I am making this post because I have been here for quite a while and have noticed several issues that have come up from map to map. I believe if these issues were corrected/modified then Global Triumph could be fairer, better for newbies, and more user friendly. Don't consider this a complaint, but more a suggestion. Obviously I enjoy this game so much because I am still here and active, so I have to think it's plain awesome! So take no offense. :p
1) Starting position minimum limits. There needs to be a rule that prohibits players from joining excessively close to an existing country. There is no valid reason to join right next to an existing country. Some reasons why one would join excessively close to an existing country: Attack that country unexpectedly and take its capital on the first day, get revenge on another player on the first day by ruing their chances to progress in that world, get revenge on a larger country that is already in a world, and help a larger country by allowing it to take your bases to sell. There are only bad (ie. unfair, cheap, wasteful) reasons to join next to a large country. So prohibit players from doing so.
2) No Starting position maximum limits. This involves what I have seen occur on several worlds. Maximum limits is where a country must start within a certain range of another county or spawn point for select-spawn worlds. This creates a pattern where many countries are close to each other and some parts of the map are, for the most part, vacant. The worlds that have this rule applied to them often have a snowball effect occur- where one country is on the edge of the group of countries and can expand outward from that group with little resistance, while the countries in the middle of the group (usually the first ones to join) are surrounded and cannot expand anywhere (without a fight).
3) Ability to rejoin a world before it starts (select spawn worlds only). A rule was implemented that prevents players from REjoining a world that has not yet begun. This rule was implemented to prevent countries from hopping over each other in order to take advangage of the maximum limit rules. If the maximum limit rules do not exist, then this rule should not exist either. This allows players to join a map early, knowing if someone else chooses a spot close to them, they can rejoin the map further away from that player. It would let the creator (Johnny) see how many people are planning on playing a map long before it actually begins- and lets those who join early have an advantage in starting postion choice.
4) If 75%+ of a world is taken, no new players. This has a double edge to it. It is not fair to have new countries showing up when there are very large countries around. First: The new countries are too small to survive. They simply cannot win. Newbies join and then get destroyed in a second. They lose hope and are frustrated then they leave the game for good. It is not fun getting plowed over by a giant country. Second: It is also not fair for the giant country to have to eat through all the new country's stuff. Players are often defeated on a map, then they show up to torment the country that defeated them. With current rules, they can quit and rejoin every other day even though the map is 99% full. They can use all their bonus money attacking, then quit and rejoin. Third: The 75% rule would also prove to be consistent, instead of the random times for worlds closing (this rule could also make it possible for worlds to reopen if someone quits/vacates).
5) Sandbox- Start far away. Help newbies learn the methods of the game by implementing game code that prevents newbies from starting close to each other in Sandbox. Keep them far apart.
6) Giant FFA. This one is more of a want than a need. A giant FFA map would allow players to experiment with the game, join whenever they want, grow to a large size without much interference, and learn more about the game. It would also keep the demand of new maps low- because players would always have an open map full of possibilities. Of course, if one is desirous enough to put in the time necessary to control that whole world, then good for them, haha.
Well, that's it. Thanks for tuning in.
1) Starting position minimum limits. There needs to be a rule that prohibits players from joining excessively close to an existing country. There is no valid reason to join right next to an existing country. Some reasons why one would join excessively close to an existing country: Attack that country unexpectedly and take its capital on the first day, get revenge on another player on the first day by ruing their chances to progress in that world, get revenge on a larger country that is already in a world, and help a larger country by allowing it to take your bases to sell. There are only bad (ie. unfair, cheap, wasteful) reasons to join next to a large country. So prohibit players from doing so.
2) No Starting position maximum limits. This involves what I have seen occur on several worlds. Maximum limits is where a country must start within a certain range of another county or spawn point for select-spawn worlds. This creates a pattern where many countries are close to each other and some parts of the map are, for the most part, vacant. The worlds that have this rule applied to them often have a snowball effect occur- where one country is on the edge of the group of countries and can expand outward from that group with little resistance, while the countries in the middle of the group (usually the first ones to join) are surrounded and cannot expand anywhere (without a fight).
3) Ability to rejoin a world before it starts (select spawn worlds only). A rule was implemented that prevents players from REjoining a world that has not yet begun. This rule was implemented to prevent countries from hopping over each other in order to take advangage of the maximum limit rules. If the maximum limit rules do not exist, then this rule should not exist either. This allows players to join a map early, knowing if someone else chooses a spot close to them, they can rejoin the map further away from that player. It would let the creator (Johnny) see how many people are planning on playing a map long before it actually begins- and lets those who join early have an advantage in starting postion choice.
4) If 75%+ of a world is taken, no new players. This has a double edge to it. It is not fair to have new countries showing up when there are very large countries around. First: The new countries are too small to survive. They simply cannot win. Newbies join and then get destroyed in a second. They lose hope and are frustrated then they leave the game for good. It is not fun getting plowed over by a giant country. Second: It is also not fair for the giant country to have to eat through all the new country's stuff. Players are often defeated on a map, then they show up to torment the country that defeated them. With current rules, they can quit and rejoin every other day even though the map is 99% full. They can use all their bonus money attacking, then quit and rejoin. Third: The 75% rule would also prove to be consistent, instead of the random times for worlds closing (this rule could also make it possible for worlds to reopen if someone quits/vacates).
5) Sandbox- Start far away. Help newbies learn the methods of the game by implementing game code that prevents newbies from starting close to each other in Sandbox. Keep them far apart.
6) Giant FFA. This one is more of a want than a need. A giant FFA map would allow players to experiment with the game, join whenever they want, grow to a large size without much interference, and learn more about the game. It would also keep the demand of new maps low- because players would always have an open map full of possibilities. Of course, if one is desirous enough to put in the time necessary to control that whole world, then good for them, haha.
Well, that's it. Thanks for tuning in.
