June 29th Updates (big / many...)

Locked
User avatar
Forum
Site Admin
Posts: 2844
Joined: Sun Jan 30, 2005 1:52 pm

Honours and Awards

Re: June 29th Updates (big / many...)

1) so that ac/cov got 5x and not 10x change (easier to take)
1.5) so that something is 'gained' as well as lost (one gets bigger, one smaller, versus one smaller)
2) so that big single att/def planets not as affected by the 50% natural update
3) some other reason that i forget right now

Neimenljivi wrote:Forum a quick question - I understand why you changed the 10x multiplier in covert & AC to a 2x one, but why add a 2x multiplier in defense/strike?
That will unbalance defense & strike vs MS vs strike/def planets big time ;) So why is there a need for the multiplier?

~N
Don't make me use this!!!
Neimenljivi
Forum Zombie
Posts: 6140
Joined: Sat Jun 17, 2006 12:23 am
Alliance: Lone wolf
Race: Slovenian
ID: 82089
Location: Slovenia

Re: June 29th Updates (big / many...)

Forum wrote:1) so that ac/cov got 5x and not 10x change (easier to take)
1.5) so that something is 'gained' as well as lost (one gets bigger, one smaller, versus one smaller)
2) so that big single att/def planets not as affected by the 50% natural update
3) some other reason that i forget right now

Neimenljivi wrote:Forum a quick question - I understand why you changed the 10x multiplier in covert & AC to a 2x one, but why add a 2x multiplier in defense/strike?
That will unbalance defense & strike vs MS vs strike/def planets big time ;) So why is there a need for the multiplier?

~N


Yes although with it medium sized planets are affected in the negative sense and MS as well. So the only "gain" from this is for big planets not to be too affected by fixing a glitch that doesn't actually change their stats.

Like I said I do understand the C&AC thing but besides people who relied on the planet glitch and have a big planet or two, the importance of everything else gets decreased (MS and smaller planets as well)

~N
Image
Haz wrote:It took a bit of time, but the investigation has now been completed.
S1eepy will be banned for scripting, for the remainder of this era.
Name: S1eepy [ TheCheekyChickens ]
{Banned}
2012 Awards awarded to me:
Spoiler
Image
Image
User avatar
Wepwaet
Forum Regular
Posts: 567
Joined: Thu Jun 01, 2006 10:45 pm
Alliance: Mayhem
Race: System Lord
ID: 1926916

Re: June 29th Updates (big / many...)

BMMJ13 wrote:
Forum wrote:i dont quite understand the Q
Wepwaet wrote:Edit: @ Forum
Are platforms and planet defenses supposed to work how they do now, independently or were the platforms supposed to enhance the planet defense?

I believe, they work together now, the power to hit a natural defense is the only part that is independent, and then blowing up fleets is an independent part related to the platforms.


This is what im getting at, everyone has different ideas on how the mechanics work with planet defenses and platforms. Could you set the record straight?


@BMMJ13
how is that working together? You've described the essential parts as NOT working together...
MaYHeM ID:1926916 Feedback
Spoiler
Image
Image
Lore wrote:We can not police human stupidity, carelessness, rudeness, or abiquity.
Mordack wrote:You know that your acronym is TOOL, right?
Wakko wrote:[2010-05-14 12:31:36] <LegendaryApophis> See admin, he massed me because he didn't like the update
[2010-05-14 12:31:50] <Wepwaet> no cause we don't like you
[2010-05-14 12:31:54] <adminHere> lol legend
Image
Tell the preening egos to put a sock in it! Vote "None of the above" for Ombudsman now!
BMMJ13
Lord of Winterfell
Posts: 3601
Joined: Mon Dec 24, 2007 5:46 pm
Alliance: Tauri Alliance
Race: Tollan
ID: 89633
Location: On the Mothership...

Honours and Awards

Re: June 29th Updates (big / many...)

Wepwaet wrote:
BMMJ13 wrote:
Forum wrote:i dont quite understand the Q
Wepwaet wrote:Edit: @ Forum
Are platforms and planet defenses supposed to work how they do now, independently or were the platforms supposed to enhance the planet defense?

I believe, they work together now, the power to hit a natural defense is the only part that is independent, and then blowing up fleets is an independent part related to the platforms.


This is what im getting at, everyone has different ideas on how the mechanics work with planet defenses and platforms. Could you set the record straight?


@BMMJ13
how is that working together? You've described the essential parts as NOT working together...

You need 15% in fleets to engage a natural defense, 15% up to 10% of the total defense and your fleets blow up (related to the platforms) and above 10% and they survive. So in other words they work together, but there are multiple parts involved.

Previous post in this thread: (reading/searching is your friend)
MaxSterling wrote:One important thing people are forgetting. Most of those "untouchable planets" everyone is talking about are protected by planet and platform defenses. If a planet has 500k planet defenses, YES the minimum number of fleets you must send in went from 200k to 260k. The fact of the matter is that if that same planet with 500k planet defenses had another 4T in platform defenses, both the 200k and the 260k fleets would get destroyed. The total number of fleets required to survive Planet Defense + Platform Defense is still at 10% of the total. That has not changed.
Mar 18, 14:52 General Zeus Sabotage Repelled 104,724,369 details
Image
Image
Image
Image
Image
Image
Image
Spoiler
Image
ImageImage

ImageImage

ImageImage

Image

Image

Image

Image
User avatar
Wepwaet
Forum Regular
Posts: 567
Joined: Thu Jun 01, 2006 10:45 pm
Alliance: Mayhem
Race: System Lord
ID: 1926916

Re: June 29th Updates (big / many...)

Do I really need to go searching for threads that claim the counter is true BMMJ13? I'd like to hear from the horses mouth as it were.
MaYHeM ID:1926916 Feedback
Spoiler
Image
Image
Lore wrote:We can not police human stupidity, carelessness, rudeness, or abiquity.
Mordack wrote:You know that your acronym is TOOL, right?
Wakko wrote:[2010-05-14 12:31:36] <LegendaryApophis> See admin, he massed me because he didn't like the update
[2010-05-14 12:31:50] <Wepwaet> no cause we don't like you
[2010-05-14 12:31:54] <adminHere> lol legend
Image
Tell the preening egos to put a sock in it! Vote "None of the above" for Ombudsman now!
stuff of legends
Forum Expert
Posts: 1217
Joined: Sat May 23, 2009 1:50 am
Alliance: The Legion
Location: China Beijing

Re: June 29th Updates (big / many...)

seems like a fine mix, then :)

:razz:

But that still voids the sniper issue. It still wont be fixed and can't be by just doubling the sabotage effectiveness.

Edit
Forgot to ask; i have played a few other games with similar system, doing surveys etc and gain some commodity, however as far as i could see 99% were false and full of crap, they never rewarded and usually had some sort of twist which you could never do. Some surveys you completed after a half hour or so and a messaged popped up at the end saying, you are not eligible or some crap. Thus not receiving your rewards.
Are these survey people solid? or are they just random companies you found on the web?
Image
Image
User avatar
Wepwaet
Forum Regular
Posts: 567
Joined: Thu Jun 01, 2006 10:45 pm
Alliance: Mayhem
Race: System Lord
ID: 1926916

Re: June 29th Updates (big / many...)

BMMJ13 wrote:Previous post in this thread: (reading/searching is your friend)
MaxSterling wrote:One important thing people are forgetting. Most of those "untouchable planets" everyone is talking about are protected by planet and platform defenses. If a planet has 500k planet defenses, YES the minimum number of fleets you must send in went from 200k to 260k. The fact of the matter is that if that same planet with 500k planet defenses had another 4T in platform defenses, both the 200k and the 260k fleets would get destroyed. The total number of fleets required to survive Planet Defense + Platform Defense is still at 10% of the total. That has not changed.



FYI this example doesn't show anything because the platform(s) is(are) strong enough on their own to kill 200-260k fleets.
MaYHeM ID:1926916 Feedback
Spoiler
Image
Image
Lore wrote:We can not police human stupidity, carelessness, rudeness, or abiquity.
Mordack wrote:You know that your acronym is TOOL, right?
Wakko wrote:[2010-05-14 12:31:36] <LegendaryApophis> See admin, he massed me because he didn't like the update
[2010-05-14 12:31:50] <Wepwaet> no cause we don't like you
[2010-05-14 12:31:54] <adminHere> lol legend
Image
Tell the preening egos to put a sock in it! Vote "None of the above" for Ombudsman now!
BMMJ13
Lord of Winterfell
Posts: 3601
Joined: Mon Dec 24, 2007 5:46 pm
Alliance: Tauri Alliance
Race: Tollan
ID: 89633
Location: On the Mothership...

Honours and Awards

Re: June 29th Updates (big / many...)

Wepwaet wrote:
BMMJ13 wrote:Previous post in this thread: (reading/searching is your friend)
MaxSterling wrote:One important thing people are forgetting. Most of those "untouchable planets" everyone is talking about are protected by planet and platform defenses. If a planet has 500k planet defenses, YES the minimum number of fleets you must send in went from 200k to 260k. The fact of the matter is that if that same planet with 500k planet defenses had another 4T in platform defenses, both the 200k and the 260k fleets would get destroyed. The total number of fleets required to survive Planet Defense + Platform Defense is still at 10% of the total. That has not changed.



FYI this example doesn't show anything because the platform(s) is(are) strong enough on their own to kill 200-260k fleets.

If you have a 1 tril natural and a 1 tril platform:
1. You would need 150 bil to engage the natural (15%)
2. You would need 200 bil to mass the total (10% of 2 tril)
3. Your fleets would blow up between 150 bil and 200 bil.

Max's suggestion is that fleet use doesn't change that much besides making the figure from 1. larger, and the figure from 3. a smaller range.
Mar 18, 14:52 General Zeus Sabotage Repelled 104,724,369 details
Image
Image
Image
Image
Image
Image
Image
Spoiler
Image
ImageImage

ImageImage

ImageImage

Image

Image

Image

Image
User avatar
caesar2
Forum Addict
Posts: 4129
Joined: Sun Dec 03, 2006 9:25 am
Alliance: The Pirate's Panties Island
Race: [carrot]
ID: 1933254
Location: Slovakia

Re: June 29th Updates (big / many...)

* Nox is removed if more than (240) attack turns are used in 24 hours. (no warning given..they just get flustered at your warlike actions and revoke policy). Sabotage is not noticed by the Nox so does not affect the policy. You can turn Nox back on at will, though it will cost to get a new policy.


After 16 attacks (when 15 ATs are beeing used) player will be target for everyone who wants to mass him. Well, this update has no point. It will bring this game to nowhere cuse everyone defence will be massed in few seconds if suiciders decides so.

1) massing with no nox is just a game of conection speed and PC
2) players need no skill to mass
3) average player makes more than 16 attacks daily
4) if this update will be applied, i think Nox can be completly removed since statbuilders will be just sitting and watching.
5) if someone thinks, that this will bring game back to "tactics", hes not thinking about how it will change this game to a sniper mode

I tested online fight with no nox, and even if i killed triple troops with my defence, i was massed in aprox 30 seconds. Resume after this fight was, oposite player did around 50 attacks, few repairs and i did barely 5 attacks and once repaired, cuse my browser do not alowe me to do multiple actions so fast.

At the end i want just to point on some facts:
1) turning nox off will lead to "burn resources" and everyone knows where they can be bought
2) turning nox off will only benefit players who can affort to buy naq or have donations to burn resources
3) rather than 240 ATs used i sugest admin should think about 2400 ATs used and than turn nox off


EDIT: do we want GW change to a "statbuilders heaven"?
EDIT2:
* The max hits on you before phasing out (while on nox) is raised from base of 140 to base of 200 (x15 turns). (since weapons are harder to damage...) -reminder that realm alert decreases the base by a % from 10 to 50 (used to be 70).
* The max insurance delay between attacks went from 7 to 5 seconds.


It seems Nox will alowe us to attack faster (from 7 secs delay to 5 alowes you to make 12 attacks per minutes, befoer it was only 8 8) ). Nox will turn on after more attacks. All these mentioned upcoming updates are simply ruining this game.

No nox for everyone or not these updates on nox
RETURN of the P I R A T E
User avatar
Noobert
Sedin Triplet
Posts: 12750
Joined: Fri Apr 21, 2006 8:39 pm
Alliance: Mayhem
Race: A Canuck
ID: 57572
Location: Canada, British Columbia

Re: June 29th Updates (big / many...)

Change the Nox Timer. Starts out as 1, and as your level of %age on your account increases..so does the time.

Do not remove Nox, that's a horrible idea. It's like giving an attack planet Monkey the key to the city.
Image
Image
Image
stuff of legends
Forum Expert
Posts: 1217
Joined: Sat May 23, 2009 1:50 am
Alliance: The Legion
Location: China Beijing

Re: June 29th Updates (big / many...)

agreed
Image
Image
User avatar
caesar2
Forum Addict
Posts: 4129
Joined: Sun Dec 03, 2006 9:25 am
Alliance: The Pirate's Panties Island
Race: [carrot]
ID: 1933254
Location: Slovakia

Re: June 29th Updates (big / many...)

Am playing since 2006. (aprox 1825 days)
Attack Turns Used(1) 1,860,271
Average ATs used per day is 1019, if i count every day.
But if we count aprox 50% spent on PPT... than my average use per day is somwhere around 2038 per day.

Basicly i wont hve nox forever :D

How much nox will YOU have?
RETURN of the P I R A T E
User avatar
Brythalious
Forum Intermediate
Posts: 927
Joined: Sun Oct 16, 2005 1:59 am
Alliance: Warlords of Briton
Race: Briton
ID: 19326
Location: Suth Saexe

Re: June 29th Updates (big / many...)

I agree doesn't look like a great idea.
Main ID: 19326. Ascended: 2853
A Warlord never asks how many but where they are!
Image
Image
Arturus Rex Quondam, Rexque Futurus
User avatar
[BoT] Jason
Forum History
Posts: 10120
Joined: Mon Sep 29, 2008 12:37 am
Alliance: TA
Race: DIEDAYDIEDAY
ID: 13003152
Alternate name(s): Pimp,Slenderman
Location: Right behind you

Re: June 29th Updates (big / many...)

Nox gets removed automatically after 16 attacks. after that you just have to reapply for it....Just means if you massing online then you both lose your nox.


Thats my understanding ATM.
Pimping

Feb 06, 06:16 Field Marshall Attack defended 15 88,977,968 0 x,x62,635,278,400 900,114 details

| | Hero of the Year | |

Winner: BMMJ13
Sarevok
Forum Addict
Posts: 4042
Joined: Wed May 09, 2007 7:42 pm
Race: NanoTiMaster
ID: 0

Re: June 29th Updates (big / many...)

A possible compromise.

Rather then War being set, and you have no Nox (thus the problem with slow internet/browsers etc), what about loosing a level? If you have low realm alert, you get no delay, medium gives you 1 second, and high gives you 3.

Basically, set each delay down 1 level. Reason I say this is 2 fold.
1) Everyone agree the Nox are a peaceful, non-aggressive race, why would they protect you if your making attacks against others.
2) A smaller delay, yet a delay, allows those for slower connections/browsers to STILL compete against others, and won't mean anyone living outside the USA is royally screwed.
viewtopic.php?f=13&t=162732
Suggestions, Comments please :)
R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEK
angel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
Ban Admin
<+CABAL> so adminHere, ever thought about playing SGW? :b
<~adminHere> cabal - i do :)
<+CABAL> :o
<+Sarevok> Cabal, look up Jtest ;)
<~adminHere> no -not jtest
<~adminHere> another :) i am a multi ;)
<+Sarevok> :O
* +CABAL screens
<+CABAL> :b
* +Sarevok Ban's Admin
Locked

Return to “For Admin Archives”