surprise me in the slightest, if they have things to track how many people are available to fight at any given time.
I never said they wouldn't get punished, I was more implying it would probably be a lighter punishment than if say... Dunn and Jhui went to raid Eleusis, and they had 15 army people around yet decided not to defend. (arbitrary points, to state a point, not saying this actually would happen. Don't hurt me please)
Considering Eleusis, Dunn, and Jhui, nonengagement probably is the wiser move. Of course, there are easy workarounds, such as resigning from military but still going for defenses.
Maybe it's not so much morale as city influence which is less subjective depending on what actions are being considered. I'm excited to see what the top morale city gets as a bonus
Comments
love spiders now, and pineapple belongs on pizza unless your taste buds are so dead that your breath awakens zombies
Just meant to post what this thread was for, but in my excitement at yesterday's IG events, my weirdness got the better of me and I didn't think.
Everybody has the right to like/ dislike whatever; it wasn't my intention to scare or creep anyone out.
I'm sorry. Please move along, thanks. ^_^
Almost caught up on work. 1 more week and these 3 cases should be done and up for review.
Meh, should've been in OOC Rants.
I think this Morale system looks awesome, I'm excited to see how it plays out! I will say, I don't like the idea of only the highest morale city getting whatever bonus, I think I'd rather see all the cities that get their morale high enough reap the rewards.
First day of fishing ever, and this is the result. I think I'm gonna enjoy this!
It depends. If you have two people and they have ten and you're just saying "Yeah, not possible. Let's do something more productive with our time and beat them later," you're not really saying that you suck at all. You're just being realistic.
But this all just goes back to "morale is very subjective." There's no set formula to determine a city's actual morale. It has a lot to do with perception, how they frame things for themselves, camaraderie, etc. It will be interesting to see how this actually works, but I hate the idea of a "state of mind" being imposed upon cities with a status line based on arbitrary factors and potentially conflicting with how the city actually feels.
Maybe we should just take note of this