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Aderan Apple Farmers

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Manleva
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Post by Kenzu Fri Nov 19, 2010 8:21 pm

Once upon a time, there were farmers harvesting apple trees in an apple tree forest.

They received free trucks each day, to collect apples from the trees.
Each truck was enough to collect all apples from one tree, no matter how many apples were there, and there were enough trucks to collect all apples.
Never did a truck collect apples from more than one tree, and upon arriving back home, the truck stopped working immediately. Such were the trucks in Aderan.

Even though the farmers regularly collected apples from all the trees, they were very greedy and wanted more. They thought that with more trucks, they can have more apples, and so they prayed to god, to get more trucks. One day their wish was granted, and god flooded Aderan with trucks.

Now, each farmer had 2 times more trucks. All farmers were happy, but their hapiness didn't last long. They collected apples as soon as a tree had 300, but with each day, they had more and more unused trucks. One day a clever farmer decided he can gain an advantage by collecting apples earlier, when there are 250 on the apple tree. When the other farmers came to collect apples, they realised that most apples have been collected already. That's why they had to collect apples much earlier, namely when there are 250 apples. Soon other farmers followed, but the clever farmer was always one step ahead. Confronted with many unused trucks, the farmers farmed for less and less apples until they farmed so frequently that there were never more than 150 apples on a tree.

Some farmers, upset about their life, decided not to be farmers anymore, and sold their trucks to others. There was less incentive to be a farmer
Others, who worked very hard for years to collect trucks found out that their trucks lost half their price. They have been punished by god.
Others, who are lazy can celebrate. Now they don't need to move a finger, and they can sell more than 2 times more trucks without any effort.

Too late did the farmers realize that getting 2 times more trucks will not get them more apples (except for a short while). Afterall apples always grow with the same speed.

Such is the fate of Aderan, when people make prayers without thinking
Hard workers will be punished, and lazy bums will be rewarded.
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Post by kingkongfan1 Fri Nov 19, 2010 9:20 pm

there are more "Trees" then "farmers", you failed to mention that in your story... also you forgot to mention that they could take from only 4 "Trees" a day, now they can take from 8, considering the "Trees" outnumber the "farmers" by way more than 8-1 then your story is just a "Fairy Tale"...
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Post by seaborgium Fri Nov 19, 2010 9:51 pm

Shocked

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Post by Kenzu Fri Nov 19, 2010 10:02 pm

Each farmer has loads of trucks.

One famer can harvest from many trees each day, and there are many who sell their trucks to farmers.

Their are enough trucks for all trees, because if there were not enough, then some trees would never be harvested.
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Post by october_17 Fri Nov 19, 2010 11:00 pm

some trees are younger thus produce les than others and arent harvested often and in some cases ever id say if its so worthless
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Post by Manleva Sat Nov 20, 2010 2:34 am

An interesting analogy based on the terminology that players use. It does however lack some important factors.

What is a Farmer, as simple definition is as follows

1. One who works on or operates a farm.
2. One who has paid for the right to collect and retain certain revenues or profits.
3. A simple, unsophisticated person; a bumpkin.

I think we'll ignore number 3 Laughing

A good Farmer would be one who tends his crops to ensure that they get the maximum return and undertake actions such as the application of fertilizer, pruning and some forms of protection for their crops against insects, blight, etc.

None of these actions are legally available in AW.

Personally I prefer to turn the clock backwards a little so I'll make a few changes. Instead of Apples (which are only good for keeping the doctor away or making cider) I'll use Gold. Instead of having Trucks (which cause pollution and add to global warming) I'll give everyone a single ship and supply them with 10 cannons and 40 cannonballs. And finally after a lot of rain the forest will disappear to be replaces by an ocean.

Welcome one and all to the era of the pirate.

With your ship you are able to sail the seas in search of your fortune. You will find many different craft ranging from small coastal traders to well armed galleons just waiting to be plundered.

As time went on many made improvements to their ships and were able to sail further in their search for better conquests. In time it was found that they only carried sufficient cannonballs to allow them to plunder 4 galleons before returning to port to restock from the only foundry.

Then some bright scoundrel came up with the idea of building a second foundry which doubled output and allowed everyone to sail with 80 cannonballs.

For some time the pirates increased their plunder but then they found that while their power and capacity increased there was little change to the number of targets and the competition increased until they were faced with the choice of settling for smaller targets with less plunder or spending an increased amount of time at sea.

It was unfortunate that their greed allowed them only to look at the short term. In increasing the available cannonballs they reduced the share of plunder available to themselves.

It was a great pity that they had not looked further ahead and instead of increasing the number of cannonballs had instead increased their size. They should have also invested in strengthening their ships so that more of their crew were protected.

Ultimately this would have allowed them to risk attacking the larger, better protected galleons loaded with even more plunder.
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Post by october_17 Sat Nov 20, 2010 10:33 am

well said
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Post by Kenzu Sat Nov 20, 2010 12:36 pm

Manleva wrote:An interesting analogy based on the terminology that players use. It does however lack some important factors.

What is a Farmer, as simple definition is as follows

1. One who works on or operates a farm.
2. One who has paid for the right to collect and retain certain revenues or profits.
3. A simple, unsophisticated person; a bumpkin.

Farmer = player
Truck = AT
tree = inactive player
apples = kuwal and uu you can steal in a hit

For the sake of simplicity, i ignored active players, as farming them requires only a small fraction of AT. Most AT (probably more than 90%) are used against inactives

I like your pirate analogy
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Post by abs2 Sat Nov 20, 2010 1:00 pm

...so pirates steal apples using inactive untrained turns? scratch
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Post by Nomad Sat Nov 20, 2010 1:26 pm

Well I'll throw my two cents in, and you can ignore that at will.


Use 1 Market Reserve to receive a 100 Attack Turns for no extra cost.

Use 1 Market Reserve to receive a 50 Supply Turns for no extra cost.

This seems to be your complaint, so lets break it down a bit.

1 MR =4 MT
You are held to 16 MT per week, or 4 MR per week.
4 MR = 400 AT per week
400 AT = 40 additional hits per week
40 additional hits per week = 5.7 additional hits per day


So in conclusion you think 5.7 additional "actions" per week will ruin the game breaking it beyond fixing and sending it spiraling down a path from which it can never recover?
I call BS!!!!


Another fine point everyone seems to completely ignore is the "other" non war account building action of Raiding. Guess what it is? One of the best ways for a person who is committed to the game and actually spends time playing (not logging in 1 time for 5 minutes a day) to grow their account. It allows people to actually spend time in the game, which in turn increases the chance they will interact with others be it through AW forums, alliance forums/activities, or other means such as MSN or IRC.

Now before I start hearing you all making a claim that raiding will simply be cut in half, I'll say this

Lets wait and see because this is my chance to prove Admin and Kenzu are DEAD wrong

Inactive sizes have grown steadily. Presently from what I can tell its around 100K sitting out before an account is targeted. If Kenzu and Admin are correct, by this time tomorrow all inctives will be at around 50K UU sitting out. If by this time tomorrow this is not the case then I am justified and Admin and Kenzu are proven to have faulty theories.


Your all looking at just farming, a single action attack that yields you 1 thing. Your not considering raiding, since you have to strike multiple times. You do not have to spy to farm inactive but you do to raid them, so again you are increaseing activity exponentially.


At any rate, as I said above lets wait a day or so and actually see. Whats the average hit now adays? 300 mill on an inactive?

So this time tomorrow you wont see a single inactive with more then 150 mill sitting out correct?

We shall see won't we?
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Post by abs2 Sat Nov 20, 2010 1:51 pm

No, we won't see, as this world will end in three..... silent
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Post by october_17 Sat Nov 20, 2010 2:00 pm

its no diferent than voting realy, most people dont do that eather...

it just makes the market more usless than it was previously

isint this what the test server is for, to make shure the updates dont ruin the game?
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Post by Kenzu Sat Nov 20, 2010 11:47 pm

@Nomad
Had you read my theory more carefully, especially on the precise thread named Free Turns in the suggestions subforum would you know that I didnt say that the prices will get halved immediately.

There is a price rigidity, which will prevent prices to fall too sharp.
-For example, people who have AT, will not want to sell their AT at half price, if they paid more for it.
-It will take some time for all farms to be farmed to half. (This process can take 2 weeks, and it can take a month)
-In the meantime inflation will push prices up again.

If each month the kuwal stolen and uu raided grows by 50%, then after this update and 1 month, there will be the following change: +50% inflation -50% update, thus in 1 month you will still farm and raid the same, but without the update, at that time you would farm and raid 50% more!

Another thing is that the change MT=>free AT update inhibits sale of AT on trade center. Less people will sell AT in the trade center because they can get free AT instead. This is a force that forces prices up.

Now we have counteracting forces and the stronger one will push the prices in one direction.

I am not saying that all of a sudden you wake up tomorrow and Trade Center price will be 50% of todays price.
what I am saying is that the AT price will either slowly decrease (on GM) or it will remain the same for a long period of time, until inflation forces it to grow again.

In any case, AT value falls.
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Post by Manleva Sun Nov 21, 2010 1:37 am

abs2 wrote:...so pirates steal apples using inactive untrained turns? scratch

No, no, no, pirates do not steal apples. Apples are only useful for turning into cider or making apple pie.
Pirates prefer Rum or Grog to cider and if they want apple pie then they go home to mum as everyone knows mum makes the best apple pie in the world.

@ Nomad and Kenzu - Only time will tell if this is going to be good or not. Increasing actions taken against inactive accounts will not do a lot for the game, increasing actions taken between active players however will improve the game provided the active players are willing to adjust.
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Post by kingkongfan1 Sun Nov 21, 2010 2:18 pm

Manleva wrote:

@ Nomad and Kenzu - Only time will tell if this is going to be good or not. Increasing actions taken against inactive accounts will not do a lot for the game,
this is the second time that I have seen you make this statement, I will admit to not understanding what you mean by it, as personally my account has been positively affected by the update, are you saying that improvements to a persons account cannot be considered good for the game? can you explain your statement a bit more? increasing actions taken between active players however will improve the game provided the active players are willing to adjust.
I have to ask, what kind of actions are you refering to? trade/selling? or war?, & please if you can, explain why actions between active players are better for the game?
DISCLAIMER... I am not posting this to be sarcastic, or to stir up a bunch o stuff, I am posting this in an honest effort to understand other players thoughts on the game, & to hopefully gain a better perspective on the different ways that different players play the game...


Last edited by kingkongfan1 on Sun Nov 21, 2010 2:20 pm; edited 1 time in total (Reason for editing : cause I wanted to... lol...)
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Post by Nomad Sun Nov 21, 2010 2:32 pm

I am much like Kong here, I do not understand how you can claim more actions in the game will make no changes and even more confused as to why there is a seperation between actives and inactives.

I don't see how you can say a new player, or a group of new player being given means to grow the size of their account by X% more per day does not effect the game. I do not see how spending X% more time ingame performing actions and interacting with people does not effect the game. I don't see how rewarding people for spending more then 5 minutes a day in this game, doesn't effect that game. So really I do not understand your statements.
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Post by Manleva Mon Nov 22, 2010 10:11 am

kingkongfan1 wrote:
Manleva wrote:

@ Nomad and Kenzu - Only time will tell if this is going to be good or not. Increasing actions taken against inactive accounts will not do a lot for the game,
this is the second time that I have seen you make this statement, I will admit to not understanding what you mean by it, as personally my account has been positively affected by the update, are you saying that improvements to a persons account cannot be considered good for the game? can you explain your statement a bit more? increasing actions taken between active players however will improve the game provided the active players are willing to adjust.
I have to ask, what kind of actions are you refering to? trade/selling? or war?, & please if you can, explain why actions between active players are better for the game?
DISCLAIMER... I am not posting this to be sarcastic, or to stir up a bunch o stuff, I am posting this in an honest effort to understand other players thoughts on the game, & to hopefully gain a better perspective on the different ways that different players play the game...

Nomad wrote:I am much like Kong here, I do not understand how you can claim more actions in the game will make no changes and even more confused as to why there is a seperation between actives and inactives.

I don't see how you can say a new player, or a group of new player being given means to grow the size of their account by X% more per day does not effect the game. I do not see how spending X% more time ingame performing actions and interacting with people does not effect the game. I don't see how rewarding people for spending more then 5 minutes a day in this game, doesn't effect that game. So really I do not understand your statements.


Kong. You should know by now that a disclaimer is not necessary if you want me to explain things to you Laughing
Nomad, I thought you would have understood what I was getting at, either your getting old Laughing or I didn't explain myself clearly enough Embarassed

Now I will attempt to explain it better.

Increasing Activity between Active and Inactive Accounts provides what benefit to the Game?
Yes, New players will be able to Farm more but you cannot interact with Inactive Accounts. All that increased AT by themselves will provide is the ability to carry out more mindless and repetitious action's.

Changes that will increase Activity between Active Accounts will however provide benefit to both the Game and the Players. Increasing AT and Decreasing AT costs alone won't increase activity between Active Accounts because it doesn't change anything. Reducing the cost of Attack and Defense units will do a little bit because it will lower the cost of Farming and Raiding somewhat, I just don't think it will be enough.

Massively reducing Unit losses for both the Attacker and the Defender for Farming and Raiding will however make it much more attractive for these actions to happen between active players ( affraid I'm sure I can hear screams now because I've just killed all of the Farming Policies ) Balance is also needed so as well as reducing the cost the chance of Failure needs to be increased.

What I would like to see is that the cost of Farming and Raiding is cheap enough to make it viable between active accounts but with the possibility of Failure remaining. Successful Farming and Raiding between Active accounts will spread resources around, Failure will cause retaliation. Players will not just mindlessly click buttons but will make assessments on a Risk verses Reward basis.
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Post by Nomad Mon Nov 22, 2010 12:12 pm

I agree and disagree.

I agree with the jest of what your saying

But

Those mindless clicks will make it so a newer player can "interact" sooner with active accounts. Instead of it taking 6 months to catch up enough to compete, now maybe they can do it in 3 or 4 months.


I also disagree about changing procices/cost will make it more appealing. As long as these self imposed farming policies exist, everyone will just build defenses big enough to overcome the profit of farming. I do agree the chance of failure needs to increase. a strike 1% of a defense should not be able to take kewal. It should be capped at 50% or 25% at the lowest.
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Post by curumo Mon Nov 22, 2010 12:31 pm

I agree with Nomad here on this one. Speaking as someone who caught up with the tops after starting long after the big were big I can say that it can be done but not everyone can be as active as I was able to be ... As for reducing the losses of farming and raiding - I would cap it like Nomad said but what I would suggest is to 'adjust' the losses in wars for one simple reason - it takes INSANE amounts of resources to level one account (and that is my definition of massing). Taking a def from 10 b to 5 b isn't massing. Taking out the defense, spies, strike and assassins, however, is. And at this point that just simply costs too much, even IF one is graced with superior techs imo... Or am I wrong?

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Post by kingkongfan1 Mon Nov 22, 2010 1:28 pm

Spoiler:

Thanks for the explaination, kinda thought that was where you were going with your statement, but wanted to make sure, Also I think that nomad has made some valid points that may need more consideration, & lastly, the disclaimer wasn't aimed at you specifically, just designed so all would know my intentions...
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Post by Manleva Mon Nov 22, 2010 6:16 pm

Nomad, Curumo & Kong, Yes you do raise valid points and I do agree with you to some degree. I did not put everything in that is actually needed but only focused on what I see as the major issue at the moment.

The idea of lowering the cost of Farming and Raiding between Active players is only part of the equation. The intent is to make it a realistic opportunity, something it is currently not unless the defender has a massive amount out.

Lowering the cost reduces the aggravation level and should see a reduction in Farming policies. Increasing the opportunity for Failure increases the chance of bad decisions being made.

There also needs to some form of balancing as well. A new, small player should not be able to clear out a much larger accounts resources., but by the same token is it fair that a large account should be able to take out a small account with impunity

What I'm really looking for is a mechanism that will allow farming between active players for reasonable costs and reasonable returns. Defense and Strike do play a part as well in the equation as do players attitudes.

Also please remember that I am only talking about Farming and Raiding and War Actions are the other side of the coin and can be used to deal wit excessive Strikes and Defenses.

There is a lot more as well but Time is limited so I will come back to it later on.
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Post by Nomad Sat Nov 27, 2010 4:56 pm

Seems to me prices didnt really drop and have actually risen


anyway admin can tell if it has helped activity? and if its helped by more actions or more trading?
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Post by austin5650 Tue Nov 30, 2010 10:14 am

So is it being suggested that AT be harder to come by?
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Post by Kenzu Tue Nov 30, 2010 11:05 am

Nomad wrote:Seems to me prices didnt really drop and have actually risen


anyway admin can tell if it has helped activity? and if its helped by more actions or more trading?

This is largely to the fact that inflation is faster than the hampering effect of AT on prices.
Afterall the profit fall caused by increased number of AT is a slow one, and the full effect will take much longer to develop.

Another reason might be that less people want to farm. With less farmers, you can steal more kuwal per hit.

I'd say its a combination of both

Although I haven't seen a decrease in farming, I noticed that it's much harder to find good raid targets to raid for the values I usually raid to. Before it was extremely easy to find loads of targets with 2200-2500 UU per hit. Now such raid targets are much more scarce, as most give 1900-2100 uu per hit.

I say people farm the same, but raid more.
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Post by Nomad Tue Nov 30, 2010 11:24 am

maybe cuz they have enough AT to raid more?


either way, it means an overall increase in activity so thats a good thing right?
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