increase in new account stats

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Re: increase in new account stats

Post by Hitchkok » Tue Nov 24, 2009 9:33 am

well, this is getting to be a "you're wrong", "no, YOU'RE wrong" type of argument, so here is my last stand about the matter.

Zeratul wrote:the current growth is way too small... too many new people quit because they do not get anywhere...


if what will boost their growth is 100K units and 20B NAQ, then their not playing right. this isn't a "build lots of miners to get high UP to get yet more miners to get higher still UP..." and so on and so forth sort of game.
this is a "build lots of attackers to raid and farm" sort of game.
so i say:
100 UU
10 UP (and thats being generous)
500 AT (and the option to use 3 MT to buy personal AT)
reading\english lessons to those unable to read the help & rules section.

that IS my final offer.
take it or leave it.
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Re: increase in new account stats

Post by zizi710 » Tue Nov 24, 2009 9:56 am

U've gotta see this through the eyes of a new player. Sitting there with your brand new account, having NO friends ingame as you just joined, just read through the Help&Rules section (which is ALOT), you click on someone and try to attack them and you get this message saying you gotta relinquish your PPT (which you may have an idea of if you watch SG), so you contemplate and decide screw it lets do it, you steal this guys 1 billion naq, now your excited b'coz your seeing a 10 digit number sitting there , you bust it everywhere and somehow it's a wise bust as you put it into UP etc. You use up the few turns you have decide to settle in till 2mrw where'l have more troops. Sweet dreams that night about conquering lands and having massive amounts troops, perhaps a million.. WoW!!! You log into your account only to see some guy hit you and destroyed your 10 weapons with a sab. You take a look at the attack log and see that he even massed you a pitiful 5 times. He sent 10000 units!! Omw!!! You think to yourself, But i only make 300 a day :( Meh! I'm outa here..

I liked the suggestion of newbies increase as the big guys increase, it's only fair. Also a new Help Section Has got to be written and not only for here on the forums.
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Re: increase in new account stats

Post by Zeratul » Tue Nov 24, 2009 2:21 pm

ok, thread has been pointed out to adminJason...
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Re: increase in new account stats

Post by MaxSterling » Sat Nov 28, 2009 9:53 am

I had a few thoughts and figured I'd share them. Feel free to nitpick at them. I've been watching tv while thinking these up, so the pluses and minuses haven't fully been thought out.

A couple suggestions to possibly help infuse the game with actual players and not multis... and to retain current players :
1.) All new accounts generate personal turns until one of two things...
- they use 1001 G&R points to buy FSS
- they use 1001 G&R points to ascend
2.) Remove the ability to buy FSS before the first ascension.
3.) Remove the 2-week minimum wait between ascensions.
4.) Allow new accounts to select a bonus of one of the following ( all of which should have equal value ):
- extra UU ( amount to be determined )
- small boost to UP ( amount to be determined )
- Personal ATs ( amount to be determined )
- pre-paid covert/AC levels ( level to be determined )
- small amount of Merlins ( amount to be determined )
5.) Remove the ability to send resources directly to an account that doesn't have access to the full market.

Reasons :
1.) If people are creating multis for the ATs to transfer to their main account, this should make it less appealing... and if they still try to create multis for this reason, they must at least work on the account for a bit to gain those G&R. Hopeful end result... fewer "bogus" accounts created.
2.) This does 1 of 2 things... first being an extension for my reason for number one. A person creates a multi to transfer goods to their main account will now need to actually play the account and get the G&R. Second, a new player will actually need to play the game and learn how to build their account for at least their first ascension.
3.) If AG were still the top ascension level, then I can see keeping the 2 week minimum wait to ascend in effect. Those that argue about "the hard work" needed to ascend... the hard work is in the gathering of resources for the next ascension, not having the necessary G&R and having to "wait out" the rest of the two weeks. All ascensions after AG require you to actually put in some work ( or $ ) to get those resources. Other than the argument that "I had to wait, so should you.", there is no valid reason to make people wait to ascend. Waiting almost 1 year to fully ascend is ridiculous and I think a major drawback for new players having to wait that long to compete with the bonuses of a fully ascended being. I think it's evident in the number of players selling their accounts for accounts with more ascensions. They want the bonuses, but don't want to wait almost a year to get them. Also, nobody really develops their account until they reach their final ascension. It may also give the players that are stuck at LG+1 or AG the push needed to continue ascending.
4.) I agree that a bonus could entice a new player to stay, but the bonus should be one that cannot easily be exploited by a multi creator. All of those bonuses would require the multier to wait at least a couple of weeks before they can exploit anything.
5.) This has it's pluses and minuses.
- less help for those just starting out
+ gives new players something to strive towards ( If I make my first ascension, my CO has a nice bonus waiting for me. )
+ keeps main accounts from sending resources to their multi account directly... and if they send huge amounts of resources to another account for their multi to attack, it only makes the cheating more apparent.
+ reduction in multi "sniper" accounts
+ forces new player to actually play the game and learn how to play in the process.
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Re: increase in new account stats

Post by Hitchkok » Sat Nov 28, 2009 10:56 am

MaxSterling wrote:1.) All new accounts generate personal turns until one of two things...
- they use 1001 G&R points to buy FSS
- they use 1001 G&R points to ascend

hmm... if you're unascended, and you don't have FSS, you can't give turns and you can't use the trade broker. so how is this different?
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Re: increase in new account stats

Post by MaxSterling » Sat Nov 28, 2009 11:53 am

hitchkok wrote:
MaxSterling wrote:1.) All new accounts generate personal turns until one of two things...
- they use 1001 G&R points to buy FSS
- they use 1001 G&R points to ascend

hmm... if you're unascended, and you don't have FSS, you can't give turns and you can't use the trade broker. so how is this different?

If someone does create an account for the sole purpose of transferring those ATs to their main account, even with FSS they can't transfer personal ATs.

Say someone creates an account right now, they get into G&R and ascend or buy FSS. Any ATs generated now would be tradeable or transferrable to someone's main account once they ascend if that suggestion is put into effect. If you make them generate personal ATs, they can't transfer them to their main account.
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Re: increase in new account stats

Post by Hitchkok » Sat Nov 28, 2009 4:13 pm

got it.
yet, i fail to see how big a difference that would make.
if someone put the effort of ascending an account to generate turns, he's not going for a one hit thing.
he'll keep that account to supply him with turns.
there is no useless knowledge, there is only knowledge we don't know how to use
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teal'c wrote:Jesus maybe Hitch should be ombudsman he seems to be the only one with brains around here
GhostyGoo wrote:Capitalism is responsible for the death of humanity through a complete and utter destruction of ethical conduct, you DO know this, right?
Thanks to capitalism, when your doctor tells you you require a kidney transplant to survive, you no longer can be certain if you actually need a kidney transplant or your doctor simply needs a new speedboat. Nice.

-Goo

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Re: increase in new account stats

Post by Frozen Flame » Mon Dec 28, 2009 4:26 pm

i dont care bout what kind of account should begginers get.. your doing great soo far on that discussion :)
i agree more goods should be given to them at beggining:)


but i have another thing to say..
zizi710 wrote:U've gotta see this through the eyes of a new player. Sitting there with your brand new account, having NO friends ingame as you just joined, just read through the Help&Rules section (which is ALOT), you click on someone and try to attack them and you get this message saying you gotta relinquish your PPT (which you may have an idea of if you watch SG), so you contemplate and decide screw it lets do it, you steal this guys 1 billion naq, now your excited b'coz your seeing a 10 digit number sitting there , you bust it everywhere and somehow it's a wise bust as you put it into UP etc. You use up the few turns you have decide to settle in till 2mrw where'l have more troops. Sweet dreams that night about conquering lands and having massive amounts troops, perhaps a million.. WoW!!! You log into your account only to see some guy hit you and destroyed your 10 weapons with a sab. You take a look at the attack log and see that he even massed you a pitiful 5 times. He sent 10000 units!! Omw!!! You think to yourself, But i only make 300 a day :( Meh! I'm outa here..

I liked the suggestion of newbies increase as the big guys increase, it's only fair. Also a new Help Section Has got to be written and not only for here on the forums.


here is nicely written what the first moves are and i would like to prevent all this..
when player registers to game there should be a well seen link to a special place on this forum made for begginers..
and there would be a guide written by older players for them to read and a topic where they could ask their question and get some answers :)
i luckaly had a friend who had nerves to told me what is this and that about for many times..
you cant like something that you dont understand..

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Re: increase in new account stats

Post by Sarevok » Mon Dec 28, 2009 10:25 pm

Frozen Flame wrote:i dont care bout what kind of account should begginers get.. your doing great soo far on that discussion :)
i agree more goods should be given to them at beggining:)


but i have another thing to say..
zizi710 wrote:U've gotta see this through the eyes of a new player. Sitting there with your brand new account, having NO friends ingame as you just joined, just read through the Help&Rules section (which is ALOT), you click on someone and try to attack them and you get this message saying you gotta relinquish your PPT (which you may have an idea of if you watch SG), so you contemplate and decide screw it lets do it, you steal this guys 1 billion naq, now your excited b'coz your seeing a 10 digit number sitting there , you bust it everywhere and somehow it's a wise bust as you put it into UP etc. You use up the few turns you have decide to settle in till 2mrw where'l have more troops. Sweet dreams that night about conquering lands and having massive amounts troops, perhaps a million.. WoW!!! You log into your account only to see some guy hit you and destroyed your 10 weapons with a sab. You take a look at the attack log and see that he even massed you a pitiful 5 times. He sent 10000 units!! Omw!!! You think to yourself, But i only make 300 a day :( Meh! I'm outa here..

I liked the suggestion of newbies increase as the big guys increase, it's only fair. Also a new Help Section Has got to be written and not only for here on the forums.


here is nicely written what the first moves are and i would like to prevent all this..
when player registers to game there should be a well seen link to a special place on this forum made for begginers..
and there would be a guide written by older players for them to read and a topic where they could ask their question and get some answers :)
i luckaly had a friend who had nerves to told me what is this and that about for many times..
you cant like something that you dont understand..

cheers,
FF

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Re: increase in new account stats

Post by Sir Balor » Fri Jan 29, 2010 11:14 am

Zeratul wrote:ok, new suggestions, taking new information and such into account...


our suggestion then, is:
100k army (50-80% lifers)
17k UP
10 free spy/anti-spy levels
1000 attack supers and defenders trained
2k non-transferable attack turns
rest of army trained as spies/counter-spies
10b naq in bank (enough to give some start, but not enough to make multies worthwhile...)

yes, growth would go much faster for new accounts, but not so fast that they would get too big too quickly... the current growth is way too small... too many new people quit because they do not get anywhere...


put the raw UP as the minimum raw UP for prior
if somebody wants to do minimum cost ascensions they should get the option to
the rest i like
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Re: increase in new account stats

Post by pug theblackrobe » Fri Mar 05, 2010 11:19 am

all good suggestions cause lets face it when you start for the first time jeez the game is so slow and the latest tweak of 320 ats for market turns is laughable and no newbie is gonna spend money early on in the game are they
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Re: increase in new account stats

Post by dannama1 » Sun Mar 14, 2010 5:35 am

basically any new member will take about a year to get to any decent size, and ifthey get there faster then the larger players who have been here a while and are sitting on their laurels will claim the game favours new players too much, so i think that the idea of better starting resources is good. and while hitchkok was rightin that this game is about raiding/farming, no new andinexperienced player will know what the good amount of UU per AT or the minimum naq he should hit for is.
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Re: increase in new account stats

Post by [BoT] Jason » Sun Mar 14, 2010 6:06 am

new accounts should have a factor of the top 10 average stats

UP is 1% of top 10 ranked players average
army 1% of top 10 ranked players average
naq how ever should be 0.000001 percent of the top 10 ranked players banked naq

AT should be at 2000

covert levels start at 0

2 weeks wait to use the market should be reduced to 1 week


FSS should be 501 GnR and first ascention 750 GnR

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Re: increase in new account stats

Post by Sarevok » Sun Mar 14, 2010 6:21 am

Pimping D wrote:new accounts should have a factor of the top 10 average stats

UP is 1% of top 10 ranked players average
army 1% of top 10 ranked players average
naq how ever should be 0.000001 percent of the top 10 ranked players banked naq

AT should be at 2000

covert levels start at 0

2 weeks wait to use the market should be reduced to 1 week


FSS should be 501 GnR and first ascention 750 GnR

my 2C

mmm, i agree. they should get proportional to the largest players or average.
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Re: increase in new account stats

Post by megrim » Sat May 15, 2010 2:37 pm

only saw this topic now my bad ..
I'm to lazy to read everyone's thoughts and all so yeah

agreed that new accounts def need more of a start up boost.

But then again I found that when I join an alliance ( T I T A N S) the game got way better and all.

Therefore I have a suggestion that well , when new accounts start up they get the bonus of whatever it is and also get assigned to a random alliance of course the alliance will have to be active ,

So for this I suggest that well active alliances will have to put there names down for this list and the list gets renewed every month or whatever it will be set at
(To ensure the new player doesn't join well an inactive alliance lol )

um about the bonuses new accounts receive .

I say that it should be like a lottery thing like low, med and high. (also put that you can only make one account per day from that id so yeah if u want to try ur luck then you got to wait a day)

For the bonuses lets say it can be something like this

(50k ,100k 150k ) UU
(10k ,15k , 20k) Raw UP.
1 small planet (can even be a planet thats been chucked).
2k AT of non-tradeable turns
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