Esim - [ES/EN] La muerte de la economía y del juego
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[ES/EN] La muerte de la economía y del juego (Political)
Posted 4 years ago by
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La muerte de la economía y del juego


La introducción de los trabajadores NPC produjo un cambio inimaginable en el juego. Todos los países tenían la oportunidad de producir una mayor cantidad de manufacturas, recolectar mayores impuestos y tener un incentivo mayor para conquistar regiones sin bonus de recursos. 2 o 3 años después de la introducción exitosa de los NPC vemos sus consecuencias:

1- Sobreproducción de toda manufactura. Existen países con stock de armas Q5 mayores a 150.000, de regalos por sobre los 200.000, una locura.
2- En el caso de las armas, la cantidad de empresas de este tipo es tanta que el hierro se hace insuficiente. Si bien en las ultimas semanas el hierro a disminuido su precio, esto es solo consecuencia de que se ha dejado de producir armas.
3- Destrucción de las economías internas y la competencia entre jugadores, ya que los países tienen el monopolio de la moneda y eligen a jugadores leales para producir en sus regiones.
4- Falta de guerras en países fronterizos, los que tienen alianzas para mantener regiones con bonus, provocando la disminución paulatina de los jugadores que no tienen donde luchar.


Sumado a la locura de los NPC, las alianzas enormes han destruido comunidades enteras, ya que estas nunca podrán ganar a alianzas que concentren mas del 50% del daño del mundo. Las alianzas fronterizas, tipo SAU – Victrix en America del norte– Chiwan en Asia, han tenido un impacto significativo en la muerte de comunidades al no haber guerras constantes entre países fronterizos o al significar un muro de daño enorme para los países que no están dentro de ellas.

El juego está muriendo y esto es solo culpa de los desarrolladores y de nosotros, los jugadores. Desde hace mas de un año se ha solicitado la eliminación parcial o total de NPCs, pero nunca ha habido una respuesta. Se ha pedido la ampliación de los limites diarios para aumentar la demanda de supps y mover la economía, pero han hecho oídos sordos a estas propuestas. A los desarrolladores no les interesamos, menos aún a los dueños del juego.

Pero no todo es culpa de ellos. Los jugadores tenemos la culpa de crear alianzas tan grandes que no permiten que el juego sea dinámico. Brotherhood, Chiwan, Phoenix, Victrix, Shift… suman y siguen alianzas con daños enormes y que matan comunidades por donde pasan.

¿Qué podemos hacer? Dado que los desarrolladores y dueños no nos escuchan, solo nos queda hacer más dinámico el juego con menos alianzas enormes y mas alianzas pequeñas con similar daño. En mi opinión, la existencia de al menos 3 alianzas enemigas entre sí, como en los primeros días del servidor, siempre mueve a muchos jugadores y permite que todos puedan ganar al menos una vez.

Sobre los NPCs, habrá que seguir esperando que se dignen a reducirlos o eliminarlos.


--------------------------------------------

[EN]



The death of the economy and the game

The introduction of NPC workers produced an unimaginable change in the game. All countries had the opportunity to produce more manufactures, collect higher taxes and have a greater incentive to conquer regions without resource bonuses. 2 or 3 years after the successful introduction of NPCs we see its consequences:

1- Overproduction of all manufacturing. There are countries with stock of weapons Q5 greater than 150,000, of gifts over 200,000, a madness.
2- In the case of weapons, the amount of companies of this type is so much that iron becomes insufficient. Although in the last weeks iron has decreased its price, this is only a consequence of the fact that it has stopped producing weapons.
3- Destruction of internal markets and competition between players, since countries have a monopoly on the currency and choose loyal players to produce in their regions.
4- Lack of wars in border countries, those that have alliances to maintain regions with bonuses, causing the gradual decrease of players who have nowhere to fight.

Added to the craziness of the NPCs, huge alliances have destroyed entire communities, since they can never win alliances that concentrate more than 50% of the world's damage. The border alliances, type SAU - Victrix in North America - Chiwan in Asia, have had a significant impact on the death of communities in the absence of constant wars between bordering countries or because they mean a wall of enormous damage for countries that are not inside of them.

The game is dying and this is only the fault of the developers and of us, the players. For more than a year, partial or total removal of NPCs has been requested, but there has never been a response. The extension of the daily limits has been requested to increase the demand for supps and move the economy, but they have turned a deaf ear to these proposals. The developers are not interested, let alone the owners of the game.

But it's not all their fault. The players are to blame for creating large alliances that do not allow the game to be dynamic. Brotherhood, Chiwan, Phoenix, Victrix, Shift ... add up and continue partnerships with enormous damage and kill communities where they pass.

What can we do? Since the developers and owners do not listen to us, we just have to make the game more dynamic with less huge alliances andmore small alliances with similar damage. In my opinion, the existence of at least 3 enemy alliances, as in the first days of the server, always moves many players and allows everyone to win at least once.

On the NPCs, it will be necessary to continue hoping that they deign to reduce or eliminate them.


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