Raiding efficiency/UP cost increase

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xdjoker
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Raiding efficiency/UP cost increase

With the recent update the raiding was drastically cut for anyone above 3 Mil units which at the moment that is only me. So needless to say this has not been a big issue seeing as no else is affected by it. I know I have my beliefs why it was so drastically cut but i want to hear directly from the higher up their reasoning for doing this. They have stated why it was necessary to cut the market turns and SS down so much but they have not commented at all on the this part of the update.

I Believe it is only right that if yall are willing to explain your reasoning for the market turns yall should also explain the reasoning behind the massive cut back in raiding. Also this does not yet affect me yet but I would like an explanation of why the substantial increase in the cost of UP over 100k.
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Re: Raiding efficiency/UP cost increase

I have a feeling its to do with not letting those that put alot of time and effort to get into a great position to grow to fast and have 5+ accounts be able to destroy the entire server. So its to slow your progress once you hit those heights.
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Re: Raiding efficiency/UP cost increase

i belive is too late already for that..
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xdjoker
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Re: Raiding efficiency/UP cost increase

~Beelzebub~ wrote:I have a feeling its to do with not letting those that put alot of time and effort to get into a great position to grow to fast and have 5+ accounts be able to destroy the entire server. So its to slow your progress once you hit those heights.


But thing is with the way the game is now even 100 accounts cant destroy the entire server seeing as there is no way to kill priest right now. So yes we could slow down the server a little bit by taking naq but that's just about it and with the little amount of naq that people have out there's no point to it.

But like i said I have my beliefs of why the higher ups did it. I just want to hear from them what their reasoning for doing it was.
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Re: Raiding efficiency/UP cost increase

I am fairly sure that i can name 2 or 3 that could Murder-Death-Kill every single active account on the server (I could probably do 80% of them myself). such a thing would likely make quit half the players. (not priests, but the destruction of stats, weapons that sort of thing still hurts)

the fact that none of these people in question do it shows that the measures been put in place are unfair, uncalled for and unnecessary.

Personally i think everyone can see right through the singling out of Xdjoker on the 3m TFF raiding cuts.
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Re: Raiding efficiency/UP cost increase

Visentinel wrote:I am fairly sure that i can name 2 or 3 that could Murder-Death-Kill every single active account on the server (I could probably do 80% of them myself). such a thing would likely make quit half the players. (not priests, but the destruction of stats, weapons that sort of thing still hurts)

the fact that none of these people in question do it shows that the measures been put in place are unfair, uncalled for and unnecessary.

Personally i think everyone can see right through the singling out of Xdjoker on the 3m TFF raiding cuts.


I think you under estimate the loses that any big player occurs when they attack anyone. Just to attack once i would lose atleast 8 motherships regardless of how many motherships the other person had. While at the same time they would probably only lose 1 and barely any troops.

Also only thing that we can destroy are def troops, Naq and weapons. Seeing as not many people have that many weapon its not that big of lose for them and the troops are minimal at that. Only thing that would really hurt them would be taking the naq which the amount that is normally out i wouldnt waste 1 turn on much less 15.

But back to the point of this thread i was hoping to get a response from jason or julliet but that doesnt seem like its gonna happen. It was a long shot to see if they would respond but o well.
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Re: Raiding efficiency/UP cost increase

There is a soft cap on UP at 100k UP.
At that point, a player can grow max 300k per day; 100k UP, 100k transferred from others, 100k raided.

Since one of the principles of NewGrounds is 'not to allow infinite growth', we put an Armysize limit on raiding. Initially, that limit would have been '100% cutoff' like in Main. I considered that too strict, as I am more of supporter of the 'soft cap' position (hence UP price increase instead of straight ceiling). We do still have a solid cap; but that one is at a high level (12M).

Now, the armysize limit for raiding efficiency is 3M (MS do not count) and every 100k over that, the efficiency drops. This is -again- to restrict unlimited growth.



(For anyone who just dropped in on this thread, this is about an update in the most recent package, released 15/11/2012.)
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Re: Raiding efficiency/UP cost increase

Juliette wrote:There is a soft cap on UP at 100k UP.
At that point, a player can grow max 300k per day; 100k UP, 100k transferred from others, 100k raided.
(For anyone who just dropped in on this thread, this is about an update in the most recent package, released 15/11/2012.)

what you mean a player can grow max 300k per day??you cant have more that 100k UP or what??
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Re: Raiding efficiency/UP cost increase

™LoT wrote:
Juliette wrote:There is a soft cap on UP at 100k UP.
At that point, a player can grow max 300k per day; 100k UP, 100k transferred from others, 100k raided.
(For anyone who just dropped in on this thread, this is about an update in the most recent package, released 15/11/2012.)

what you mean a player can grow max 300k per day??you cant have more that 100k UP or what??

Jo means that if you hit the cap of 100k up a day, you can still recieve like 300k uu a day. Once you go over 100k you will be hit for higher up costs and most work alot harder to go beyond this mark.

Atleast thats how i see it.
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Re: Raiding efficiency/UP cost increase

~Beelzebub~ wrote:
™LoT wrote:
Juliette wrote:There is a soft cap on UP at 100k UP.
At that point, a player can grow max 300k per day; 100k UP, 100k transferred from others, 100k raided.
(For anyone who just dropped in on this thread, this is about an update in the most recent package, released 15/11/2012.)

what you mean a player can grow max 300k per day??you cant have more that 100k UP or what??

Jo means that if you hit the cap of 100k up a day, you can still recieve like 300k uu a day. Once you go over 100k you will be hit for higher up costs and most work alot harder to go beyond this mark.

Atleast thats how i see it.
Exactly. Of course you can keep building your UP higher (at increasingly high cost), which means you can keep growing more, just not as easily as you do under 100k UP. :)
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Re: Raiding efficiency/UP cost increase

Juliette wrote:
Now, the armysize limit for raiding efficiency is 3M (MS do not count) and every 100k over that, the efficiency drops. This is -again- to restrict unlimited growth.



Thank you for replying juliette and letting us know the reasoning behind it. I do agree with you that the increased cost after 100k UP is a good update. However I strongly do not agree with the raiding efficiency. With the current system in place along with the raid efficiency basically makes raiding useless around 4 to 5 mil units and that's being optimistic.

I am just barely over the 3 mil army size that causes the raiding efficiency to drop. At the moment I'm having to use 208 turns a day to raid my limit of 60K UU and im only 200k over the 3 mil. With the restrictions set in place to limit the trade of turns your essentially making raiding completely useless under this system.

Right now i am still able to raid but by the time i hit 4 to 5 mil army size the raiding button will basically be a big red button that i don't dare to touch unless i want to waste turns on a puny amount of UU. At that point i would only get maybe 500 units per raid if im lucky. So instead of it being a soft cap to 12 mil raiding limit your essentially make it a solid cap which prevents anyone from raiding past 4 to 5 mil UU.


Possible solutions:

1. Instead of having the raiding efficiency drop so dramatically after 3 mil army size and every 100k units. I propose that at 3 mil the amount you can raid per attack drops by 10%.
So it would work like this:
3 Mil your at 90%, 4 mil 80%, 5 mil 70%, 6 mil 60%, 7 mil 50%, 8 mil 40%, 9 mil 30%, 10 mil 20%, 11 mil 10% and then finally you hit 12 mil where your at 0% which is the official raiding cap.
This system may still be a little to steep so it may need a little adjusting but it is almost definitely better then the current system

2. Leave the raiding efficiency as it originally was and then set it to where your only able to raid a certain percentage of your total daily UP from a single person. This would make it to where they would need multiple farms to raid from thus preventing them from just going from one big farm to another without fear of others raiding the same person. By doing it this way your allowing multiple people to be opened up to farming at once essentially painting giant targets on the backs of these farms where everyone will be going after them. Making it to where the person with the massive army size a very limited chance to get good UU off of these farms.
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Re: Raiding efficiency/UP cost increase

xdjoker wrote:1. Instead of having the raiding efficiency drop so dramatically after 3 mil army size and every 100k units. I propose that at 3 mil the amount you can raid per attack drops by 10%.
So it would work like this:
3 Mil your at 90%, 4 mil 80%, 5 mil 70%, 6 mil 60%, 7 mil 50%, 8 mil 40%, 9 mil 30%, 10 mil 20%, 11 mil 10% and then finally you hit 12 mil where your at 0% which is the official raiding cap.
This system may still be a little to steep so it may need a little adjusting but it is almost definitely better then the current system


This!

...Or just stop trying to slow down us fast growers so much. :smt101
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Re: Raiding efficiency/UP cost increase

Raiding efficiency has been modified as previously announced; for each million above 3M your efficiency will go down 10%; at 12M (raid cap) raiding becomes impossible. :)
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Re: Raiding efficiency/UP cost increase

other new updates?? :D or upcoming?
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Re: Raiding efficiency/UP cost increase

™LoT wrote:other new updates?? :D or upcoming?
We are revising the Blitzkrieg, but the could very well be January before implementation. :)
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