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tootje
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Post subject: Re: New update Posted: Wed Sep 21, 2011 10:21 am |
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Joined: Mon Jun 01, 2009 2:38 pm Posts: 446 Location: Huijbergen and ofc in The Netherlands Gender: male
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like me i life on tax, active and conquer over the 100 colonys and get 700 metal a tick.
other people life on boosting,
they get 5 conquers a round, rest is pure boosting.
i think its not a good update.
_________________ Tootje of BlackTemple/Crouching Tiger of Hiding Kitten
Alliance in the past:Prr,Zdg,Bdt,Loz,Meow,Mes,Sold,Gs,Fmj,PS,INDO,Wic,TSK,ST best rank:1 most crystals:356 most relics one round:4
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Maolain
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Post subject: Re: New update Posted: Wed Sep 21, 2011 10:22 am |
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Joined: Tue Feb 15, 2011 4:41 pm Posts: 232 Location: Chicago Gender: male
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I know you guys at Tacticsoft put a lot of hours into this game, and I appreciate all the hard work to keep BD running Michael.
I do not think that this will work to deter multis and farming, unless you also make it so that conquering will not raise your power level as well. As for multis, they will always exist, unfortunately.
i still feel that there are better ways to deter cheating and still prevent newbies from quitting. Maybe us AANC mentors can come up with something to keep them playing, but losing only a few resources a tick isn't that big of a deal. My first era I joined halfway through and finished in the top 50, got my alliance to rank 4, and I had been conquered at least 3 times.
I will still try this new implementation, I just thought I would share my opinion.
-Chainbreaker of SoLD
_________________ Maolain Tiger Omega Chainbreaker Mirage Midnight Templar Midnight Shield
retired mentor and a proud member of SoLD
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tario242
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Post subject: Re: New update Posted: Wed Sep 21, 2011 10:31 am |
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Joined: Mon Jun 01, 2009 8:59 am Posts: 1 Gender: male
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i will make this short that change you are thinking about making sucks and as you can see everyone thinks so too
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Tenkai
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Post subject: Re: New update Posted: Wed Sep 21, 2011 11:35 am |
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Joined: Fri May 06, 2011 2:20 pm Posts: 2198 Location: right here obviously Gender: female
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no. just no. why would you NEED to even bother attacking then? *facepalm and cries*
_________________ Pretty much dead account
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camronb01
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Post subject: Re: New update Posted: Wed Sep 21, 2011 1:32 pm |
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Joined: Fri Aug 19, 2011 1:06 am Posts: 197 Gender: male
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I WILL QUIT THIS GAME THE SECOND THIS UPDATE IS PUT IN.
_________________ This Is My Opinion Don't Criticize it ^ ~Skype: MechaStorm ~Domination ~MechaStorm ----------------- My Worlds ~Galaxy 2(KwAs) ~I like to Spam
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Andrew
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Post subject: Re: New update Posted: Wed Sep 21, 2011 3:20 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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Heh yeah I figured this is the backlash we'd get over this change lol...
This change isn't going through. I spoke to Michael today about some other changes to help new players who are conquered out by giving them more information about what being conquered means and how to get unconquered. Many players assume that once conquered the game is over which our veteran players know is not the case, now we need to make sure our newbies know this too .
-Andrew
_________________ Ex-
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XxRandomGuyxX
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Post subject: Re: New update Posted: Wed Sep 21, 2011 3:27 pm |
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Joined: Thu Jul 07, 2011 12:03 pm Posts: 5 Location: I'm sure you would LOVE to know... Gender: male
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Jezuz, really?
NO taxation?
Firstly, imagine Galaxy with no conquer income. Since galaxy is mostly conquers, imagine that! Hardly any mines, certainly not enough for a decent bonus. Also, this will give boosters more of an advantage, since with no conquer income, the difference between boosters and non-boosters will widen, what with boosters able to get a large amount of workers quickly.
Where as, non-boosters will not. Along with the new structure time updates, non-boosters will have low workers, and low level structures, while boosters will be able to rock out with 1k workers and lvl 5 structures.
Secondly, imagine SOLO with no conquer income. SOLO is based off conquers. Without them, it is quite possible to win with NO conquers! Also, due to the fact that it is harder to hold mines on SOLO, what with many people going for them, income will be very drastically reduced.
Yet again, this ties back to boosters having an easier time, because they are able to get a large amount of workers, high level structures and being able to hold mines easier with boosted army.
Are ALL updates these days to do with balance? If so, you need to re-think, as this just makes things more unbalanced.
Now an update i would love to see, is having conquers deleted after x amount of ticks instead of the usual 8 days. *Hint**Hint*
Thanks,
-YesNoMaybe
_________________ -Random -YesNoMaybe -Morpheus (Not the SoLD guy, Morph3us)
Highest amount of conquers: 135 Highest amount of mines: 33 Highest rank: 2nd Highest alliance rank: 1st
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Spyda
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Post subject: Re: New update Posted: Wed Sep 21, 2011 3:57 pm |
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Joined: Wed Apr 06, 2011 10:04 pm Posts: 264 Gender: male
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Andrew wrote: Heh yeah I figured this is the backlash we'd get over this change lol...
This change isn't going through. I spoke to Michael today about some other changes to help new players who are conquered out by giving them more information about what being conquered means and how to get unconquered. Many players assume that once conquered the game is over which our veteran players know is not the case, now we need to make sure our newbies know this too .
-Andrew BEST THING THAT COULD HAVE EVER BEEN SAID!!!! LOL The issue with removing the conquers is no so much the actual tax... since really you don't gain that much. (Say 4 for 100 ticks then deletion = 400 metal.) really if you lose more than 2 or 3 armor units you've wasted resources. and that's the way it is now. With zero taxation going in there is no reason for any attack on a colony to take place. Okay so after about 10 days they get a crystal. Then when that's lost... what now? you rebel nobody cares since they aren't getting anything anyway. and no you have nothing to do. you can't attack the resource OP's, and nobody will mess with you because you are worthless. THERE is however one way for you guys to work this...... Say you got a crystal at power 30. Then you gain another crystal everytime you gained a total of 25 more power. (if you lose 10 then when you go up to 45.) (if you kept 30 then 55) this would give players a reason to "re-visit" players and minimize the usefulness of non active players as they won't be gaining power. HOWEVER this could easily be abused. Make a unit +1 power. Disband the unit. Make another unit +1 power. Until you have a ton of crystals. If that sort of thing could be sorted out.... then perhaps it would be possible. But I agree with the posts before me. An automated "you got conquered don't freak out. Here's the deal" msg may keep a lot of players coming back. And may I add throw a link to the adopt a newb and/or question forums in there so they can get tips and advice if need be.
_________________
HcL, iS, WFA Personal Rank: 1st__Fantasy 4 Alliance Rank: 1st (iS)__Fantasy 4
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Alpine
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Post subject: Re: New update Posted: Wed Sep 21, 2011 3:58 pm |
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Joined: Sun Oct 25, 2009 5:50 pm Posts: 131 Gender: male
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One last note .... most new colonies leave there shield up for 100 ticks and are inactive long before it runs out, aka quit before even being conquered.
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CedricScott
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Post subject: Re: New update Posted: Wed Sep 21, 2011 4:53 pm |
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Joined: Mon Aug 01, 2011 11:31 am Posts: 24
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Michael wrote: always a joy to read your sarcasm cosmin what if there were 500 resource outposts on a world? I may just be speaking for myself but I find fighting over outposts to be very annoying, logging in to find that ive lost 15 outposts overnight is not fun for me and making the whole game depend outposts is just a bad idea all together.
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