No PMO War XV

01/01/20 - 02/19/20
Back to Battlefield

Users cannot interact with archived posts.

@piercefranklin- A proposal

Firstly I’d like to thank you for creating conquered self. Without it I wouldn’t be where I am today. So thank you @PierceFranklin.
Secondly I’d like to make a proposal.
I think the layout of this website is great and the community spirit is excellent, however I’d like to propose a change.
In the first few wars I had, I would be KIA and then I’d go into a spiral of relapse where I’d relapse and PMO every day and I felt terrible until the next war came along. Then I’d try again. The process would continue and I would always spiral into a downward spiral after being KIA.
This is why I’d like to propose a different system. I believe counting is very bad because let’s say you hit a 30 day streak and then you die, you have to start again. You lose all the motivation because it’s as though you are at square one again, when in reality you aren’t.

That’s why I’d like to propose a casualties system, wherein if you use PMO, you report casualty but you don’t die completely you aren’t out. Of course there will be rewards for people who don’t use PMO the whole time, but it means that people can recognise that in 49 days they only PMO’d x amount of times, let’s say 5. Now that is a massive achievement and is much less than they had before where it would have been 49/49 days. So obviously it would make the system more complicated, however I truly believe that it is a step forward from what it is now and the multitudes of people who die in the first few days will regret what they did and have an urge to get a lower percentage of day’s PMO’d. I strongly believe it is about the mindset and that will encourage people to continue on their journey.
Thanks.
Nick

@piercefranklin- A proposal
Firstly I’d like to thank you for creating conquered self. Without it I wouldn’t be where I am today. So thank you @piercefranklin. Secondly I’d like to make a proposal. I think the layout of this website is great and the community spirit is excellent, however I’d like to propose a change. In the first few wars I had, I would be KIA and then I’d go into a spiral of relapse where I’d relapse and PMO every day and I felt terrible until the next war came along. Then I’d try again. The process would continue and I would always spiral into a downward spiral after being KIA. This is why I’d like to propose a different system. I believe counting is very bad because let’s say you hit a 30 day streak and then you die, you have to start again. You lose all the motivation because it’s as though you are at square one again, when in reality you aren’t. That’s why I’d like to propose a casualties system, wherein if you use PMO, you report casualty but you don’t die completely you aren’t out. Of course there will be rewards for people who don’t use PMO the whole time, but it means that people can recognise that in 49 days they only PMO’d x amount of times, let’s say 5. Now that is a massive achievement and is much less than they had before where it would have been 49/49 days. So obviously it would make the system more complicated, however I truly believe that it is a step forward from what it is now and the multitudes of people who die in the first few days will regret what they did and have an urge to get a lower percentage of day’s PMO’d. I strongly believe it is about the mindset and that will encourage people to continue on their journey. Thanks. Nick
Edit Headline
Edit Content
Add Image (optional)
Delete Comment
Are you sure you want to delete this?

I like where this idea comes from! Keeping people engaged even after an unfortunate fall would certainly help keep the community consistent, and may help people from spiraling like you said!

My concern would be for those people that wouldn't have otherwise been KIA'd at all. Me personally, I've had so many close calls in this war alone, I'm afraid that I would look at multiple personal casualties as "a way out" and wouldn't be pushed so hard to keep striving through the pain. I think the system now promotes a healthy requirement of willpower, and giving people more options would detract from the impact of being able to say, "I survived through personal hell!"

That said, I think a system would be neat that allowed for more interaction after KIA: perhaps a "ghost" rank and barracks (I've seen others use this term before), with the ability to set individual counters, etc. Very similar to what you proposed! But keep it completely separate (and much less significant) from the main system. I think the goal would need to be ONLY continued engagement, so as not to tempt people to give up unnecessarily.

posted
I like where this idea comes from! Keeping people engaged even after an unfortunate fall would certainly help keep the community consistent, and may help people from spiraling like you said! My concern would be for those people that wouldn't have otherwise been KIA'd at all. Me personally, I've had so many close calls in this war alone, I'm afraid that I would look at multiple personal casualties as "a way out" and wouldn't be pushed so hard to keep striving through the pain. I think the system now promotes a healthy requirement of willpower, and giving people more options would detract from the impact of being able to say, "I survived through personal hell!" That said, I think a system would be neat that allowed for more interaction after KIA: perhaps a "ghost" rank and barracks (I've seen others use this term before), with the ability to set individual counters, etc. Very similar to what you proposed! But keep it completely separate (and much less significant) from the main system. I think the goal would need to be ONLY continued engagement, so as not to tempt people to give up unnecessarily.
Edit Content
Delete Comment
Are you sure you want to delete this?

@PierceFranklin I like this idea but I think a compromise to there idea would be cool. Like you could hit Kia more than once but if you checked in it would keep track of everyday you checked in and you could look back at it at the end of the war. Seeing the days where you checked in and didn't fall later compared to the days you were just full blown KIA like maybe a war calendar?

posted
@PierceFranklin I like this idea but I think a compromise to there idea would be cool. Like you could hit Kia more than once but if you checked in it would keep track of everyday you checked in and you could look back at it at the end of the war. Seeing the days where you checked in and didn't fall later compared to the days you were just full blown KIA like maybe a war calendar?
Edit Content
Delete Comment
Are you sure you want to delete this?

I don't buy this idea at all. You PMO during a war then you KIA. Tell me, if a soldier receive 9bullets during the world 2, will he die or not??
What I want the admin of this platform to do instead is this: "There should be a certain reward in our ranking for anyone that doesn't fap after every war is over" Because at the end of every war, I normally fap again, always waiting for next war to save me.
If the admin can do this then I'm fulfilled.

I don't buy this idea at all. You PMO during a war then you KIA. Tell me, if a soldier receive 9bullets during the world 2, will he die or not?? What I want the admin of this platform to do instead is this: "There should be a certain reward in our ranking for anyone that doesn't fap after every war is over" Because at the end of every war, I normally fap again, always waiting for next war to save me. If the admin can do this then I'm fulfilled.
Edit Content
Delete Comment
Are you sure you want to delete this?

If someone gets shot in the leg they don't die and eventually the bone grows back stronger. We aren't talking about 9 bullets we're talking about 1. The idea of recovery is what I'm talking about. Sure everyone has a limit and if they relapse multiple times then yes they are dead. I do agree with you, however, on a way to monitor when the war is over.

posted
If someone gets shot in the leg they don't die and eventually the bone grows back stronger. We aren't talking about 9 bullets we're talking about 1. The idea of recovery is what I'm talking about. Sure everyone has a limit and if they relapse multiple times then yes they are dead. I do agree with you, however, on a way to monitor when the war is over.
Edit Content
Delete Comment
Are you sure you want to delete this?

The idea here is definitely interesting and it would be great to keep people engaged after a relapse and from spiraling too hard. That being said I think high standards and competition breed success and improvement and I think the current KIA execution is integral to the system.

With that in mind, I think @InnerRest and @Laribaba have good ideas in the sense of something more formalizing and better establishing for the ghost system (to keep engagement up) and a way to keep people going between wars more effectively (so that people don't relapse the moment a war ends).

To the original post, I think the system we have in place of multiple wars each lasting X days is already in a sense what you are suggesting. Nothing stops you from coming back for the next one if you relapse. It almost sounds like the question you have is more in regards to war length and frequency rather than the overarching system?

posted
The idea here is definitely interesting and it would be great to keep people engaged after a relapse and from spiraling too hard. That being said I think high standards and competition breed success and improvement and I think the current KIA execution is integral to the system. With that in mind, I think @InnerRest and @Laribaba have good ideas in the sense of something more formalizing and better establishing for the ghost system (to keep engagement up) and a way to keep people going between wars more effectively (so that people don't relapse the moment a war ends). To the original post, I think the system we have in place of multiple wars each lasting X days is already in a sense what you are suggesting. Nothing stops you from coming back for the next one if you relapse. It almost sounds like the question you have is more in regards to war length and frequency rather than the overarching system?
Edit Content
Delete Comment
Are you sure you want to delete this?

What if the war was based on the sum of the number of days of streaks of the soldiers of either empire instead of the number of soldiers alive?

posted
What if the war was based on the sum of the number of days of streaks of the soldiers of either empire instead of the number of soldiers alive?
Edit Content
Delete Comment
Are you sure you want to delete this?

How about a leaderboard of players, based on there streaks, with divisions so as to prevent competition between a 5 day and 50 day veteran?

posted
How about a leaderboard of players, based on there streaks, with divisions so as to prevent competition between a 5 day and 50 day veteran?
Edit Content
Delete Comment
Are you sure you want to delete this?

@skull1137 what I mean is to do with the overarching system. In terms of competition, my idea is that you would have a percentage instead of a number each day. So on the first day everyone would have a 100% success rate but let's say on the 10th day they had relapsed once, they would only be on 90% and someone who hadn't relapsed would be on 100%. This would somehow give the person with 100% some benefit over the one who had relapsed. So in a way this is slightly more competetive than the system now as you would have a leaderboard within the individual war as opposed to a star at the end (which quite a few people have). I guess you are right though, maybe it should be like one long lasting game so that in between wars people don't relapse, because currently there is nothing to monitor that. Perhaps they start the next war with a disadvantage or maybe it's like a big version of club penguin. (Probably not the club penguin part though).

posted
@skull1137 what I mean is to do with the overarching system. In terms of competition, my idea is that you would have a percentage instead of a number each day. So on the first day everyone would have a 100% success rate but let's say on the 10th day they had relapsed once, they would only be on 90% and someone who hadn't relapsed would be on 100%. This would somehow give the person with 100% some benefit over the one who had relapsed. So in a way this is slightly more competetive than the system now as you would have a leaderboard within the individual war as opposed to a star at the end (which quite a few people have). I guess you are right though, maybe it should be like one long lasting game so that in between wars people don't relapse, because currently there is nothing to monitor that. Perhaps they start the next war with a disadvantage or maybe it's like a big version of club penguin. (Probably not the club penguin part though).
Edit Content
Delete Comment
Are you sure you want to delete this?

By the time the war ends I'm gonna make a list of potential proposals.

posted
By the time the war ends I'm gonna make a list of potential proposals.
Edit Content
Delete Comment
Are you sure you want to delete this?
PierceFranklin

Sounds good, several similar suggestions have already been posted here: https://www.conqueredself.com/forum/t/the-cs-suggestions-thread/80
Feel free to add more there. Unfortunately, I don't have the money to pay a developer so we could add such features. Hopefully, we'll get sufficient donations or Patreon supporters to one day to hire a developer.

posted
PierceFranklin
Sounds good, several similar suggestions have already been posted here: https://www.conqueredself.com/forum/t/the-cs-suggestions-thread/80 Feel free to add more there. Unfortunately, I don't have the money to pay a developer so we could add such features. Hopefully, we'll get sufficient donations or Patreon supporters to one day to hire a developer.
Edit Content
Delete Comment
Are you sure you want to delete this?










Team Bonuses
The Barrack team with the most active duty soldiers during each age upgrade (every 7 days) is rewarded with a bonus.
Karma Level
Acquire karma points based on your daily engagement and support toward the community fighting in this battle (Opponent and Ally soldiers). Individuals with the highest karma points unlock special rewards.
Upgrades
You must check in every day to stay in the game. Your barracks team must be among the top 2 with the highest active duty soldiers in your empire to progress to a new age each week. If your team doesn’t progress for one age, you still have the chance to progress for the next one, so don’t give up!