Open discussion on the new feature of using 3 MT to acquire 1,840 AT
Updates page
You can now trade:
All market turns for extra attack turns (trade the turns themselves -not any existing goods with a market turn.) You will get the equivalent of 2 quantity 5 trades worth of turns - although these turns are for personal attacking use only - you cannot give or trade them. They also do not count towards any existing maximum holdings.
non-transferrable attack turns
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non-transferrable attack turns

schuesseled wrote:And Yes, If someone attacked me with a knife and I had a cannon I would shoot them with it.
Age old saying that, "Dont bring a knife to a gun fight"
Reason, youll get dead.
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Re: non-transferrable attack turns
Why have Admin decided for it to give 2 trades of 5 multiples when you have to use all 3 MTs to do the trade?
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Sphinx42
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Re: non-transferrable attack turns
clarkey wrote:Why have Admin decided for it to give 2 trades of 5 multiples when you have to use all 3 MTs to do the trade?
Maybe because you don't lose any naq/UU?
Gone, left, no longer here.
- Clarkey
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Re: non-transferrable attack turns
Good point.
That's why I ask the stupid questions, and you provide the sensible answers!!!
That's why I ask the stupid questions, and you provide the sensible answers!!!

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Omoc
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Juliette Verified
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Re: non-transferrable attack turns
*goes to Perg, uses option and farms the heck out of everyone there*
Pity my mighty army isn't allowed in.
Brilliant update, although the option of using the stuff in perg is kinda perg-purpose-defeating, isn't it?
*cheers admin on his hard work*
*waves pompoms* Go Jason, go Jason, go!
Pity my mighty army isn't allowed in.
Brilliant update, although the option of using the stuff in perg is kinda perg-purpose-defeating, isn't it?
*cheers admin on his hard work*
*waves pompoms* Go Jason, go Jason, go!

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RobinInDaHood
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Re: non-transferrable attack turns
So a solution to mopping up the excessive turns in the game is to provide a way for people to have turns at 0 cost, rather than waiting for the natural progression of time? Also, they can have immediate turns in Perg even though that reality is supposed to be based entirely on turn (aka time) generation?
Ohhh, right, you have to use all three market turns to get your free turns except that the cost to buy 2750 turns per week is so cheap that anyone except for the most nubile players can afford to just buy them. It's not like anything has been done about the thousands of inactive accounts in the game that are throwing off hundreds of billions or trillions of naq per turn. You can easily farm 3 MT worth of paid turns per week from inactives.
So now players can do mass damage on main, pop into Perg, get all the turns they need (for personal use) to raid/farm/mass while in Perg, and then pop back out in 5 days to rinse and repeat?
Um, yeah... ok. Jason, I'm sure you had some logic behind this move. I just can't see it. If the goal was to begin to introduce a bit more strategy into the game by reducing the amount of turns floating around, this wasn't the solution. Printing more money isn't a way to reduce the amount of currency in circulation or increase its value.
If cleaning up the turn mess wasn't the goal, I'd sure like to know where you were going with this.
Ohhh, right, you have to use all three market turns to get your free turns except that the cost to buy 2750 turns per week is so cheap that anyone except for the most nubile players can afford to just buy them. It's not like anything has been done about the thousands of inactive accounts in the game that are throwing off hundreds of billions or trillions of naq per turn. You can easily farm 3 MT worth of paid turns per week from inactives.
So now players can do mass damage on main, pop into Perg, get all the turns they need (for personal use) to raid/farm/mass while in Perg, and then pop back out in 5 days to rinse and repeat?
Um, yeah... ok. Jason, I'm sure you had some logic behind this move. I just can't see it. If the goal was to begin to introduce a bit more strategy into the game by reducing the amount of turns floating around, this wasn't the solution. Printing more money isn't a way to reduce the amount of currency in circulation or increase its value.
If cleaning up the turn mess wasn't the goal, I'd sure like to know where you were going with this.
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ARC_trooper
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Re: non-transferrable attack turns
maybe this option wasnt meant to get active in purg? since it seems really unlogical.
can you just move into purg, use that option, farm the sh1t outta people and then come back using the remains of those turns?
or did i miss something?
can you just move into purg, use that option, farm the sh1t outta people and then come back using the remains of those turns?
or did i miss something?
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Re: non-transferrable attack turns
it is intended for this to be brought up during admin meeting...


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Re: non-transferrable attack turns
Currently you need the correct number of "generic" (regular "old" AT) to leave perg. The new "personal" turns will not allow you to leave.
Attack Turns 2,123 (405 generic + 1,718 personal) For example this would not allow you to leave.
Attack Turns 2,123 (405 generic + 1,718 personal) For example this would not allow you to leave.
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Re: non-transferrable attack turns
how bout u wait for jason so he explains it lol
also the thing bout bank increase..no more bank increase with ppt apparently?
u need to waste 1 MT to get extra bank space....
EDIT:
"Thus - you can get an additional 30% of your natural bank capacity increase per week, if you use all your market turns thusly. "
hmm not that bad...might be a good idea....
also the thing bout bank increase..no more bank increase with ppt apparently?
u need to waste 1 MT to get extra bank space....
EDIT:
"Thus - you can get an additional 30% of your natural bank capacity increase per week, if you use all your market turns thusly. "
hmm not that bad...might be a good idea....

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hfown
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Re: non-transferrable attack turns
i was already going to pergatory to try farming there, now im DEFINITELY going asap 

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Re: non-transferrable attack turns
The turn thing will help new players who don't know anyone else in the game and haven't figured out that there are 30k inactive players, some do have large armies and sometimes they are raiders so a new player could get confused. And a new player would be focusing their naq on their stats, so free AT is nice for them.
Getting turns to burn in perg will help all those who want to go farm/raid all the inactives in perg now.
As for the bank increase, I like the fact I can increase my bank 30% per week instead of 20% from using 2 ppt's. But having protection from ppt was nice too, but i guess if you take 2 ppt and 1 bank increase its the same but then you cant buy 1 mt worth of AT like you could before.
I won't say this is good or bad change, but it is change, so we all must adapt, change is what keeps the game interesting. Keep it up admin.
Getting turns to burn in perg will help all those who want to go farm/raid all the inactives in perg now.
As for the bank increase, I like the fact I can increase my bank 30% per week instead of 20% from using 2 ppt's. But having protection from ppt was nice too, but i guess if you take 2 ppt and 1 bank increase its the same but then you cant buy 1 mt worth of AT like you could before.
I won't say this is good or bad change, but it is change, so we all must adapt, change is what keeps the game interesting. Keep it up admin.
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Omoc
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