Since you Fixing Ascension...
I Strong Recomend That Production Level Get a CAP, thats a recipe for disaster, i woude Stop it in 400 (25X raw Income). Because as long ascended have a unlimited grow on production, it will be **Filtered** for players to Catch. (how you catch a guy with 1 Bill units and 1 of they miner make 4 Times more than yours?)
changes to ascension
- PSICOLIX
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Re: changes to ascension
new Sing soon.
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BL1P
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Re: changes to ascension
too be honest i feel sry for the guys at the top if everything is being capped they will just be sitting there waiting for everyone too catch up.
after peeps like mojo have spent alot of time working on there ascend acount.
surely there must be a way too offer them some compensation.
its a mad idea but ill throw it in anyway
why not offer the top 10 players in ascension the option too roll over there ascension accounts onto main with some conversions etc.
If say they get a % of there army's turned into UU on main and a % of there lvls and weapons into naq etc i suppose a guy might be interested too send 1bil from ascended over to main if hes getting 100mil uu back.
although it would mean he starts from scratch on ascended.
it wouldnt need too be top 10 players you could set a power lvl once they reach this they can roll over.
you could use mojos currnet Influence Power as a bench mark or something.
after peeps like mojo have spent alot of time working on there ascend acount.
surely there must be a way too offer them some compensation.
its a mad idea but ill throw it in anyway
why not offer the top 10 players in ascension the option too roll over there ascension accounts onto main with some conversions etc.
If say they get a % of there army's turned into UU on main and a % of there lvls and weapons into naq etc i suppose a guy might be interested too send 1bil from ascended over to main if hes getting 100mil uu back.
although it would mean he starts from scratch on ascended.
it wouldnt need too be top 10 players you could set a power lvl once they reach this they can roll over.
you could use mojos currnet Influence Power as a bench mark or something.
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Re: changes to ascension
Bl1P,
not that old chestnut.....
I don't see how giving your alliance more power helps the game.
Dirty Dozen are already ranked 1 on both servers
not that old chestnut.....
I don't see how giving your alliance more power helps the game.
Dirty Dozen are already ranked 1 on both servers
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Are they that different? There battles have encompassed entire careers and lives within the game, the most bitter and epic of enemies, neither will leave while the other stands... the ultimate climax, will it ever come?
Who knows. One things for sure, the Freedom Fighter is in it for the long haul, its in her head now,
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bsm
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Re: changes to ascension
Sorry if this isn't the right place, but seems there's coding messed up on the test server. (i think someone did mention this already, just making sure
)
my original max LF lvl 32 - ~580k (reserves
lvl 33 - ~1.2mil (doubled)
lvl 34 - ~1.25mil
lvl 35 - ~1.3mil
lvl 45 - ~1.922mil
same with channeling
original lvl 24 -~2.4k
lvl 25 - ~5k (doubled)
lvl 26 - ~5.4k
lvl 30 - ~6k
my original max LF lvl 32 - ~580k (reserves
lvl 33 - ~1.2mil (doubled)
lvl 34 - ~1.25mil
lvl 35 - ~1.3mil
lvl 45 - ~1.922mil
same with channeling
original lvl 24 -~2.4k
lvl 25 - ~5k (doubled)
lvl 26 - ~5.4k
lvl 30 - ~6k
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Mato
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Re: changes to ascension
lvl 55 ..... Ascended Life Force Reserves 427,730 / 1,351,380
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Lord_Zeus
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Re: changes to ascension
Forum wrote:ok - so the complaint is not actually about the update - but about what is not updated????
ie - you are asking for revolt to be removed/changed?
(i did see "revolution!" in the post, but i thought it was a political comment on how to react to the <unspecified> update....)
I'm fairly neutral about the planets and revolution, I will say however that the update that prevented resource planets being raided was fairly pointless... with about 100 turns you can untrain most of a persons army and raid away. (Not saying its a good thing or a bad thing though.)
Regardless of how planets are changed however... the main problem with this update is how darned easy it is to descend someone, there is No defence you have against them at all, if this is implemented your taking away the last legitimate strategy to prevent descention... (Which is simply piling up loads of life force) I can't see why the damage that is able to be done needs to be changed. If it is changed it should be implemented on an Optional basis IE, you can times your life force by 3 If you wish... not forced. (This is talking about the damage done to someone when they are personally attacked ie the previous max was 5x lf with 3x the life force it would be 15x)
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Brdavs
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Re: changes to ascension
When it comes to descending I`d go with a seperate pool of LF for it maybe... One that cant be filled with DMU bough life force... Bring the levels (flow, channel, offense, defense) and usage of brains a bit more into play... Perhaps increase the cost/effects of the levels to give the edge to the big guys with the big levels... Taking on a god should be atleast somewhat risky/cost more than a 1turns income worth of LF for any1 heh... dunno, thinking outloud..



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~Krys~
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Re: changes to ascension
im partial eitehr way to helping the bigger ppl(not because of what alliance im in)
ive experince having someone mass me on ascended or main and not being able to retaliate on ascended cause they sold all their stuff nad bought massive amounts of dmu int LF
2 weeks of straight attacking got him down half way before he jumped on to vac mode
that was with me putting everything into my ascended account and the guy was ranked 400 ranks below me(possibly more)
there has to be limits to how easy descenion is but it is/was to restrictive)
ive experince having someone mass me on ascended or main and not being able to retaliate on ascended cause they sold all their stuff nad bought massive amounts of dmu int LF
2 weeks of straight attacking got him down half way before he jumped on to vac mode
that was with me putting everything into my ascended account and the guy was ranked 400 ranks below me(possibly more)
there has to be limits to how easy descenion is but it is/was to restrictive)
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Timmy
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Re: changes to ascension
i think psicolix's idea to cap production is a good idea as once people get there it creates a fairer playing atmosphere. meaning everyones units become about equal to each other in terms of income the way it should be

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Re: changes to ascension
@forum
The way i see it, the non (ex) COP ppl are mainly complaining about 2 things in this update.
1. descension is alot easier due to raising the max life force and so destroyn the only posible defence against descension made by most "little" ppl - having a nice chunk of life force while keeping max life force lvl as low as posible.
Here you basicly destroyed the tactic on wich most of the server was betting for keeping them alive. Betting and loosing as it seems now.
2. you failed to do anything about the princip wich few love and most hate. I m talking about "Evrything is destroyable in ascension" concept.
True it makes the server different, but also ppl dont play cause of it. Whats the point in investing time resources and effort, if in 5min that some1 is either pissed at you, sees you as a juicy target or is simply bored, and crumbels the work of a year down in a heart beat.
Combining an option op ppl being able buy (atm in dev server i could only see a sell option - hope it stays that way!) turns you would actualy worsen the situation on that point. As than those few elite accounts could collapse the server.
So for me too, this update is mostly bad. I know you mostly folow the sugestions made players, but if you ad 1 and 1 you ll see that a few players (the elite and its packs) are sugesting most of this updates, and while realising their ideas will make them happier and would seem the natural choice(awarding those who played well and landed on top) it will drive the rest (majority) further away, perhaps not only from ascended but main as well. As they like to say ascended and main are connected if one goes too far, both will collaps.
The way i see it, the non (ex) COP ppl are mainly complaining about 2 things in this update.
1. descension is alot easier due to raising the max life force and so destroyn the only posible defence against descension made by most "little" ppl - having a nice chunk of life force while keeping max life force lvl as low as posible.
Here you basicly destroyed the tactic on wich most of the server was betting for keeping them alive. Betting and loosing as it seems now.
2. you failed to do anything about the princip wich few love and most hate. I m talking about "Evrything is destroyable in ascension" concept.
True it makes the server different, but also ppl dont play cause of it. Whats the point in investing time resources and effort, if in 5min that some1 is either pissed at you, sees you as a juicy target or is simply bored, and crumbels the work of a year down in a heart beat.
Combining an option op ppl being able buy (atm in dev server i could only see a sell option - hope it stays that way!) turns you would actualy worsen the situation on that point. As than those few elite accounts could collapse the server.
So for me too, this update is mostly bad. I know you mostly folow the sugestions made players, but if you ad 1 and 1 you ll see that a few players (the elite and its packs) are sugesting most of this updates, and while realising their ideas will make them happier and would seem the natural choice(awarding those who played well and landed on top) it will drive the rest (majority) further away, perhaps not only from ascended but main as well. As they like to say ascended and main are connected if one goes too far, both will collaps.
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RobinInDaHood
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Re: changes to ascension
PSICOLIX wrote:I Strong Recomend That Production Level Get a CAP, thats a recipe for disaster,
A very valid point.
All stats should have a cap. Show me ANY other RPG-based game (Diablo, Guild Wars, WoW) that doesn't have caps on things like level, spell or stat points, armor class, attribute bonuses, etc. Those caps are put into place for a very good reason.
The developers and designers of some of the largest games in the world figured out a long time ago that creating a game where the people who started playing first have (and will always have) an advantage over everyone else who joins is not a healthy way for a game to grow and attract new players.
Last edited by RobinInDaHood on Mon Sep 10, 2007 6:10 am, edited 1 time in total.
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xtreme192
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Re: changes to ascension
ok my 2 cents
firstly forum, thankyou for these updates, many of them particulary the app conversion rate adjustment is well overdue
my only concern with the mentioned updates is making desension easier, although in saying that if it is easier for someone to descend me, it is easier for me to descend someone else, please correct me if my logic is wrong there.
i do like the idea that has been sugested of being able to transfer the cache to lf if you are under attack, without using it directly in battle, as has been said while this would act as a counter to making descension easier, it would reward those that are active and under personall attack. if i might suggest, if this is addopted however to stop abuse and making people un-decendable again that there be a limit to say 3x per day and only a max sent to full your life force / reserves to max, as i understand it from other posts u are now able to be hit up to 6 times per day and decended in 2 hits. (again correct me if im wrong here) so by doing this it would still be possible to decend someone however it would make it harder if they are regularly active, without making them un-decendable
if you still plan to give everyone some app to make up for the change in value, might i suggest giving everyone the same amount of app. while this might be considered a bit unfair on the top players, they have been benefiting from their app that they gained for some time now, this would help the smaller players while not realy disadvantaging the bigger ones, might i also suggest that this can only go into your cache and as such u must be at max lf before u can cash it in.
selling at's for dmu. great idea, although as been presented the rate of 100k is well tiny (as already discussed). it is reasonably easy to find several inactives with 0 def who throughout the course of the day have betwene 10 and 15 mill dmu out. forgetting about modifiers, this would suggest that the absolute min 1 turn would be worth would be 666,666 dmu.
whilst the superweapon had its problems the sale of it did bring alot more interest and activity to ascension and i do believe that the attention (wrong word, cant think of a better one) of some players will be lost without the farm fest every 3-5 days. on top of that the superweapon was a great sorce of income and growth potential for me when i was much smaller. i personally think that some form of distribution should take place. im not too keen on the idea of a 'chaos tax' in ascended however the idea of a dmu shower sounded interesting
if i could turn now to a more sensitive topic and one not covered by this update announcment as of yet (but discussed). initiate revolution.
my personaly self centred view agree's with robinindahood. however hensenhi makes a valid point about this being a key difference betwene ascended and the other servers. my problem with ascended does not realy lie in that it is possible to 'reset' someones account, but that in the process your enemies not only grow stronger reletive to u, they literally grow much stronger, i do not agree with hensenshi that income planets need to be destroyable, however i do agree that there would be less of a problem if they actually were destroyed and in no way be able to be raided. if this process were to be able to be limited to say 1% (arbitary figgure) of your physical expance per day this would help further. if initiate revolution was changed to destroy income, this would hopefully mean that once a player got to a certin size their account was not 'rest' by bigger players looking to grow further. this being said in a war betwene players or alliances it would mean that it would be possible to criple their accounts but u would not get a tangible benefit from doing so (excluding limiting their damage inflicted upon you.)
after typing all that on initiate revolution i hope i dont sound silly when i say my preferences is for leaving income worlds totally untouchable
whilst that is alot of words and i am not a large player in ascension but a very active one i hope my insight is helpfull in whatever is decisions are finally reached
finally i would just like to repeat something someone else before me said. thankyou forum, although many people here complain, i think you would be hard pressed to find anyone that wasnt truely greatfull for what u do
firstly forum, thankyou for these updates, many of them particulary the app conversion rate adjustment is well overdue
my only concern with the mentioned updates is making desension easier, although in saying that if it is easier for someone to descend me, it is easier for me to descend someone else, please correct me if my logic is wrong there.
i do like the idea that has been sugested of being able to transfer the cache to lf if you are under attack, without using it directly in battle, as has been said while this would act as a counter to making descension easier, it would reward those that are active and under personall attack. if i might suggest, if this is addopted however to stop abuse and making people un-decendable again that there be a limit to say 3x per day and only a max sent to full your life force / reserves to max, as i understand it from other posts u are now able to be hit up to 6 times per day and decended in 2 hits. (again correct me if im wrong here) so by doing this it would still be possible to decend someone however it would make it harder if they are regularly active, without making them un-decendable
if you still plan to give everyone some app to make up for the change in value, might i suggest giving everyone the same amount of app. while this might be considered a bit unfair on the top players, they have been benefiting from their app that they gained for some time now, this would help the smaller players while not realy disadvantaging the bigger ones, might i also suggest that this can only go into your cache and as such u must be at max lf before u can cash it in.
selling at's for dmu. great idea, although as been presented the rate of 100k is well tiny (as already discussed). it is reasonably easy to find several inactives with 0 def who throughout the course of the day have betwene 10 and 15 mill dmu out. forgetting about modifiers, this would suggest that the absolute min 1 turn would be worth would be 666,666 dmu.
whilst the superweapon had its problems the sale of it did bring alot more interest and activity to ascension and i do believe that the attention (wrong word, cant think of a better one) of some players will be lost without the farm fest every 3-5 days. on top of that the superweapon was a great sorce of income and growth potential for me when i was much smaller. i personally think that some form of distribution should take place. im not too keen on the idea of a 'chaos tax' in ascended however the idea of a dmu shower sounded interesting
if i could turn now to a more sensitive topic and one not covered by this update announcment as of yet (but discussed). initiate revolution.
Hensenshi wrote:RobinInDaHood wrote:Income planets should always be untouchable, either from raiding or revolution.
Income planets being destroyable is what makes the game so different. Everything is destroyable. Nothing is safe. I wouldn't have a problem if revolution was changed to destroy income planets, but income planets need to be destroyable in some way shape or fashion.
my personaly self centred view agree's with robinindahood. however hensenhi makes a valid point about this being a key difference betwene ascended and the other servers. my problem with ascended does not realy lie in that it is possible to 'reset' someones account, but that in the process your enemies not only grow stronger reletive to u, they literally grow much stronger, i do not agree with hensenshi that income planets need to be destroyable, however i do agree that there would be less of a problem if they actually were destroyed and in no way be able to be raided. if this process were to be able to be limited to say 1% (arbitary figgure) of your physical expance per day this would help further. if initiate revolution was changed to destroy income, this would hopefully mean that once a player got to a certin size their account was not 'rest' by bigger players looking to grow further. this being said in a war betwene players or alliances it would mean that it would be possible to criple their accounts but u would not get a tangible benefit from doing so (excluding limiting their damage inflicted upon you.)
after typing all that on initiate revolution i hope i dont sound silly when i say my preferences is for leaving income worlds totally untouchable
whilst that is alot of words and i am not a large player in ascension but a very active one i hope my insight is helpfull in whatever is decisions are finally reached
finally i would just like to repeat something someone else before me said. thankyou forum, although many people here complain, i think you would be hard pressed to find anyone that wasnt truely greatfull for what u do

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RobinInDaHood
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Re: changes to ascension
Hensenshi wrote:RobinInDaHood wrote:Income planets should always be untouchable, either from raiding or revolution.
Income planets being destroyable is what makes the game so different. Everything is destroyable. Nothing is safe. I wouldn't have a problem if revolution was changed to destroy income planets, but income planets need to be destroyable in some way shape or fashion.
I mentioned stat caps in another post earlier and compared it to other huge, successful RPGs like WoW, Guild Wars, and others.
The same logic applies here. When you go out on an RPG quest or mission with other players and get killed, they can't raid your corpse and take all your amour, weapons, gold, etc. and essentially strip all the work you've done back to 0.
Games that have *tried* that in the past (only 1 or 2 come to mind) and allowed you to completely devastate another player aren't around anymore. Having such a capability in the game destroys players will to play if they know at any time they could lose everything they have worked for, sometimes over months or years.
Last edited by RobinInDaHood on Mon Sep 10, 2007 4:24 am, edited 1 time in total.
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xtreme192
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Re: changes to ascension
RobinInDaHood wrote:Hensenshi wrote:RobinInDaHood wrote:Income planets should always be untouchable, either from raiding or revolution.
Income planets being destroyable is what makes the game so different. Everything is destroyable. Nothing is safe. I wouldn't have a problem if revolution was changed to destroy income planets, but income planets need to be destroyable in some way shape or fashion.
I mentioned stat caps in another post earlier and compared it to other huge, successful RPGs like WoW, Guild Wars, and others.
The same logic applies here. When you go out on an RPG quest or mission with other players and get killed, they can't raid your corpse and take all your amour, weapons, gold, etc. and essentially strip all the work you've done back to 0.
Games that have *tried* that in the past (only 1 or 2 come to mind) and allowed you to completely devastate another player aren't around anymore. Having such a capability in the game destroys players will to play if they know at any time they could lose everything they have worked for over, sometimes over months or years.
and that quite frankly is why my personal support is behind you on this matter, my above post was something of an comprmise, although i would asume an unpopular one
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Lord_Zeus
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Re: changes to ascension
With the situation of income planets etc... I do think they need to be killable, otherwise it creates the situation where the little guy simply can't catch up, however perhaps limiting it to 5-10% a day would work. (Any smaller and a players growth just outstrips what they will lose)
Is the income planets increasing dmu gain to prevent the game from becoming logarithmic? A solution could mabye be worked out where everyones planets income just increase at the same rate or something... perhaps, I don't think you can just put everyones income straight up there and lose the larger players investment.
Is the income planets increasing dmu gain to prevent the game from becoming logarithmic? A solution could mabye be worked out where everyones planets income just increase at the same rate or something... perhaps, I don't think you can just put everyones income straight up there and lose the larger players investment.
Power corrupts, absolute power corrupts absolutely.
Stickin it to the man!
Stickin it to the man!

