Raiding Bug? Rank Bug?

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LuLz
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Re: Raiding Bug? Rank Bug?

Well admin setting it back to what it was before would be great...I raided quite a lot during this month and well raid rates were just about perfect considering ingame market prices for ATs and total prices for ATs (traiding with other people)...however these new raid rates spoil up everything basicly...it'd be a miricle to find someone with enough UU out to acctualy make it worth it...
What I think would be a good rate is 4-5% of UUs on account - unless turns get cheaper starting on ingame market to which I think I might have a solution...there're thousands, tens of thousands of inactive accounts with 4k (or now) 5k AT, just sitting there...what if you make it so that if someone doesn't login in let's say 3 weeks - all ATs on the account will dissapear. This will make market refill every 3 weeks only by ATs generated with inactive people (if u're active u'll login in 3 weeks - if u go on holidays u'll put ur account on vac mode for long enough not to lose ur ATs)
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GeneralChaos
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Re: Raiding Bug? Rank Bug?

4-5% maybe even 7-8% / 15 At's seems better, the cost of not logging into your account to train your troops.
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Re: Raiding Bug? Rank Bug?

agree, i want back like it was. otherwise not worth time and aggrevation. and why was this not mentioned in part of update or on survey?
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12agnar0k
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Re: Raiding Bug? Rank Bug?

Stripping people of turns just because they havent logged in , is not fair.

If you want more turns on the market, then perhaps when any account active or not hits their Max turn regeneration cap, their turn generation gets funded straight into the Market. That'll be very full very soon :)
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Re: Raiding Bug? Rank Bug?

GeneralChaos wrote:4-5% maybe even 7-8% / 15 At's seems better, the cost of not logging into your account to train your troops.


agreed - will help new players who don't have the ability to buy ATs to get some UUs so we won't have a lot of newbs struggling to get to 1 mil army size while they raid - they'll still have to do something to get there it just won't be that tricky for them and the update wouldn't harm bigger players aswell

12agnar0k wrote:Stripping people of turns just because they havent logged in , is not fair.

If you want more turns on the market, then perhaps when any account active or not hits their Max turn regeneration cap, their turn generation gets funded straight into the Market. That'll be very full very soon :)


Ian I partially agree that it wouldn't be fair to strip turns of ACTIVE people, however if you do not login in 3 weeks then you aren't exactly active, are you? :wink: Those who go on holidays still have option to go on vacation mode for enough days to not be inactive for 3 weeks and thus they will not loose turns so active players will be able to keep ATs and inactive players don't give a damn about SGW anyway so they couldn't care less. To prevent this from happening to your account - the solution is simple - be active, or else suffer your punishment for inactivness :wink:
Those who can't login due to lack of time - ie RL issues or anything like that can go on vacation mode so it won't really hurt noone, just make sure that ingame market refills every now and then without new ATs being brought in the game which'll result in ATs being cheaper which face it - they are very expensive espiceally for new players

just my few thousands of mini cents anyway :wink:
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Re: Raiding Bug? Rank Bug?

I fully agree in the "new raid rates suck". It should be changed to where it was before. It aint worth at all to spend 15 turns on 2000 Units... and having farms with a low up that need like ages to get to 500k uu. So in my opinion (if those rates stay) there will be less, but "overraided" targets -> crap. Please fix this as soon as possible.
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Slugworth Assrot
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Re: Raiding Bug? Rank Bug?

4-5% and 7-8% are FAR too high.

Im guessing it's somewhere around 1% at the moment. It should be more like 1.5-2.5% or 2-2.5%

I'm pretty sure thats around what it was before the update.

At 7-8%, from a person with 400k UU, you'd be able to hit 28-32k UU.... frankly thats ridiculous.... you'd get 7-8K from a person with 100k UU out.... thats absurd too.
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Re: Raiding Bug? Rank Bug?

:lol:
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Re: Raiding Bug? Rank Bug?

GeneralChaos wrote:
Forum wrote:turn ranks, and some other turn stuff fixed....odd bug.
raiding - there was a bug before the update :) allowed overraid.

for raiding, i'd prefer to answer it this way:

what % of an enemy total UU should you get per 15AT? (then 1/15th of that per 1turn AT).
what % are you getting now?
what % do you think is 'right'.



If there was an overraid bug before the update its been there since i started the game 2 1/2 years ago, you should just set the raid limt to whatever it was before, when a target as 400k+ UU out and you get under 2k /15 ATs its not worth it, just set it back to what it was before.


Amen brother.
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Re: Raiding Bug? Rank Bug?

LuLz wrote:
12agnar0k wrote:Stripping people of turns just because they havent logged in , is not fair.

If you want more turns on the market, then perhaps when any account active or not hits their Max turn regeneration cap, their turn generation gets funded straight into the Market. That'll be very full very soon :)


Ian I partially agree that it wouldn't be fair to strip turns of ACTIVE people, however if you do not login in 3 weeks then you aren't exactly active, are you? :wink: Those who go on holidays still have option to go on vacation mode for enough days to not be inactive for 3 weeks and thus they will not loose turns so active players will be able to keep ATs and inactive players don't give a damn about SGW anyway so they couldn't care less. To prevent this from happening to your account - the solution is simple - be active, or else suffer your punishment for inactivness :wink:
Those who can't login due to lack of time - ie RL issues or anything like that can go on vacation mode so it won't really hurt noone, just make sure that ingame market refills every now and then without new ATs being brought in the game which'll result in ATs being cheaper which face it - they are very expensive espiceally for new players

just my few thousands of mini cents anyway :wink:


Look here.

Now if you go on vac mode, you will generate no turns

If you leave your account as a farm for 3 weeks and 1 day because you can you will come back with some turns.

Now if some silly update comes in and takes them away how are you supposed to catch up those 3 weeks you missed out on, If its not bad enough you've missed out on 3 weeks of income/u.p and all def wiped, you now have an update which takes your turns.

I dont think either idea is any good, its just mine is more practical as it affects no one badly just turns that were before going into the abyss can go into the market.
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Re: Raiding Bug? Rank Bug?

Slugworth Assrot wrote:4-5% and 7-8% are FAR too high.

Im guessing it's somewhere around 1% at the moment. It should be more like 1.5-2.5% or 2-2.5%

I'm pretty sure thats around what it was before the update.

At 7-8%, from a person with 400k UU, you'd be able to hit 28-32k UU.... frankly thats ridiculous.... you'd get 7-8K from a person with 100k UU out.... thats absurd too.


Well as General Chaos stated - the cost of not logging into the account to train ur UU, 4 mouse clicks in total, should be higher than it is - espiceally when it comes to wars, so u can raid the other party thus preventing them to grow naturally. It was about 2,5 - 3,5% before update I think - depends on the wind blows and stuff like that. I could get from 5k - 9k if someone had 350k UUs out. If s/he had more than 400k UU out about 10k UUs.
Honestly who would spend their time for raiding with a rate like 1,5%?
IMHO the best rate would be from 4 to 5% - the cost of not being arsed to train UUs every day or every 12 hours will now be bigger which comes handy in wars. And when u raid inactive accounts yeah u'd get up to 15k UUs on 300k UU target which will help new players grow while it won't hurt the big boys...
True the AT cost will go up eventually but that's why inactive accounts should be stripped of ATs.

Now to you Ian, tell me - who would let their account's defence being destroyed, MS being destroyed, spies killed in the name of fun probably aswell and u might add a planet or two just to get a max of 5k AT while they're 3 weeks away on holidays? Hell for 1T they'd let their account be farmed, raided, if there's defence on it and MS aswell, both being destroyed and in case they've got a good planet or 5 of them risk having them taken for 1T? That's what I generate in 2 days without even stratching my butt to do it :wink: and I ain't big - not at all. Besides in 3 weeks u generate (if my calculations are correct) 48*4*21=4032 - if u sell all of them u get roughly 800bil. U'd be an idiot to risk ur account being totaly destroyed for a mere 800bil. Unless of course u already have ur account destroyed due to a war in which case - would you let ur enemy turn farm & raid you for 3 weeks straight? Considering u have about 5 bil income and 200k UU - would u give ur enemy 5,25T & 4,2 mil UU just to get 800bil? And if we turn UUs into naq - that's another 2,94 T lost - or should I say given to the enemy? Total of 8,19T to get 800bil, less than 10% of that? I think everyone can do the maths to see that it isn't profitable for them...
Of course - those who do go on long vacations without putting the account on vac mode - I'm sure they always find a way to login into the account, to repair weps, train troops, go on PPT, bank naq, tell commander off for being such a prick and giving them only 10% of income, etc.

Of course - don't get me wrong, I'm not arguing that ur idea is bad, however, IMHO, there'll be much less trouble for game to refill market with ATs from inactive accounts during market reset on monday or smth like that because the turn lag is still quite big and ur solution would definatly be good but also bring a big burdon to the game - getting ATs from let's say 85 000 accounts (well the number is more like 93 000 or even bigger cus I'm sure there aren't 15k active people, but for the sake of it, let's consider 85 000 people) on market during turn change...Even ranks are a big enough task to adjust and income being given and UUs and ATs but if it would have to add ATs from 85k accounts - well I'm sure u can see my point
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Kaps1
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Re: Raiding Bug? Rank Bug?

The new raid numbers are garbage, it completely renders raiding useless. The best way to grow was to raid, though it took work. Spying targets, buying ats, taking the time to actually raid. But now it's not worth the time or effort! I'm hitting 450K raid targets getting 6-7K?! That's ridiculous, it was 10-13K before.

Before you could get 650K-1mil UU for 1K, If you worked. Even at 650K, which is a great 1K number for most raiders, you could trade 250K for another 1K at and still make a profit. Now 300K-500K for 1K at is almost no profit, and not worth the work.

In war I made/make my mark through raiding, and turn farming, while massing when I can. But without the restockable troops, I can't keep massing and build a defense. I'm sorry don't have 300K+/day UP. And without a high UP, raiding is best course of action. Now that's taken away!

And with planets being harder to keep than ever, Up planets are futile investment at best. Just a few thoughts from a trader/raider and someones made quit a bit in donations.
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Re: Raiding Bug? Rank Bug?

Before everyone throws around %'s that they think are good, maybe we should ask what the % we were getting before this change. Otherwise were liable to make things worse without knowing it.
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Re: Raiding Bug? Rank Bug?

Wepwaet wrote:Before everyone throws around %'s that they think are good, maybe we should ask what the % we were getting before this change. Otherwise were liable to make things worse without knowing it.


I completely agree. :)
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Re: Raiding Bug? Rank Bug?

From the ingame help/User Guide:

War (attack/raid) Success and Winnings: Your Strike Action (which is from 75% to 100% of your total potential Strike Action as determined above), must be bigger than their defence action (which is from 75% to 100% of their total potential Defence Action as determined above. Winnings are up to 75% of their naquadah (or 1.5% of untrained soldiers on raid), for a full 15 turns. Each turn less than 15 used obviously takes 1/15th of that potential away. Being at war with them adds 50% to these potentials, while if you are both at war, it doubles.


So - a target with 400k UU out should yield 6k UU (+/- random factor) without declaring war. If you declare war then it should be 9k (+/- random factor).

To be honest, that seems to be a good balance.
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