MaxSterling wrote:it's quite obvious that the players that login 1-2 times/day prefer the slower playing style. The numbers would seem to indicate more ATs is preferred though. Right before the AT update came into effect, the number of players online was hovering close to 300 players online. Now, the numbers hover closer to 200 players online.
Except that, since the overall greater availability of turns, people have been leaving. At the games start, it was like 3-4AT/turn generated, and the market restocked every reset (1k AT was about the best you could do for a MT). Where as a few months ago, when the number of players were less, there was more AT available from the market.
MaxSterling wrote:I personally feel that more activity is better for the game than slowing it down. Slowing the game down leads to people logging in less frequently and thus quitting eventually. I can't see how that can be better for the game.
Yes and no. Is it better to have 10 people playing 24hrs/day. Or 200 people playing 1 hour/day.
MaxSterling wrote:If 1 person being able to mass an entire alliance by himself is the major issue you guys are having, then there are other ways to resolve that than reducing game activity. For example I suggested that the realm alert level affects the weapon decay. If you're on critical realm alert, your weapons would last longer, thus making your defense last longer, thus killing more attackers and wasting more ATs to mass a defense. Realm alert levels already sap our incomes anyways. May as well have that sapped income serve a purpose.
I'll reiterate, i agree with realm alert being used to better sustain weapon strength
MaxSterling wrote:Part of the problem has to do with the formulas admin uses to calculate losses. A strike that does 300b damage should only effect a % of 300b worth of defenders, not a % of your entire defense.
I agree with that. But how would you work it? Would you base it off supers first, or mercs first, or normals first. I would say supers, then mercs then normals, to work out losses. Since super defenders take fewer losses. And then however many weapons are needed to match power, is what is damaged. But then probably distributed over all weapons. So rather then say 1m taking 50% damage, 4m take 12.5% damage.