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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 11:51 am 
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Zhester wrote:
This is nothing like the old client style! I have 42 conquers, 41 giving me at least 3 metal per tick, and all I get is 190 metal per tick and this is with over 600 workers! In the old client, I'd have at least 400 metal per tick. I get more on M5 with 15 conquers and 550 workers. :/

My metal has gone down from +330 a tick to +190. That's a huge drop and is unfair for those who spend a lot of time and effort on this gain trying to get better.

I hope you reconsider this change in production, as it's made all my work the past week almost worthless.

Ye i only get like +40 from my 13 conquers >.>

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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 12:21 pm 
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The current Earths 1-3 are being set to be similar to the style of Earth 4's 60 min per tick speed. Squad travel, production values, boost cooldowns, etc.. are some of the things that are adapted to be based on an hourly production and not a per tick production. Initially the new client was designed to bridge the 30 min tick and 60 min tick playing styles of our old client into one world. This is how we ended up using 30 min ticks but slowed down squad travel so that the game was still more casual. After receiving much feedback about this we decided to revert back to our model of regular and double speed worlds(60 min/30 min per tick). We'll be balancing the game based off of Earth 4's hourly ticks and the current E1-E3 worlds will be balanced to be similar as Earth 4(Not in all aspects, but in many game mechanics) with 2 refreshes an hour instead of 1, so the hourly production/squad travel will be the same. Due to the Earths 1-3 already being so far in their rounds though it wouldn't be fair to speed up the squads/production on those worlds, it changes too much of a game mechanic to do so right now. Once those worlds reset they will have the exact same mechanics as the 60 min tick world Earth 4 but will simply be twice as fast. EVERYTHING in the game will be sped up so it will simply be a 2x speed version of the regular 60 min world.

I understand that it can be frustrating when game mechanics keep changing but we're trying to achieve balance in the new client as we had in the old. There are differences between the new and old though and due to that requires a lot of changes so we cannot simply revert back entirely to our old model. Our goal is to have the game completely polished and almost all the tweaking/balancing/modifying of the game complete by the end of the year. In order to achieve that we need to balance on the fly and we cannot afford to wait for many of the balancing changes to come in after we reset. We have many pages of new features and additions to add into the game including a lucrative referral system(Almost done coding, final coding should hopefully be done this weekend), adding in the ability to give tokens to other players, orders system for leaders to place markers on the map with specific commands, minister specific abilities, alliance live chat(And possibly a global live chat!), new boosts, more music(Thanks Seth!) and many other things!

Hope that can help shed some light on the recent balancing/changes that were added to the game.

-Andrew

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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 1:09 pm 
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First For Andrew .. i'm totaly with u .. this game need so much balancing and i'm really Glad that u take care of this but i just need 1 thing from you to avoid the problems that many players face after each update ...
if u can just post the changlog before u do the update by like 12ticks or somthing so ppl can prepare for Example this Radar Coverage nerf .. some ppl like me Depend so so much at this radars even from tick 60-70 so when u nerf it .. my whole Radar Coverge drop ... i got so many hidden spots in it which make it very bad to me to renew the whole radar System to cover these hidden spots ... that's was just an example and I'm sure there is much more stuff like this that affects players so bad and the solution is very easy ..

Second respond on rederion ... get over it man ... all world will have the same nerf in their resources with the same Percentage so its still balanced

Regards,
Riodan


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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 1:32 pm 
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Riodan wrote:
Second respond on rederion ... get over it man ... all world will have the same nerf in their resources with the same Percentage so its still balanced

Regards,
Riodan


It is very balanced, I'm sure, but why did they have to nerf it so much? This just seems to be better for the server, rather than the players. A lot of the fun in this game is getting lots of units to get a great battle report, and if I can only make an armour tank every 3 ticks, it's gonna be hard doing that.

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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 2:16 pm 
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u measure the Fun about yourself ( referring to those who have alot of conquers and make big battles ) but the poor newbs who still learning
( they are over 60-70% of the world ) .. they don't like som1 attack them with so much units .. they would like smaller battles to be able to learn and have a chance to win ... Admins and designers should think of those too .. coz unfortunately those newbs don't have much voice here

-Riodan-


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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 2:30 pm 
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I only attack newbs with 10 tanks, easily withstandable if he gets enough damage rocket vehicles. I give them a chance to survive, but if they just fall over and give up, it's not my fault.

Also, when newbs got a lot of metal beforehand, they could easily get 30 tanks and that could kill any conquerer's units which is sort of a victory. They learn about unit types, they find out that range units are the best, and armour units take the blows. They cannot do this if they only get 10 metal per tick (that's true, because I only get 1 metal off some conquers!), right?

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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 2:43 pm 
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be real man ... if he get 10 more metal u will get like 100 ... so i think better he get less so u get much more less .. this way is better and if u didn't notice i myself have alot of conquers but i somtimes put myself into their position and think what i would do .. once i go out of protection i see 10 tanks 3-5ticks away ...but now by this boost system .. and Proper Guide they can do it
i was a newb once but in the old client I just spend 1-1.5h in the guide and i understood everything thats why i have been talking so much about it now ...
( Sry Andrew i don't want to push u more .. i know u have so much in mind now to take care of )
but this Topic always Come up in my mind .. don't know why :(

-Riodan-


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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 2:59 pm 
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It's tick 1350, they should expect tanks to come at them. What do I do, not make tanks and send 10 damage vehicles as if it was the start of the round? Every morning, people log on and expect to find a pile of resources ready to make some units and get your power up. Getting your power up is a form enjoyment, knowing you're becoming better. If newbs can only afford one range tank a day, then they are pretty much screwed on that part.

Also, some consequences on behalf of donaters. The donations aren't a set amount, and depend quite a bit on the average amount of the world's resources as you know, and this will decrease pretty heavily if people cannot make resources as fast. It'll attract less donaters due to the smaller amount of resources gained from these boosts, also just imagine the boosts now? The bar reaches 100% (much slower) and the newbs who will rely on the boosts because they cannot really save up for expensive constructions will get barely anything.

Newbs are still in the disadvantageous position even after this update. It's impossible to balance a game that relies on skill and activity and it should stay that way.

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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 3:42 pm 
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I think it would be great if the post about the updates came before the actual update.

The only problem is that people might get confused about if a change is live or not.

I'm not sure what the proper solution would be.


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 Post subject: Re: Updates! July 9th
PostPosted: Fri Jul 10, 2009 4:01 pm 
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cbuzz24 wrote:
Deus wrote:
The reason for lowering production is becuz we grow too fast =D



That may be the official reasoning, but it makes no sense. Those of us that are active and play with skill and aggressiveness are being punished disproportionately to those that aren't as active, aggressive, and/or have no clue about the game. Last week, I was cut from 721 metal down to 410 per tick. This week, I worked my way back up to making 510 metal per tick and it gets cut down to 350. Last week, my oil dropped from 600/tick to 340/tick. This week, I had my oil back up to 410/tick, but it has dropped down to 269/tick.

Total cumulative loss of oil production: 55.17%
Total cumulative loss of metal production: 51.46%

This is one of those politically correct, socialistic implementations to make everybody feel good about helping those that can't help themselves. They have no conquers, therefore no taxation, so they lose an across the board percentage amount on their own income.

To my way of thinking right now, it appears that this update could lower the rates of battles in-game. Smaller colonies will be less likely to attack due to the fact that if they lose units, it will take them longer to rebuild. Larger colonies will be less likely to attack in an effort to conserve oil and resources just in case something pops up that must be handled.

Can we have our resource production levels back please?

Exactly i used to get 100 metal per tick and every morning i got on i got 5000 metal now i get 2000 metal each morning its really bad on earth 4!

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