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Farm account problems

Posted: Tue May 05, 2009 12:52 pm
by adminGary
We are working on a few solutions to solve the problem of the inactive accounts generating too much naq.

We are leaning towards making a exception to the unkillable untrained units rule.
This change will allow accounts that have a defence action of 0 to lose untrained units.

To protect accounts that have been massed the current defence alert level of the targeted account will be taken into consideration.

We feel that this is probably the best solution to a problem that will only get worse as this game gets older.

Ideas? Suggestions? Thoughts?

Re: Farm account problems

Posted: Tue May 05, 2009 5:55 pm
by Lore
adminGary wrote:We are working on a few solutions to solve the problem of the inactive accounts generating too much naq.

We are leaning towards making a exception to the unkillable untrained units rule.
This change will allow accounts that have a defence action of 0 to lose untrained units.

To protect accounts that have been massed the current defence alert level of the targeted account will be taken into consideration.

We feel that this is probably the best solution to a problem that will only get worse as this game gets older.

Ideas? Suggestions? Thoughts?



Explain
To protect accounts that have been massed the current defence alert level of the targeted account will be taken into consideration.


I hope and assume the UU deaths wont start immediately after a 0 def is achieved, as if that were the case it could be very bad for lone accounts. Alliances could really reak havoc on singular accounts with planned attacks.

I would hope that this would have a set time limit on the 0 def, and ANY (even 1 man defenses) would negate it.

The idea is ok, more a bandaide then a true fix.

What rate will they die at? What if the inactive accounts UP is higher? Will it be high enough to actually shrink the inactive accounts or just basicly stop their growth?

All I ask is look for every possible exploit, and dont think "Nobody would do that." Because someone will.

Re: Farm account problems

Posted: Sat May 09, 2009 5:28 pm
by tunnel rat
maybe stop their up if they don't log on for a month, or some time frame

Re: Farm account problems

Posted: Sun May 10, 2009 10:56 am
by GeneralChaos
Why not just make it, that for every 24 hours not logged in your income drops 25%, after 4 days offline the account will generate 0 income.

To save time later, just make it that any account that isnt on vac mode, that hasnt logged in, in 15 days, is put on auto vac mode.

Re: Farm account problems

Posted: Sun May 10, 2009 3:37 pm
by Seaborgium
i say no to the droping of income.

I like the idea of no more UU made.

Re: Farm account problems

Posted: Sun May 10, 2009 3:52 pm
by Desert Ghost
adminGary wrote:We are working on a few solutions to solve the problem of the inactive accounts generating too much naq.

We are leaning towards making a exception to the unkillable untrained units rule.
This change will allow accounts that have a defence action of 0 to lose untrained units.

To protect accounts that have been massed the current defence alert level of the targeted account will be taken into consideration.

We feel that this is probably the best solution to a problem that will only get worse as this game gets older.

Ideas? Suggestions? Thoughts?
]

not afreid of change, just think its kinda not good...
the game has got older for some players, but think about the lil 2mill armysize guys who doesnt know from right to wrong etc...
just a thought
DG Toon_PDT_07

Re: Farm account problems

Posted: Mon May 11, 2009 10:45 am
by adminGary
While stopping UP is a good idea, it doesn't leave much room in the future.

6 months from now when all the farms are worth what they are today, would you try to actively farm, would it be worth it, I don't think so.

If untrained units are killable will only if your Defence Action is 0 and Defence alert level is 0. Then 6 months from now the farms can still grow to keep up with higher player levels.

If I stop Unit Production on any account that hasn't been active in a month, in 6 months it won't be worth farming that account. So very few farm accounts will make it past the one month mark. Limiting this game's growth.

Re: Farm account problems

Posted: Mon May 11, 2009 1:09 pm
by Yum Cimil
Maybe you could make it so that after being hit 6 or 8 times or whatever seems reasonable to you that inactive account go into a temp PPT.

Re: Farm account problems

Posted: Mon May 11, 2009 1:14 pm
by Yum Cimil
SuperSaiyan wrote:
Yum Cimil wrote:Maybe you could make it so that after being hit 6 or 8 times or whatever seems reasonable to you that inactive account go into a temp PPT.



PPT?

that would be too exploitable, as you could hit an account 8times, then sit and wait till that PPT ends, and do it again ;)


Well the time could be random, or while on PPT the account wouldn't be able to generate any naq.

Re: Farm account problems

Posted: Mon May 11, 2009 1:29 pm
by Yum Cimil
SuperSaiyan wrote:then why bother with the PPT? why not just freeze the income?

and even with random PPT, it'd still get abused, not only by those who sit on the game all day *shifts eyes* but by groups of people :P


freeze the income the what extent?

Well the admin could make it so that the people who put the inactive account into PPT wont be able to hit it after it has been out of PPT(at least not untill 30mins have passed), that + the random PPT time should make it pretty hard to abuse it.

Re: Farm account problems

Posted: Mon May 11, 2009 1:42 pm
by Yum Cimil
SuperSaiyan wrote:
Yum Cimil wrote:
SuperSaiyan wrote:then why bother with the PPT? why not just freeze the income?

and even with random PPT, it'd still get abused, not only by those who sit on the game all day *shifts eyes* but by groups of people :P


freeze the income the what extent?

Well the admin could make it so that the people who put the inactive account into PPT wont be able to hit it after it has been out of PPT(at least not untill 30mins have passed), that + the random PPT time should make it pretty hard to abuse it.



first part becomes irrelevant with a group of people

as for freezing income, it corresponded to what you suggested happen while they are on PPT, no need for the PPT if the income is frozen for a random amount of time, but then again, what if that person isn't really inactive, and just couldn't get in for a while, will they log in to find they need to wait for income?


By group of people I'm guessing you mean people who are in an alliance well maybe they could make it so that if one of the people who put an inactive account into PPT and he is apart of an alliance, him and his alliance members wont be able to hit the inactive account right after it comes out of PPT.

Thats why I suggested PPT that way if you haven't logged in for a while you don't come in to find that your income has been frozen or cut in half or whatever.

Re: Farm account problems

Posted: Mon May 11, 2009 4:27 pm
by Yum Cimil
They can hit the account they just have to wait 30min after he comes out of PPT :P , and as for the groups not in an alliance well that's why I suggested that they use random time for the PPT.:P

Re: Farm account problems

Posted: Tue May 12, 2009 12:56 pm
by Yum Cimil
SuperSaiyan wrote:
Yum Cimil wrote:They can hit the account they just have to wait 30min after he comes out of PPT :P , and as for the groups not in an alliance well that's why I suggested that they use random time for the PPT.:P



but both of those suggestions are flawed and are open for abuse ;)


I never said it was perfect, and as for people abuseing it well I think it will pretty hard for them to abuse, and there will always be people who abuse the game.

Re: Farm account problems

Posted: Tue May 12, 2009 1:27 pm
by Yum Cimil
SuperSaiyan wrote:
Yum Cimil wrote:
SuperSaiyan wrote:
Yum Cimil wrote:They can hit the account they just have to wait 30min after he comes out of PPT :P , and as for the groups not in an alliance well that's why I suggested that they use random time for the PPT.:P



but both of those suggestions are flawed and are open for abuse ;)


I never said it was perfect, and as for people abuseing it well I think it will pretty hard for them to abuse, and there will always be people who abuse the game.


correct and the random PPT thing is not hard, just look at ascended :P


Tell me all the ways in which you think this will be abused?

Re: Farm account problems

Posted: Tue May 12, 2009 1:41 pm
by Yum Cimil
SuperSaiyan wrote:
Yum Cimil wrote:
SuperSaiyan wrote:
Yum Cimil wrote:
SuperSaiyan wrote:
Yum Cimil wrote:They can hit the account they just have to wait 30min after he comes out of PPT :P , and as for the groups not in an alliance well that's why I suggested that they use random time for the PPT.:P



but both of those suggestions are flawed and are open for abuse ;)


I never said it was perfect, and as for people abuseing it well I think it will pretty hard for them to abuse, and there will always be people who abuse the game.


correct and the random PPT thing is not hard, just look at ascended :P


Tell me all the ways in which you think this will be abused?



I already have, but I'll break it down for ya ;)

Acct A gets the farm on the PPT

he then tells a Acct B to watch it, who then tells Acct C to watch it

Acct C sees it come off at a turn change and bam, gets the naq

might seem like alot, but its really not, especially with the "big" "older" players who are on alot


You forget that I said that the farm would not make any naq while on PPT. :P