Also, it is misused by a few large "sharks" who defies the purpose of perg, which is to allow smaller players a place of relative safety, where they can grow and play out of the normal bustle which is Main. These "sharks" stays just above the perg caps, building up power in such a way that no one in perg can stand up to them. The normal "heroes" of main who would come up for the little guy is unable to do anything, as they cannot enter perg. In short, I don't believe perg functions as it was intended to, while it actually opens wide doors for abuse.
Solution:
- Place a vac-like limit on perg, say that you cannot enter perg for at least 24 hours after attacking someone.
- Modify the AT idea. Let ppl enter perg with all the ATs they want to, but change all those ATs to non-transferrable ATs. That will prevent abuse where ppl enter perg, raid like mad, exit perg, buy ATs... while still allowing an alliance with a perg presence to attack offenders. It will also allow smaller players faster growth, as they can raid more in perg than is currently the case.
- Create a minumum commitment time for perg, similar, but longer, than the one for vac mode. I'd suggest about 2 weeks, which should help deter those who go into perg simply to prey on the smaller players for a few days.
- Place dynamic caps on perg stats. I'd suggest that defence, MS, and covert may not have more power than the defence, MS or covert ranked at i.e. 1000 (to prevent stat builders). Attack may only have 10% more power than a defence which is ranked at 1000. The reason for this is that attack ranks easier, and it would be silly to allow only strikes of up to 100 bil, while allowing defences of 150 bil in perg. This will effectively kick those "sharks" out of perg, while still allowing the little guys to reach GR with a balanced account. The kicking powers should be determined over the time integral (i.e. the average defence rank 1000 power for the last 4 weeks) for the last few weeks, to prevent sudden changes in the ranks (i.e. because of a server war) to kick the top few perg players. An alternative is a fixed cap, though I don't know how high to make the cap.
Example: the average rank 1000 defence for the last few weeks had 100 bil power. If your defence in perg is more than 100 bil, you get kicked. The kicking power will have to be stated somewhere, though. - Finally, GR in perg defies the definition of GR, which is Glory and Reputation. There's no glory in achieving top 1600 rank in the twilight zone where relatively few ppl can attack you. I vote for doing away with GR in perg.
Any ideas on this? My aim with these updates are to give the little guy in perg the fair chance which perg was intended to, while stopping larger players abusing perg. I hope these suggestions can help perg to achieve its purpose in the game.


